发光爱心动画(canvas)

Chason
2021-03-23 / 0 评论 / 0 点赞 / 827 阅读 / 7,889 字
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js:

import { draw_heart } from "../../components/canvas/draw_heart";

export default {
  mounted() {

    draw_heart(this.$refs.heart_canvas);
  },
};

html:

      <div style="width: 100px; overflow: hidden; border-radius: 50%;">
        <div
          style="background-color: rgb(14, 8, 16); overflow: hidden; height: 100px; margin-left: -450px;"
        >
          <canvas
            ref="heart_canvas"
            width="1"
            height="1"
            class="my-n2 py-0"
          ></canvas>
        </div>
      </div>

draw_heart.js

// var a = this.$refs.("title");
function draw_heart(heart_canvas) {
  // var canvas = document.getElementById("canvas_heart");
  var canvas = heart_canvas;

  change_size();

  function change_size() {
    // canvas.width = window.innerWidth;
    canvas.width = 1000;
    canvas.height = 150;
    // if (canvas.width < 100) {
    //   canvas.height = 50;
    // } else if (canvas.width < 1263) {
    //   canvas.height = 150;
    // } else if (canvas.width > 2200) {
    //   canvas.width = 2200;
    //   canvas.height = 600;
    // } else if (canvas.width > 2000) {
    //   canvas.height = 600;
    // } else {
    //   canvas.height = 300;
    // }
  }

  // Initialize the GL context
  var gl = canvas.getContext("webgl");
  if (!gl) {
    console.error("Unable to initialize WebGL.");
  }

  //Time step
  var dt = 0.015;
  //Time
  var time = 0.0;

  //************** Shader sources **************

  var vertexSource = `
attribute vec2 position;
void main() {
	gl_Position = vec4(position, 0.0, 1.0);
}
`;

  var fragmentSource = `
precision highp float;

uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);

uniform float time;

#define POINT_COUNT 8

vec2 points[POINT_COUNT];
const float speed = -0.5;
const float len = 0.25;
float intensity = 0.9;
float radius = 0.015;

//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
	vec2 a = B - A;
	vec2 b = A - 2.0*B + C;
	vec2 c = a * 2.0;
	vec2 d = A - pos;

	float kk = 1.0 / dot(b,b);
	float kx = kk * dot(a,b);
	float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
	float kz = kk * dot(d,a);

	float res = 0.0;

	float p = ky - kx*kx;
	float p3 = p*p*p;
	float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
	float h = q*q + 4.0*p3;

	if(h >= 0.0){
		h = sqrt(h);
		vec2 x = (vec2(h, -h) - q) / 2.0;
		vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
		float t = uv.x + uv.y - kx;
		t = clamp( t, 0.0, 1.0 );

		// 1 root
		vec2 qos = d + (c + b*t)*t;
		res = length(qos);
	}else{
		float z = sqrt(-p);
		float v = acos( q/(p*z*2.0) ) / 3.0;
		float m = cos(v);
		float n = sin(v)*1.732050808;
		vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
		t = clamp( t, 0.0, 1.0 );

		// 3 roots
		vec2 qos = d + (c + b*t.x)*t.x;
		float dis = dot(qos,qos);

		res = dis;

		qos = d + (c + b*t.y)*t.y;
		dis = dot(qos,qos);
		res = min(res,dis);

		qos = d + (c + b*t.z)*t.z;
		dis = dot(qos,qos);
		res = min(res,dis);

		res = sqrt( res );
	}

	return res;
}


//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
	return vec2(16.0 * sin(t) * sin(t) * sin(t),
							-(13.0 * cos(t) - 5.0 * cos(2.0*t)
							- 2.0 * cos(3.0*t) - cos(4.0*t)));
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
	return pow(radius/dist, intensity);
}

float getSegment(float t, vec2 pos, float offset, float scale){
	for(int i = 0; i < POINT_COUNT; i++){
		points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
	}

	vec2 c = (points[0] + points[1]) / 2.0;
	vec2 c_prev;
	float dist = 10000.0;

	for(int i = 0; i < POINT_COUNT-1; i++){
		//https://tinyurl.com/y2htbwkm
		c_prev = c;
		c = (points[i] + points[i+1]) / 2.0;
		dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
	}
	return max(0.0, dist);
}

void main(){
	vec2 uv = gl_FragCoord.xy/resolution.xy;
	float widthHeightRatio = resolution.x/resolution.y;
	vec2 centre = vec2(0.5, 0.5);
	vec2 pos = centre - uv;
	pos.y /= widthHeightRatio;
	//Shift upwards to centre heart
	pos.y += 0.02;
	float scale = 0.000015 * height;

	float t = time;

	//Get first segment
	float dist = getSegment(t, pos, 0.0, scale);
	float glow = getGlow(dist, radius, intensity);

	vec3 col = vec3(0.0);

	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Pink glow
	col += glow * vec3(0.94,0.14,0.4);

	//Get second segment
	dist = getSegment(t, pos, 3.4, scale);
	glow = getGlow(dist, radius, intensity);

	//White core
	col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
	//Blue glow
	col += glow * vec3(0.2,0.6,1.0);

	//Tone mapping
	col = 1.0 - exp(-col);

	//Output to screen
 	gl_FragColor = vec4(col,1.0);
}
`;

  //************** Utility functions **************

  window.addEventListener("resize", onWindowResize, false);

  function onWindowResize() {
    change_size();
    gl.uniform1f(widthHandle, canvas.width);
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.uniform1f(heightHandle, canvas.height);
  }

  //Compile shader and combine with source
  function compileShader(shaderSource, shaderType) {
    var shader = gl.createShader(shaderType);
    gl.shaderSource(shader, shaderSource);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
    }
    return shader;
  }

  //From https://codepen.io/jlfwong/pen/GqmroZ
  //Utility to complain loudly if we fail to find the attribute/uniform
  function getAttribLocation(program, name) {
    var attributeLocation = gl.getAttribLocation(program, name);
    if (attributeLocation === -1) {
      throw "Cannot find attribute " + name + ".";
    }
    return attributeLocation;
  }

  function getUniformLocation(program, name) {
    var attributeLocation = gl.getUniformLocation(program, name);
    if (attributeLocation === -1) {
      throw "Cannot find uniform " + name + ".";
    }
    return attributeLocation;
  }

  //************** Create shaders **************

  //Create vertex and fragment shaders
  var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);
  var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);

  //Create shader programs
  var program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  gl.linkProgram(program);

  gl.useProgram(program);

  //Set up rectangle covering entire canvas
  var vertexData = new Float32Array([
    -1.0,
    1.0, // top left
    -1.0,
    -1.0, // bottom left
    1.0,
    1.0, // top right
    1.0,
    -1.0 // bottom right
  ]);

  //Create vertex buffer
  var vertexDataBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

  // Layout of our data in the vertex buffer
  var positionHandle = getAttribLocation(program, "position");

  gl.enableVertexAttribArray(positionHandle);
  gl.vertexAttribPointer(
    positionHandle,
    2, // position is a vec2 (2 values per component)
    gl.FLOAT, // each component is a float
    false, // don't normalize values
    2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes)
    0 // how many bytes inside the buffer to start from
  );

  //Set uniform handle
  var timeHandle = getUniformLocation(program, "time");
  var widthHandle = getUniformLocation(program, "width");
  var heightHandle = getUniformLocation(program, "height");

  gl.uniform1f(widthHandle, canvas.width);
  gl.uniform1f(heightHandle, canvas.height);

  function draw() {
    //Update time
    time += dt;

    //Send uniforms to program
    gl.uniform1f(timeHandle, time);
    //Draw a triangle strip connecting vertices 0-4
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

    requestAnimationFrame(draw);
  }

  draw();
}

export { draw_heart };

注:draw_heart.js 是自己修改后的(传入vue的ref组件即可使用,推荐)。
压缩包为原文件(vue无法直接import引入)。
draw_heart.js
线性发光的爱心canvas动效.zip

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