HTML+CSS+JavaScript制作3D云效果,叼炸天!可用鼠标控制方向! 作品介绍

1.网页作品简介方面 :3D云效果,叼炸天!可用鼠标控制方向!

2.网页作品编辑方面:此作品为学生个人主页网页设计题材,代码为简单学生水平 html+css 布局制作,作品下载后可使用任意HTML编辑软件(例如:DW、HBuilder、NotePAD 、Vscode 、Sublime 、Webstorm 所有编辑器均可使用)

演示地址HTML+CSS+JavaScript制作3D云效果,叼炸天!可用鼠标控制方向!_javascript

二、代码目录

HTML+CSS+JavaScript制作3D云效果,叼炸天!可用鼠标控制方向!_css_02

三、代码实现
<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>Clouds</title>
		<meta charset="utf-8">
		<style type="text/css">

			body {
				background-color: #326696;
				margin: 0px;
				overflow: hidden;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;
				text-align:center;
			}

			a {
				color:#0078ff;
			}

		</style>
	</head>
	<body>



		<script type="text/javascript" src="js/ThreeWebGL.js"></script>
		<script type="text/javascript" src="js/ThreeExtras.js"></script>

		<script type="text/javascript" src="js/Detector.js"></script>
		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>

		<script id="vs" type="x-shader/x-vertex">

			varying vec2 vUv;

			void main() {

				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

		</script>

		<script id="fs" type="x-shader/x-fragment">

			uniform sampler2D map;

			uniform vec3 fogColor;
			uniform float fogNear;
			uniform float fogFar;

			varying vec2 vUv;

			void main() {

				float depth = gl_FragCoord.z / gl_FragCoord.w;
				float fogFactor = smoothstep( fogNear, fogFar, depth );

				gl_FragColor = texture2D( map, vUv );
				gl_FragColor.w *= pow( gl_FragCoord.z, 20.0 );
				gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

			}

		</script>

		<script type="text/javascript">

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			// Bg gradient

			var canvas = document.createElement( 'canvas' );
			canvas.width = 32;
			canvas.height = window.innerHeight;

			var context = canvas.getContext( '2d' );

			var gradient = context.createLinearGradient( 0, 0, 0, canvas.height );
			gradient.addColorStop(0, "#1e4877");
			gradient.addColorStop(0.5, "#4584b4");

			context.fillStyle = gradient;
			context.fillRect(0, 0, canvas.width, canvas.height);

			document.body.style.background = 'url(' + canvas.toDataURL('image/png') + ')';

			// Clouds

			var container;
			var camera, scene, renderer, sky, mesh, geometry, material,
			i, h, color, colors = [], sprite, size, x, y, z;

			var mouseX = 0, mouseY = 0;
			var start_time = new Date().getTime();

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 3000 );
				camera.position.z = 6000;

				scene = new THREE.Scene();

				geometry = new THREE.Geometry();

				var texture = THREE.ImageUtils.loadTexture( 'cloud10.png' );
				texture.magFilter = THREE.LinearMipMapLinearFilter;
				texture.minFilter = THREE.LinearMipMapLinearFilter;

				var fog = new THREE.Fog( 0x4584b4, - 100, 3000 );

				material = new THREE.MeshShaderMaterial( {

					uniforms: {

						"map": { type: "t", value:2, texture: texture },
						"fogColor" : { type: "c", value: fog.color },
						"fogNear" : { type: "f", value: fog.near },
						"fogFar" : { type: "f", value: fog.far },

					},
					vertexShader: document.getElementById( 'vs' ).textContent,
					fragmentShader: document.getElementById( 'fs' ).textContent,
					depthTest: false

				} );

				var plane = new THREE.Mesh( new THREE.Plane( 64, 64 ) );

				for ( i = 0; i < 8000; i++ ) {

					plane.position.x = Math.random() * 1000 - 500;
					plane.position.y = - Math.random() * Math.random() * 200 - 15;
					plane.position.z = i;
					plane.rotation.z = Math.random() * Math.PI;
					plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;

					GeometryUtils.merge( geometry, plane );

				}

				mesh = new THREE.Mesh( geometry, material );
				scene.addObject( mesh );

				mesh = new THREE.Mesh( geometry, material );
				mesh.position.z = - 8000;
				scene.addObject( mesh );

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onDocumentMouseMove( event ) {

				mouseX = ( event.clientX - windowHalfX ) * 0.25;
				mouseY = ( event.clientY - windowHalfY ) * 0.15;

			}

			function onWindowResize( event ) {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );
				render();

			}

			function render() {

				position = ( ( new Date().getTime() - start_time ) * 0.03 ) % 8000;

				camera.position.x += ( mouseX - camera.target.position.x ) * 0.01;
				camera.position.y += ( - mouseY - camera.target.position.y ) * 0.01;
				camera.position.z = - position + 8000;

				camera.target.position.x = camera.position.x;
				camera.target.position.y = camera.position.y;
				camera.target.position.z = camera.position.z - 1000;

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>

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五、源码获取

❉以上内容技术相关问题可以相互学习

HTML+CSS+JavaScript制作3D云效果,叼炸天!可用鼠标控制方向!_web_04