如何设置一个炫彩油漆式网页背景

样式展示

第一步

新建一个 index.html 文件,代码如下:

<!DOCTYPE html>
<html lang="zh-CN">

<head>
  <meta charset="UTF-8">
  <title>炫彩油漆背景</title>
  <style>
    body {
      background-color: #000;
      margin: 0;
      overflow: hidden;
      background-repeat: no-repeat;
    }
  </style>
</head>

<body>

  <body>
    <canvas id="canvas" width="1400" height="600"></canvas>
  </body>
  <script src="./script.js"></script>
</body>

</html>

第二步

新建一个 script.js 文件,代码如下:

var canvas = document.getElementById("canvas");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

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

//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;

#define AA

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

uniform float time;

void main(){

    float strength = 0.4;
    float t = time/6.0;

    vec3 col = vec3(0);
    vec2 fC = gl_FragCoord.xy;

    #ifdef AA
    for(int i = -1; i <= 1; i++) {
        for(int j = -1; j <= 1; j++) {

            fC = gl_FragCoord.xy+vec2(i,j)/3.0;

            #endif

            //Normalized pixel coordinates (from 0 to 1)
            vec2 pos = fC/resolution.xy;

            pos.y /= resolution.x/resolution.y;
            pos = 4.0*(vec2(0.5) - pos);

            for(float k = 1.0; k < 7.0; k+=1.0){ 
                pos.x += strength * sin(2.0*t+k*1.5 * pos.y)+t*0.5;
                pos.y += strength * cos(2.0*t+k*1.5 * pos.x);
            }

            //Time varying pixel colour
            col += 0.5 + 0.5*cos(time+pos.xyx+vec3(0,2,4));

            #ifdef AA
        }
    }

    col /= 9.0;
    #endif

  //Gamma
  col = pow(col, vec3(0.4545));

    //Fragment colour
    gl_FragColor = vec4(col,1.0);
}
`;

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

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

function onWindowResize(){
  canvas.width  = window.innerWidth;
  canvas.height = window.innerHeight;
    gl.viewport(0, 0, canvas.width, canvas.height);
  gl.uniform1f(widthHandle, window.innerWidth);
  gl.uniform1f(heightHandle, window.innerHeight);
}


//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, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);

var lastFrame = Date.now();
var thisFrame;

function draw(){
    
  //Update time
    thisFrame = Date.now();
  time += (thisFrame - lastFrame)/770;    
    lastFrame = thisFrame;

    //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();

第三步

把两个文件放在同一个文件夹后,双击 index.html文件,即可显示 炫彩油漆式网页背景

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