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)
文章目录
<!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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