属于前端程序员的浪漫代码(致敬爱的师父篇)

炫酷爱心代码(含Canvas GL和各种网页链接等)

<!DOCTYPE html>
<html lang="en">


<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title></title>
    <link rel="stylesheet" href="css/style.css">
</head>

<body>
    <canvas id="canvas" width="1400" height="600"></canvas>
    <canvas id="canvas1" width="400" height="400"></canvas>
    <style>
        body {
            background-color: #000;
            margin: 0;
            overflow: hidden;
            background-repeat: no-repeat;
        }
        #canvas{
            z-index: 0;
        }
        #canvas1{
            position: absolute;
            left: 0;
            top: 0;
        }
    </style>
</body>

<script>
    var canvas = document.getElementById("canvas");
    var canvas1 = document.getElementById('canvas1');
    var ctx = canvas1.getContext('2d');
    ctx.font = '30px Arial';
    ctx.fillStyle = '#FF0000';
    ctx.fillText('牛滕非你最帅',50,100)
    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 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() {
        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);

    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();
</script>

</html>

简单爱心

<!DOCTYPE html>
<html>
	<head>
		<meta charset="utf-8">
		<title>帅气师父
        </title>
		<style>
			*{
				margin: 0;
				padding: 0;
			}
			body{
				background: pink;
			}
			.box{
				width: 120px;
				height:  120px;
				background: #ff0000;
				/* 使盒子旋转45度, 并设置边距 */
				transform: rotate(45deg);
				margin: 200px auto;
				animation: love 1s infinite;  /* 动画绑定 */
				box-shadow: 0 0 20px #ff5500;
			}
			/* 爱心形状绘制 */
			.box::before,
			.box::after{
				content: "";
				/* 给插入的盒子进行定位 */
				position: absolute;
				width: 120px;
				height: 120px;
				background: #ff0000;
				border-radius: 50%;
			}
			.box::before{
				left: -68px;
			}
			.box::after{
				top: -68px;
			}
			/* 动画绘制 */
			@keyframes love{
				0%{
					transform: rotate(45deg)scale(0.85);
				}
				50%{
					transform: rotate(45deg)scale(1);
				}
				100%{
					transform: rotate(45deg)scale(0.85);
				}
			}
			p{
				text-align: center;
				font-size: 30px;
				font-weight: 520;
				color: #ffaa00;
			}
		</style>
	</head>
	<body>
		<div class="box"></div>
		<p>想你 牛滕非</p>
	</body>
</html>

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