HTML5七夕情人节表白网页制作【浪漫的空中散落的花瓣3D相册】HTML+CSS+JavaScript 3D动态相册源码素材 h
【摘要】 这是程序员表白系列中的100款网站表白之一,旨在让任何人都能使用并创建自己的表白网站给心爱的人看。 此波共有100个表白网站,可以任意修改和使用,很多人会希望向心爱的男孩女孩告白,生性腼腆的人即使那个TA站在眼前都不敢向前表白。说不出口的话就用短视频告诉TA吧~制作一个表白网页告诉TA你的心意,演示如下。@TOC 一、网页介绍1 网页简介:基于 HTML+CSS+JavaScript 制作七...
这是程序员表白系列中的100款网站表白之一,旨在让任何人都能使用并创建自己的表白网站给心爱的人看。 此波共有100个表白网站,可以任意修改和使用,很多人会希望向心爱的男孩女孩告白,生性腼腆的人即使那个TA站在眼前都不敢向前表白。说不出口的话就用短视频告诉TA吧~制作一个表白网页告诉TA你的心意,演示如下。
@TOC
一、网页介绍
1 网页简介:基于 HTML+CSS+JavaScript 制作七夕情人节表白网页、生日祝福、七夕告白、 求婚、浪漫爱情3D相册、炫酷代码
,快来制作一款高端的表白网页送(他/她)浪漫的告白,制作修改简单,可自行更换背景音乐,文字和图片即可使用
2.网页编辑:任意HTML编辑软件(如:Dreamweaver、HBuilder、Vscode 、Sublime 、Webstorm、Text 、Notepad++ 等任意html编辑软件进行运行及修改编辑等操作)。
一、网页效果
二、代码展示
1.HTML代码
代码如下(示例):以下仅展示部分代码供参考~
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>html5+canvas烂漫空中散落的花瓣3D相册动画特效</title>
<meta name="description" content="Change OR Die" />
<script src="js/jquery.min.js"></script>
<link type="text/css" href="./css/style.css" rel="stylesheet" />
<style type="text/css">
* {
margin: 0;
padding: 0;
list-style-type: none;
}
a,
img {
border: 0;
}
body {
font: 12px/180% Arial, Helvetica, sans-serif, "新宋体";
}
/* 相册css */
html,
body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<audio src="music/4.mp3" autoplay="autoplay" loop="loop"></audio>
<canvas id="sakura"></canvas>
<div class="box">
<ul class="minbox">
<li></li>
<li></li>
<li></li>
<li></li>
<li></li>
<li></li>
</ul>
<ol class="maxbox">
<li></li>
<li></li>
<li></li>
<li></li>
<li></li>
<li></li>
</ol>
</div>
<!-- sakura shader -->
<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
void main(void) {
// Projection is based on vertical angle
vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
gl_Position = uProjection * pos;
gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
pposition = pos.xyz;
psize = aMisc.x;
pdist = length(pos.xyz);
palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
vec3 elrsn = sin(aEuler);
vec3 elrcs = cos(aEuler);
mat3 rotx = mat3(
1.0, 0.0, 0.0,
0.0, elrcs.x, elrsn.x,
0.0, -elrsn.x, elrcs.x
);
mat3 roty = mat3(
elrcs.y, 0.0, -elrsn.y,
0.0, 1.0, 0.0,
elrsn.y, 0.0, elrcs.y
);
mat3 rotz = mat3(
elrcs.z, elrsn.z, 0.0,
-elrsn.z, elrcs.z, 0.0,
0.0, 0.0, 1.0
);
mat3 rotmat = rotx * roty * rotz;
normal = rotmat[2];
mat3 trrotm = mat3(
rotmat[0][0], rotmat[1][0], rotmat[2][0],
rotmat[0][1], rotmat[1][1], rotmat[2][1],
rotmat[0][2], rotmat[1][2], rotmat[2][2]
);
normX = trrotm[0];
normY = trrotm[1];
normZ = trrotm[2];
const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
float tmpdfs = dot(lit, normal);
if(tmpdfs < 0.0) {
normal = -normal;
tmpdfs = dot(lit, normal);
}
diffuse = 0.4 + tmpdfs;
vec3 eyev = normalize(-pos.xyz);
if(dot(eyev, normal) > 0.0) {
vec3 hv = normalize(eyev + lit);
specular = pow(max(dot(hv, normal), 0.0), 20.0);
}
else {
specular = 0.0;
}
rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
rstop = pow(rstop, 0.5);
//-0.69315 = ln(0.5)
distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
float ellipse(vec2 p, vec2 o, vec2 r) {
vec2 lp = (p - o) / r;
return length(lp) - 1.0;
}
void main(void) {
vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
vec3 d = vec3(0.0, 0.0, -1.0);
float nd = normZ.z; //dot(-normZ, d);
if(abs(nd) < 0.0001) discard;
float np = dot(normZ, p);
vec3 tp = p + d * np / nd;
vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
//angle = 15 degree
const float flwrsn = 0.258819045102521;
const float flwrcs = 0.965925826289068;
mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
float r;
if(flwrp.x < 0.0) {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
}
else {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
}
if(r > rstop) discard;
vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
col *= vec3(1.0, grady, grady);
col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
col = col * diffuse + specular;
col = mix(fadeCol, col, distancefade);
float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
alpha = smoothstep(0.0, 1.0, alpha) * palpha;
gl_FragColor = vec4(col * 0.5, alpha);
}
</script>
<!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec2 uTimes;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec3 col;
float c;
vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
c = exp(-pow(length(tmpv) * 1.8, 2.0));
col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
gl_FragColor = col / 5.0;
}
</script>
<!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
<!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
vec4 bloomcol = texture2D(uBloom, texCoord);
vec4 col;
col = srccol + bloomcol * (vec4(1.0) + srccol);
col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
gl_FragColor = vec4(col.rgb, 1.0);
gl_FragColor.a = 1.0;
}
</script>
<script src="js/index.js"></script>
</body>
</html>
2.CSS代码
@charset "utf-8";
* {
margin: 0;
padding: 0;
}
body {
max-width: 100%;
min-width: 100%;
height: 100%;
background-size: cover;
background-repeat: no-repeat;
background-attachment: fixed;
background-size: 100% 100%;
position: absolute;
margin-left: auto;
margin-right: auto;
}
li {
list-style: none;
}
.box {
width: 200px;
height: 200px;
background-size: cover;
background-repeat: no-repeat;
background-attachment: fixed;
background-size: 100% 100%;
position: absolute;
top: 40%;
left: 45%;
transform: translate(-50%, -50%);
/* margin-left: 42%; */
/* margin-top: 22%; */
-webkit-transform-style: preserve-3d;
-webkit-transform: rotateX(13deg);
-webkit-animation: move 5s linear infinite;
}
.minbox {
width: 100px;
height: 100px;
position: absolute;
left: 50px;
top: 30px;
-webkit-transform-style: preserve-3d;
}
.minbox li {
width: 100px;
height: 100px;
position: absolute;
left: 0;
top: 0;
}
.minbox li:nth-child(1) {
background: url(../images/01.png) no-repeat 0 0;
-webkit-transform: translateZ(50px);
}
.minbox li:nth-child(2) {
background: url(../images/02.png) no-repeat 0 0;
-webkit-transform: rotateX(180deg) translateZ(50px);
}
.minbox li:nth-child(3) {
background: url(../images/03.png) no-repeat 0 0;
-webkit-transform: rotateX(-90deg) translateZ(50px);
}
.minbox li:nth-child(4) {
background: url(../images/04.png) no-repeat 0 0;
-webkit-transform: rotateX(90deg) translateZ(50px);
}
.minbox li:nth-child(5) {
background: url(../images/05.png) no-repeat 0 0;
-webkit-transform: rotateY(-90deg) translateZ(50px);
}
.minbox li:nth-child(6) {
background: url(../images/06.png) no-repeat 0 0;
-webkit-transform: rotateY(90deg) translateZ(50px);
}
.maxbox li:nth-child(1) {
background: url(../images/1.png) no-repeat 0 0;
-webkit-transform: translateZ(50px);
}
.maxbox li:nth-child(2) {
background: url(../images/2.png) no-repeat 0 0;
-webkit-transform: translateZ(50px);
}
.maxbox li:nth-child(3) {
background: url(../images/3.png) no-repeat 0 0;
-webkit-transform: rotateX(-90deg) translateZ(50px);
}
.maxbox li:nth-child(4) {
background: url(../images/4.png) no-repeat 0 0;
-webkit-transform: rotateX(90deg) translateZ(50px);
}
.maxbox li:nth-child(5) {
background: url(../images/5.png) no-repeat 0 0;
-webkit-transform: rotateY(-90deg) translateZ(50px);
}
.maxbox li:nth-child(6) {
background: url(../images/6.png) no-repeat 0 0;
-webkit-transform: rotateY(90deg) translateZ(50px);
}
.maxbox {
width: 800px;
height: 400px;
position: absolute;
left: 0;
top: -20px;
-webkit-transform-style: preserve-3d;
}
.maxbox li {
width: 200px;
height: 200px;
background: #fff;
border: 1px solid #ccc;
position: absolute;
left: 0;
top: 0;
opacity: 0.2;
-webkit-transition: all 1s ease;
}
.maxbox li:nth-child(1) {
-webkit-transform: translateZ(100px);
}
.maxbox li:nth-child(2) {
-webkit-transform: rotateX(180deg) translateZ(100px);
}
.maxbox li:nth-child(3) {
-webkit-transform: rotateX(-90deg) translateZ(100px);
}
.maxbox li:nth-child(4) {
-webkit-transform: rotateX(90deg) translateZ(100px);
}
.maxbox li:nth-child(5) {
-webkit-transform: rotateY(-90deg) translateZ(100px);
}
.maxbox li:nth-child(6) {
-webkit-transform: rotateY(90deg) translateZ(100px);
}
.box:hover ol li:nth-child(1) {
-webkit-transform: translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
.box:hover ol li:nth-child(2) {
-webkit-transform: rotateX(180deg) translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
.box:hover ol li:nth-child(3) {
-webkit-transform: rotateX(-90deg) translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
.box:hover ol li:nth-child(4) {
-webkit-transform: rotateX(90deg) translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
.box:hover ol li:nth-child(5) {
-webkit-transform: rotateY(-90deg) translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
.box:hover ol li:nth-child(6) {
-webkit-transform: rotateY(90deg) translateZ(300px);
width: 400px;
height: 400px;
opacity: 0.8;
left: -100px;
top: -100px;
}
@keyframes move {
0% {
-webkit-transform: rotateX(13deg) rotateY(0deg);
}
100% {
-webkit-transform: rotateX(13deg) rotateY(360deg);
}
}
三、精彩专栏
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