jQuery+HTML 5 WebGL 고성능 불꽃놀이 애니메이션 효과 구현【데모 원본 다운로드 첨부】

이 글 은 jQuery+HTML 5 가 WebGL 고성능 불꽃 피 우기 애니메이션 효 과 를 실현 하 는 사례 를 보 여 준다.여러분 께 참고 하도록 공유 하 겠 습 니 다.구체 적 으로 는 다음 과 같 습 니 다.
실행 효과:

전체 코드 는 다음 과 같 습 니 다:

<!DOCTYPE html>
<html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths">
<head>
<meta charset="UTF-8">
<meta name="viewport" content=" initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<meta name="format-detection" content="telephone=no">
<title>HTML5/WebGL         </title>
<meta name="description" content="HTML5/WebGL         ">
<meta name="keywords" content="HTML5/WebGL         ">
<style>
canvas {
  position: absolute;
  top: 0;
  left: 0;
  background-color: #111;
}
</style>
</head>
<body>
<script src="jquery-1.11.1.min.js"></script>
<canvas id="c" width="1440" height="304"></canvas><script src="prefixfree.min.js"></script><script src="modernizr.js"></script><script>var gl = c.getContext('webgl', {
    preserveDrawingBuffer: true
  }),
  w = c.width = window.innerWidth,
  h = c.height = window.innerHeight
, webgl = {}, opts = {
  projectileAlpha: .8,
  projectileLineWidth: 1.3,
  fireworkAngleSpan: .5,
  baseFireworkVel: 3,
  addedFireworkVel: 3,
  gravity: .03,
  lowVelBoundary: -.2,
  xFriction: .995,
  baseShardVel: 1,
  addedShardVel: .2,
  fireworks: 1000,
  baseShardsParFirework: 10,
  addedShardsParFirework: 10,
  shardFireworkVelMultiplier: .3,
  initHueMultiplier: 1 / 360,
  runHueAdder: .1 / 360
}
webgl.vertexShaderSource = `
uniform int u_mode;
uniform vec2 u_res;
attribute vec4 a_data;
varying vec4 v_color;
vec3 h2rgb( float h ){
 return clamp( abs( mod( h * 6. + vec3( 0, 4, 2 ), 6. ) - 3. ) -1., 0., 1. );
}
void clear(){
 gl_Position = vec4( a_data.xy, 0, 1 );
 v_color = vec4( 0, 0, 0, a_data.w );
}
void draw(){
 gl_Position = vec4( vec2( 1, -1 ) * ( ( a_data.xy / u_res ) * 2. - 1. ), 0, 1 );
 v_color = vec4( h2rgb( a_data.z ), a_data.w );
}
void main(){
 if( u_mode == 0 )
 draw();
 else
 clear();
}
`;
webgl.fragmentShaderSource = `
precision mediump float;
varying vec4 v_color;
void main(){
 gl_FragColor = v_color;
}
`;
webgl.vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(webgl.vertexShader, webgl.vertexShaderSource);
gl.compileShader(webgl.vertexShader);
webgl.fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(webgl.fragmentShader, webgl.fragmentShaderSource);
gl.compileShader(webgl.fragmentShader);
webgl.shaderProgram = gl.createProgram();
gl.attachShader(webgl.shaderProgram, webgl.vertexShader);
gl.attachShader(webgl.shaderProgram, webgl.fragmentShader);
gl.linkProgram(webgl.shaderProgram);
gl.useProgram(webgl.shaderProgram);
webgl.dataAttribLoc = gl.getAttribLocation(webgl.shaderProgram, 'a_data');
webgl.dataBuffer = gl.createBuffer();
gl.enableVertexAttribArray(webgl.dataAttribLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, webgl.dataBuffer);
gl.vertexAttribPointer(webgl.dataAttribLoc, 4, gl.FLOAT, false, 0, 0);
webgl.resUniformLoc = gl.getUniformLocation(webgl.shaderProgram, 'u_res');
webgl.modeUniformLoc = gl.getUniformLocation(webgl.shaderProgram, 'u_mode');
gl.viewport(0, 0, w, h);
gl.uniform2f(webgl.resUniformLoc, w, h);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
gl.lineWidth(opts.projectileLineWidth);
webgl.data = [];
webgl.clear = function() {
  gl.uniform1i(webgl.modeUniformLoc, 1);
  var a = .1;
  webgl.data = [-1, -1, 0, a,
    1, -1, 0, a, -1, 1, 0, a, -1, 1, 0, a,
    1, -1, 0, a,
    1, 1, 0, a
  ];
  webgl.draw(gl.TRIANGLES);
  gl.uniform1i(webgl.modeUniformLoc, 0);
  webgl.data.length = 0;
}
webgl.draw = function(glType) {
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(webgl.data), gl.STATIC_DRAW);
  gl.drawArrays(glType, 0, webgl.data.length / 4);
}
var fireworks = [],
  tick = 0,
  sins = [],
  coss = [],
  maxShardsParFirework = opts.baseShardsParFirework + opts.addedShardsParFirework,
  tau = 6.283185307179586476925286766559;
for (var i = 0; i < maxShardsParFirework; ++i) {
  sins[i] = Math.sin(tau * i / maxShardsParFirework);
  coss[i] = Math.cos(tau * i / maxShardsParFirework);
}
function Firework() {
  this.reset();
  this.shards = [];
  for (var i = 0; i < maxShardsParFirework; ++i)
    this.shards.push(new Shard(this));
}
Firework.prototype.reset = function() {
  var angle = -Math.PI / 2 + (Math.random() - .5) * opts.fireworkAngleSpan,
    vel = opts.baseFireworkVel + opts.addedFireworkVel * Math.random();
  this.mode = 0;
  this.vx = vel * Math.cos(angle);
  this.vy = vel * Math.sin(angle);
  this.x = Math.random() * w;
  this.y = h;
  this.hue = tick * opts.initHueMultiplier;
}
Firework.prototype.step = function() {
  if (this.mode === 0) {
    var ph = this.hue,
      px = this.x,
      py = this.y;
    this.hue += opts.runHueAdder;
    this.x += this.vx *= opts.xFriction;
    this.y += this.vy += opts.gravity;
    webgl.data.push(
      px, py, ph, opts.projectileAlpha * .2,
      this.x, this.y, this.hue, opts.projectileAlpha * .2);
    if (this.vy >= opts.lowVelBoundary) {
      this.mode = 1;
      this.shardAmount = opts.baseShardsParFirework + opts.addedShardsParFirework * Math.random() | 0;
      var baseAngle = Math.random() * tau,
        x = Math.cos(baseAngle),
        y = Math.sin(baseAngle),
        sin = sins[this.shardAmount],
        cos = coss[this.shardAmount];
      for (var i = 0; i < this.shardAmount; ++i) {
        var vel = opts.baseShardVel + opts.addedShardVel * Math.random();
        this.shards[i].reset(x * vel, y * vel)
        var X = x;
        x = x * cos - y * sin;
        y = y * cos + X * sin;
      }
    }
  } else if (this.mode === 1) {
    this.ph = this.hue
    this.hue += opts.runHueAdder;
    var allDead = true;
    for (var i = 0; i < this.shardAmount; ++i) {
      var shard = this.shards[i];
      if (!shard.dead) {
        shard.step();
        allDead = false;
      }
    }
    if (allDead)
      this.reset();
  }
}
function Shard(parent) {
  this.parent = parent;
}
Shard.prototype.reset = function(vx, vy) {
  this.x = this.parent.x;
  this.y = this.parent.y;
  this.vx = this.parent.vx * opts.shardFireworkVelMultiplier + vx;
  this.vy = this.parent.vy * opts.shardFireworkVelMultiplier + vy;
  this.starty = this.y;
  this.dead = false;
  this.tick = 1;
}
Shard.prototype.step = function() {
  this.tick += .05;
  var px = this.x,
    py = this.y;
  this.x += this.vx *= opts.xFriction;
  this.y += this.vy += opts.gravity;
  var proportion = 1 - (this.y - this.starty) / (h - this.starty);
  webgl.data.push(
    px, py, this.parent.ph, opts.projectileAlpha / this.tick,
    this.x, this.y, this.parent.hue, opts.projectileAlpha / this.tick);
  if (this.y > h)
    this.dead = true;
}
function anim() {
  window.requestAnimationFrame(anim)
  webgl.clear();
  ++tick;
  if (fireworks.length < opts.fireworks)
    fireworks.push(new Firework);
  fireworks.map(function(firework) {
    firework.step();
  });
  webgl.draw(gl.LINES);
}
anim();
window.addEventListener('resize', function() {
  w = c.width = window.innerWidth;
  h = c.height = window.innerHeight;
  gl.viewport(0, 0, w, h);
  gl.uniform2f(webgl.resUniformLoc, w, h);
})
window.addEventListener('click', function(e) {
  var firework = new Firework();
  firework.x = e.clientX;
  firework.y = e.clientY;
  firework.vx = 0;
  firework.vy = 0;
  fireworks.push(firework);
});
</script>
</body>
</html>

첨부:전체 인 스 턴 스 코드 는 여 기 를 클릭 하 십시오본 사이트 다운로드
jQuery 관련 내용 에 관심 이 있 는 독자 들 은 본 사이트 의 주 제 를 볼 수 있다.
본 고 에서 말 한 것 이 여러분 의 jQuery 프로 그래 밍 에 도움 이 되 기 를 바 랍 니 다.

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