• HTML5七夕情人节表白网页制作【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,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。

    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

    在这里插入图片描述

    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>
        
        <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>
        
        <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>
        
        <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>
        
        <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>
    
    
    
    
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    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);
      }
    }
    
    
    
    
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  • 原文地址:https://blog.csdn.net/QQ_____365392777/article/details/126199661