HTML5 clouds
Today I have prepared you something really entertaining. Of course, we implement it with our favorite html5. This work will show you how to create a beautiful flying clouds across the sky. In the implementation, I decided to use an additional library: https://github.com/mrdoob/three.js
Here are our demo and downloadable package:
Live Demo
download in package
Ok, download the source files and lets start coding !
Step 1. HTML
Here are html code of our clouds page
index.html
<!DOCTYPE html> <html lang="en" > <head> <meta charset="utf-8" /> <title>HTML5 clouds | Script Tutorials</title> <link href="css/main.css" rel="stylesheet" type="text/css" /> <script src="js/ThreeWebGL.js"></script> <script src="js/ThreeExtras.js"></script> </head> <body> <script id="vs" type="x-shader/x-vertex"> varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script id="fs" type="x-shader/x-fragment"> uniform sampler2D map; uniform vec3 fogColor; uniform float fogNear; uniform float fogFar; varying vec2 vUv; void main() { float depth = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = smoothstep( fogNear, fogFar, depth ); gl_FragColor = texture2D( map, vUv ); gl_FragColor.w *= pow( gl_FragCoord.z, 20.0 ); gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor ); } </script> <div class="container"> <canvas id="panel" width="10" height="1"></canvas> </div> <script type="text/javascript" src="js/script.js"></script> <footer> <h2>HTML5 clouds</h2> <a href="http://script-tutorials.com/html5-clouds/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a> </footer> </body> </html>
Step 2. CSS
Here are used CSS styles
css/main.css
*{ margin:0; padding:0; } body { color:#fff; font:14px/1.3 Arial,sans-serif; background-image: url(../images/sky.jpg); } footer { background-color:#212121; bottom:0; box-shadow: 0 -1px 2px #111111; display:block; height:70px; left:0; position:fixed; width:100%; z-index:100; } footer h2{ font-size:22px; font-weight:normal; left:50%; margin-left:-400px; padding:22px 0; position:absolute; width:540px; } footer a.stuts,a.stuts:visited{ border:none; text-decoration:none; color:#fcfcfc; font-size:14px; left:50%; line-height:31px; margin:23px 0 0 110px; position:absolute; top:0; } footer .stuts span { font-size:22px; font-weight:bold; margin-left:5px; }
Step 3. JS
js/ThreeWebGL.js and js/ThreeExtras.js
This is our new service libraries (available in package)
js/script.js
// inner variables var canvas, ctx; var camera, scene, renderer, meshMaterial, mesh, geometry, i; var mouseX = 0, mouseY = 0; var startTime = new Date().getTime(); var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; if (window.attachEvent) { window.attachEvent('onload', main_init); } else { if(window.onload) { var curronload = window.onload; var newonload = function() { curronload(); main_init(); }; window.onload = newonload; } else { window.onload = main_init; } } function main_init() { // creating canvas and context objects canvas = document.getElementById('panel'); var ctx = canvas.getContext('2d'); // preparing camera camera = new THREE.Camera(30, window.innerWidth / window.innerHeight, 1, 5000); camera.position.z = 6000; // preparing scene scene = new THREE.Scene(); // preparing geometry geometry = new THREE.Geometry(); // loading texture var texture = THREE.ImageUtils.loadTexture('images/clouds.png'); texture.magFilter = THREE.LinearMipMapLinearFilter; texture.minFilter = THREE.LinearMipMapLinearFilter; // preparing fog var fog = new THREE.Fog(0x251d32, - 100, 5000); // preparing material meshMaterial = new THREE.MeshShaderMaterial({ uniforms: { 'map': {type: 't', value:2, texture: texture}, 'fogColor' : {type: 'c', value: fog.color}, 'fogNear' : {type: 'f', value: fog.near}, 'fogFar' : {type: 'f', value: fog.far}, }, vertexShader: document.getElementById('vs').textContent, fragmentShader: document.getElementById('fs').textContent, depthTest: false }); // preparing planeMesh var planeMesh = new THREE.Mesh(new THREE.PlaneGeometry(64, 64)); for (i = 0; i < 10000; i++) { planeMesh.position.x = Math.random() * 1000 - 500; planeMesh.position.y = - Math.random() * Math.random() * 200 - 15; planeMesh.position.z = i; planeMesh.rotation.z = Math.random() * Math.PI; planeMesh.scale.x = planeMesh.scale.y = Math.random() * Math.random() * 1.5 + 0.5; THREE.GeometryUtils.merge(geometry, planeMesh); } mesh = new THREE.Mesh(geometry, meshMaterial); scene.addObject(mesh); mesh = new THREE.Mesh(geometry, meshMaterial); mesh.position.z = - 10000; scene.addObject(mesh); // preparing new renderer and drawing it renderer = new THREE.WebGLRenderer({ antialias: false }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // change positions by mouse document.addEventListener('mousemove', onMousemove, false); // change canvas size on resize window.addEventListener('resize', onResize, false); setInterval(drawScene, 30); // loop drawScene } function onMousemove(event) { mouseX = (event.clientX - windowHalfX) * 0.3; mouseY = (event.clientY - windowHalfY) * 0.2; } function onResize(event) { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function drawScene() { position = ((new Date().getTime() - startTime) * 0.1) % 10000; camera.position.x += mouseX * 0.01; camera.position.y += - mouseY * 0.01; camera.position.z = - position + 10000; renderer.render(scene, camera); }
Most of code will pretty easy for understanding – I have tried to comment this code as possible.
Thanks for the articles, they are really great ))
P.S. I think in your 6th article you`ll be so tired, that you will publish just JS lool
Grate work. This is what i am looking for.
I am new in html5 and javascript and i have a problem.
When i move the mouse ,left for example, the clouds did not stop moving left.
How i will stop the movement of clouds??
Thanks !
Hi Vahagn,
Thanks, and yes, I was pretty tired (as usual)
Just found out that its WebGL – 3D Canvas graphics thats not supported… anyway seems things are moving fast forward so i guess soon we will have support for 3D from all major browsers
Hello spireas,
Normal functional is:
when you move your mouse to left – clouds move to right.
When you move mouse to right – clouds move to left.
If mouse Up – clouds – down, and back.
Clouds not should flu to left of you move your mouse to left. And yes, clouds have own width, so if you would like to limit its move range, try to do it in ‘onMousemove’ function as example.
Im using safari on an 27inch iMac with OSX Lion and all I see in the demo is a tiled image?
Tiled?
Interesting, can you make screenshot and sent it to my email ([email protected])? I want to see how it looks at 27″
This is simply great Aramis. But one question is even though everyone saying this is html5, but this works with javascript coding right..??.. Using canvas as a frame we write code. Is there any specific tutorial or so where i can learn the scripting for animations or is this purely javascript. Apologise my knowledge in this as i am only a novice in web development.
Yes Roy, you are right, HTML5 are: several new HTML entities and javascript (mainly).
Mmm, try to google for ‘html5 basics’, as example – first one link: http://designshack.net/articles/html/html5-the-basics-1-of-4
Hi, This is very impressive, just a couple of issues though. Can you confirm how I can get this working on IE/Chrome/Safari please? The only browser it seems to work on is firefox. Does this need a fix for the other berowsers?
Hi Hal,
Yes, It works well in Chrome (and as I suspect – in Safari too, because as I know – Safari and Chrome have common core). Yes, demo can not work in IE (because of ThreeWebGL.js library)
Thank you for the code, I will gonna add to my website ,
Doesn’t work in Firefox 16
IT is not showing properly with chrome but in firefox i can see clear,what is the problem in it?
It works well since FF v3 (I didn’t check it in more early versions) till v16.0.3
Hi Candya,
Can you describe your problem? Because it works in the same way in both browsers (I’ve just checked it)