html,css,javascript在制作网页中的作用,三者之间有何种联系?
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参考技术A html:超文本标记语言,是为“网页创建和其它可在网页浏览器中看到的信息”设计的一种标记语言。\\x0d\\x0a\\x0d\\x0acss:层叠样式表,是一种用来表现HTML或XML等文件样式的计算机语言。\\x0d\\x0a\\x0d\\x0ajavascript:一种直译式脚本语言,是一种动态类型、弱类型、基于原型的语言,内置支持类型。\\x0d\\x0a\\x0d\\x0a每一个网页都是一个html文档,由浏览器解释呈现的。css是html中用来布局表现的。而javascript是html中用来动态交互的脚本。HTML5七夕情人节表白网页制作 __浪漫空中散落的花瓣3D相册__ HTML+CSS+JavaScript
HTML5七夕情人节表白网页制作 ❤浪漫空中散落的花瓣3D相册❤ HTML+CSS+JavaScript
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,源码已上传,演示网址如下。
🧡文章末尾-已经附上源码下载地址
作品介绍
1.网页作品简介
: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
,已经兼容手机端和电脑端, 快来制作一款高端的表白网页送(他/她)生日祝福网页,制作修改简单, 需替换图片和文字即可.可自行更换背景音乐。
2.网页作品编辑
:任意HTML编辑软件(如:DW、HBuilder、NotePAD 、Vscode 、Sublime 、Webstorm、 Notepad++
)均可修改网页。
文章目录
一、作品展示(已兼容手机端/电脑端)
二、文件目录
三、代码实现
<!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;
<!-- 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
* (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>
四、学习资料
web前端 零基础-入门到高级 (视频+源码+开发软件+学习资料+面试题) 一整套 (教程)
适合入门到高级的童鞋们入手~送1000套HTML+CSS+JavaScript模板网站
五、源码下载
【百度网盘-完整源码下载地址↓】
链接:https://pan.baidu.com/s/1UdFzRE6mEKC5D1xALTMbYw
提取码:8888
六、更多源码
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