Toggle navigation
在线编辑器
在线代码
文本比较
jQuery下载
前端库
在线手册
登录/注册
下载代码
html
css
js
分享到微信朋友圈
X
html
css
html, body { overflow: hidden; } body { margin: 0; position: absolute; width: 100%; height: 100%; } canvas { width: 100%; height: 100%; }
JavaScript
var _createClass = function () {function defineProperties(target, props) {for (var i = 0; i < props.length; i++) {var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if ("value" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);}}return function (Constructor, protoProps, staticProps) {if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;};}();function _classCallCheck(instance, Constructor) {if (!(instance instanceof Constructor)) {throw new TypeError("Cannot call a class as a function");}} var canvas = document.getElementsByTagName('canvas')[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; var config = { TEXTURE_DOWNSAMPLE: 1, DENSITY_DISSIPATION: 0.98, VELOCITY_DISSIPATION: 0.99, PRESSURE_DISSIPATION: 0.8, PRESSURE_ITERATIONS: 25, CURL: 30, SPLAT_RADIUS: 0.005 }; var pointers = []; var splatStack = [];var _getWebGLContext = getWebGLContext(canvas),gl = _getWebGLContext.gl,ext = _getWebGLContext.ext; function getWebGLContext(canvas) { var params = { alpha: false, depth: false, stencil: false, antialias: false }; var gl = canvas.getContext('webgl2', params); var isWebGL2 = !!gl; if (!isWebGL2) gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); var halfFloat = void 0; var supportLinearFiltering = void 0; if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); supportLinearFiltering = gl.getExtension('OES_texture_float_linear'); } else { halfFloat = gl.getExtension('OES_texture_half_float'); supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear'); } gl.clearColor(0.0, 0.0, 0.0, 1.0); var halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; var formatRGBA = void 0; var formatRG = void 0; var formatR = void 0; if (isWebGL2) { formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType); formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType); } else { formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType); } return { gl: gl, ext: { formatRGBA: formatRGBA, formatRG: formatRG, formatR: formatR, halfFloatTexType: halfFloatTexType, supportLinearFiltering: supportLinearFiltering } }; } function getSupportedFormat(gl, internalFormat, format, type) { if (!supportRenderTextureFormat(gl, internalFormat, format, type)) { switch (internalFormat) { case gl.R16F: return getSupportedFormat(gl, gl.RG16F, gl.RG, type); case gl.RG16F: return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type); default: return null;} } return { internalFormat: internalFormat, format: format }; } function supportRenderTextureFormat(gl, internalFormat, format, type) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null); var fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status != gl.FRAMEBUFFER_COMPLETE) return false; return true; } function pointerPrototype() { this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [30, 0, 300]; } pointers.push(new pointerPrototype());var GLProgram = function () { function GLProgram(vertexShader, fragmentShader) {_classCallCheck(this, GLProgram); this.uniforms = {}; this.program = gl.createProgram(); gl.attachShader(this.program, vertexShader); gl.attachShader(this.program, fragmentShader); gl.linkProgram(this.program); if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program); var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < uniformCount; i++) { var uniformName = gl.getActiveUniform(this.program, i).name; this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); } }_createClass(GLProgram, [{ key: 'bind', value: function bind() { gl.useProgram(this.program); } }]);return GLProgram;}(); function compileShader(type, source) { var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); return shader; }; var baseVertexShader = compileShader(gl.VERTEX_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n'); var clearShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n'); var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n'); var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n'); var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n'); var advectionShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n'); var divergenceShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n'); var curlShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n'); var vorticityShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), 0.0);\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n'); var pressureShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n'); var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n'); var textureWidth = void 0; var textureHeight = void 0; var density = void 0; var velocity = void 0; var divergence = void 0; var curl = void 0; var pressure = void 0; initFramebuffers(); var clearProgram = new GLProgram(baseVertexShader, clearShader); var displayProgram = new GLProgram(baseVertexShader, displayShader); var splatProgram = new GLProgram(baseVertexShader, splatShader); var advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader); var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); var curlProgram = new GLProgram(baseVertexShader, curlShader); var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); var pressureProgram = new GLProgram(baseVertexShader, pressureShader); var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function initFramebuffers() { textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE; var texType = ext.halfFloatTexType; var rgba = ext.formatRGBA; var rg = ext.formatRG; var r = ext.formatR; density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST); divergence = createFBO(4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); curl = createFBO(5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST); } function createFBO(texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); var fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } function createDoubleFBO(texId, w, h, internalFormat, format, type, param) { var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param); var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); return { get read() { return fbo1; }, get write() { return fbo2; }, swap: function swap() { var temp = fbo1; fbo1 = fbo2; fbo2 = temp; } }; } var blit = function () { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return function (destination) { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); }; }(); var lastTime = Date.now(); multipleSplats(parseInt(Math.random() * 20) + 5); update(); function update() { resizeCanvas(); var dt = Math.min((Date.now() - lastTime) / 1000, 0.016); lastTime = Date.now(); gl.viewport(0, 0, textureWidth, textureHeight); if (splatStack.length > 0) multipleSplats(splatStack.pop()); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write[1]); velocity.swap(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(density.write[1]); density.swap(); for (var i = 0; i < pointers.length; i++) { var pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } } curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]); blit(curl[1]); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write[1]); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]); blit(divergence[1]); clearProgram.bind(); var pressureTexId = pressure.read[2]; gl.activeTexture(gl.TEXTURE0 + pressureTexId); gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]); gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION); blit(pressure.write[1]); pressure.swap(); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); pressureTexId = pressure.read[2]; gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId); gl.activeTexture(gl.TEXTURE0 + pressureTexId); for (var _i = 0; _i < config.PRESSURE_ITERATIONS; _i++) { gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]); blit(pressure.write[1]); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]); blit(velocity.write[1]); velocity.swap(); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]); blit(null); requestAnimationFrame(update); } function splat(x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[2]); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS); blit(velocity.write[1]); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.write[1]); density.swap(); } function multipleSplats(amount) { for (var i = 0; i < amount; i++) { var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; var x = canvas.width * Math.random(); var y = canvas.height * Math.random(); var dx = 1000 * (Math.random() - 0.5); var dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } } function resizeCanvas() { if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } canvas.addEventListener('mousemove', function (e) { pointers[0].moved = pointers[0].down; pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; pointers[0].x = e.offsetX; pointers[0].y = e.offsetY; }); canvas.addEventListener('touchmove', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { var pointer = pointers[i]; pointer.moved = pointer.down; pointer.dx = (touches[i].pageX - pointer.x) * 10.0; pointer.dy = (touches[i].pageY - pointer.y) * 10.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false); canvas.addEventListener('mousedown', function () { pointers[0].down = true; pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; }); canvas.addEventListener('touchstart', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { if (i >= pointers.length) pointers.push(new pointerPrototype()); pointers[i].id = touches[i].identifier; pointers[i].down = true; pointers[i].x = touches[i].pageX; pointers[i].y = touches[i].pageY; pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; } }); window.addEventListener('mouseup', function () { pointers[0].down = false; }); window.addEventListener('touchend', function (e) { var touches = e.changedTouches; for (var i = 0; i < touches.length; i++) { for (var j = 0; j < pointers.length; j++) { if (touches[i].identifier == pointers[j].id) pointers[j].down = false;}} });
粒子
时间
文字
hover
canvas
3d
游戏
音乐
火焰
水波
轮播图
鼠标跟随
动画
css
加载动画
导航
菜单
按钮
滑块
tab
弹出层
统计图
svg
×
Close
在线代码下载提示
开通在线代码永久免费下载,需支付20jQ币
开通后,在线代码模块中所有代码可终身免费下!
您已开通在线代码永久免费下载,关闭提示框后,点下载代码可直接下载!
您已经开通过在线代码永久免费下载
对不起,您的jQ币不足!可通过发布资源 或
直接充值获取jQ币
取消
开通下载
<!doctype html> <html> <head> <meta charset="utf-8"> <title>WebGL流体模拟-jq22.com</title> <script src="https://www.jq22.com/jquery/jquery-1.10.2.js"></script> <style>
</style> </head> <body>
<script>
</script>
</body> </html>
2012-2021 jQuery插件库版权所有
jquery插件
|
jq22工具库
|
网页技术
|
广告合作
|
在线反馈
|
版权声明
沪ICP备13043785号-1
浙公网安备 33041102000314号