先给大家看看登录页面的效果演示

这个登录页面分为三个部分(页面切换:连续按五次V,大小写都可以)

第一个(最初的鱼儿游动页面)

登录、切换页面、和鱼儿游动这个页面的代码就不放在这里了,这个虽然是我借鉴他人的,但到处有bug,当时耗费了我几天时间来修正、整理,太难做了,如果需要的话,可以三连后,后台联系我

第二个(人山人海页面)

具体代码如下:都是完整的代码,有什么问题可以评论区留言,我看到之后会回复

html:

<!DOCTYPE html>
<html lang="en" >
<head><meta charset="UTF-8"><title>HTML5 Canvas人群流动模拟动画DEMO演示</title><link rel="stylesheet" href="login2/style.css">
</head>
<body><div class="container"><canvas id="canvas"></canvas></div><script src="login2/gsap.min.js"></script><script  src="login2/script.js"></script><style>*{margin : 0;padding : 0;}.container{z-index: 1;position : absolute;width:100%;height:99.6%;}</style>
</body>
</html>

style.css:

html, body {height: 100%;
}
body {margin: 0;
}#canvas {width: 100%;height: 100%;
}

gsap.min.js:GSAP.MIN.JS: DOWNLOAD - CDNPKG

这不是我小气,不给你们源文件,是因为这个就算是压缩的js文件,一万多个词,而且我已经复制下来了,但csdn说我文字太长了,要分文章发,所以我就把代码删了,把下载地址发你们了
如果打不开,额....,那你们就在网上搜一搜,如果懒得找,也可以后台找我

script.js:

console.clear();
console.log('lsakdfalskjdflnksd');const config = {src: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/175711/open-peeps-sheet.png',rows: 15,cols: 7 };// UTILSconst randomRange = (min, max) => min + Math.random() * (max - min);const randomIndex = array => randomRange(0, array.length) | 0;const removeFromArray = (array, i) => array.splice(i, 1)[0];const removeItemFromArray = (array, item) => removeFromArray(array, array.indexOf(item));const removeRandomFromArray = array => removeFromArray(array, randomIndex(array));const getRandomFromArray = (array) =>
array[randomIndex(array) | 0];// TWEEN FACTORIESconst resetPeep = ({ stage, peep }) => {const direction = Math.random() > 0.5 ? 1 : -1;// using an ease function to skew random to lower values to help hide that peeps have no legsconst offsetY = 100 - 250 * gsap.parseEase('power2.in')(Math.random());const startY = stage.height - peep.height + offsetY;let startX;let endX;if (direction === 1) {startX = -peep.width;endX = stage.width;peep.scaleX = 1;} else {startX = stage.width + peep.width;endX = 0;peep.scaleX = -1;}peep.x = startX;peep.y = startY;peep.anchorY = startY;return {startX,startY,endX };};const normalWalk = ({ peep, props }) => {const {startX,startY,endX } =props;const xDuration = 10;const yDuration = 0.25;const tl = gsap.timeline();tl.timeScale(randomRange(0.5, 1.5));tl.to(peep, {duration: xDuration,x: endX,ease: 'none' },0);tl.to(peep, {duration: yDuration,repeat: xDuration / yDuration,yoyo: true,y: startY - 10 },0);return tl;
};const walks = [
normalWalk];// CLASSESclass Peep {constructor({image,rect }){this.image = image;this.setRect(rect);this.x = 0;this.y = 0;this.anchorY = 0;this.scaleX = 1;this.walk = null;}setRect(rect) {this.rect = rect;this.width = rect[2];this.height = rect[3];this.drawArgs = [this.image,...rect,0, 0, this.width, this.height];}render(ctx) {ctx.save();ctx.translate(this.x, this.y);ctx.scale(this.scaleX, 1);ctx.drawImage(...this.drawArgs);ctx.restore();}}// MAINconst img = document.createElement('img');
img.onload = init;
img.src = config.src;const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');const stage = {width: 0,height: 0 };const allPeeps = [];
const availablePeeps = [];
const crowd = [];function init() {createPeeps();// resize also (re)populates the stageresize();gsap.ticker.add(render);window.addEventListener('resize', resize);
}function createPeeps() {const {rows,cols } =config;const {naturalWidth: width,naturalHeight: height } =img;const total = rows * cols;const rectWidth = width / rows;const rectHeight = height / cols;for (let i = 0; i < total; i++) {allPeeps.push(new Peep({image: img,rect: [i % rows * rectWidth,(i / rows | 0) * rectHeight,rectWidth,rectHeight] }));}
}function resize() {stage.width = canvas.clientWidth;stage.height = canvas.clientHeight;canvas.width = stage.width * devicePixelRatio;canvas.height = stage.height * devicePixelRatio;crowd.forEach(peep => {peep.walk.kill();});crowd.length = 0;availablePeeps.length = 0;availablePeeps.push(...allPeeps);initCrowd();
}function initCrowd() {while (availablePeeps.length) {// setting random tween progress spreads the peeps outaddPeepToCrowd().walk.progress(Math.random());}
}function addPeepToCrowd() {const peep = removeRandomFromArray(availablePeeps);const walk = getRandomFromArray(walks)({peep,props: resetPeep({peep,stage }) }).eventCallback('onComplete', () => {removePeepFromCrowd(peep);addPeepToCrowd();});peep.walk = walk;crowd.push(peep);crowd.sort((a, b) => a.anchorY - b.anchorY);return peep;
}function removePeepFromCrowd(peep) {removeItemFromArray(crowd, peep);availablePeeps.push(peep);
}function render() {canvas.width = canvas.width;ctx.save();ctx.scale(devicePixelRatio, devicePixelRatio);crowd.forEach(peep => {peep.render(ctx);});ctx.restore();
}

第三个(旋转星球页面)

具体代码如下:都是完整的代码,有什么问题可以评论区留言,我看到之后会回复,这个代码稍微多

<!DOCTYPE html>
<html lang="en" ><head><meta charset="UTF-8"><title>HTML5 Canvas 3D天体运行动画DEMO演示</title><link rel="stylesheet" href="login3/css/style.css">
</head><body>
<div style="text-align:center;clear:both">
</div><div id="container"></div><script src="login3/js/three.min.js"></script>
<script src="login3/js/CopyShader.js"></script>
<script src="login3/js/EffectComposer.js"></script>
<script src="login3/js/FilmPass.js"></script>
<script src="login3/js/FilmShader.js"></script>
<script src="login3/js/ShaderPass.js"></script>
<script src="login3/js/RenderPass.js"></script><script  src="login3/js/index.js"></script><style>*{margin : 0;padding : 0;}canvas{z-index: 1;position : absolute;width:100%;height:100%;}</style>
</body></html>

style.css:

* {margin: 0;padding: 0;outline: 0;
}
html, body {width: 100%;height: 100%;background:#000;
}
#container {width: 100%;height: 100%;
}

three.min.js: three.js/three.min.js at dev · mrdoob/three.js (github.com)

这不是我小气,不给你们源文件,是因为这个就算是压缩的js文件,但也有八千多行代码,放在md文件里面直接有八万个词,我加载md都卡,而且我已经复制下来了,但csdn说我文字太长了,要分文章发,所以我就把代码删了,把下载地址发你们了,在github上面了
如果打不开github,额....,那你们就在网上搜一搜,应该有不用打开github就可以下载的,如果懒得找,也可以后台

CopyShader.js:

/*** @author alteredq / http://alteredqualia.com/** Full-screen textured quad shader*/THREE.CopyShader = {uniforms: {"tDiffuse": { value: null },"opacity":  { value: 1.0 }},vertexShader: ["varying vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join( "\n" ),fragmentShader: ["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","vec4 texel = texture2D( tDiffuse, vUv );","gl_FragColor = opacity * texel;","}"].join( "\n" )};

EffectComposer.js:

/*** @author alteredq / http://alteredqualia.com/*/THREE.EffectComposer = function ( renderer, renderTarget ) {this.renderer = renderer;if ( renderTarget === undefined ) {var parameters = {minFilter: THREE.LinearFilter,magFilter: THREE.LinearFilter,format: THREE.RGBAFormat,stencilBuffer: false};var size = renderer.getDrawingBufferSize();renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );renderTarget.texture.name = 'EffectComposer.rt1';}this.renderTarget1 = renderTarget;this.renderTarget2 = renderTarget.clone();this.renderTarget2.texture.name = 'EffectComposer.rt2';this.writeBuffer = this.renderTarget1;this.readBuffer = this.renderTarget2;this.passes = [];// dependenciesif ( THREE.CopyShader === undefined ) {console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );}if ( THREE.ShaderPass === undefined ) {console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );}this.copyPass = new THREE.ShaderPass( THREE.CopyShader );};Object.assign( THREE.EffectComposer.prototype, {swapBuffers: function() {var tmp = this.readBuffer;this.readBuffer = this.writeBuffer;this.writeBuffer = tmp;},addPass: function ( pass ) {this.passes.push( pass );var size = this.renderer.getDrawingBufferSize();pass.setSize( size.width, size.height );},insertPass: function ( pass, index ) {this.passes.splice( index, 0, pass );},render: function ( delta ) {var maskActive = false;var pass, i, il = this.passes.length;for ( i = 0; i < il; i ++ ) {pass = this.passes[ i ];if ( pass.enabled === false ) continue;pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );if ( pass.needsSwap ) {if ( maskActive ) {var context = this.renderer.context;context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );context.stencilFunc( context.EQUAL, 1, 0xffffffff );}this.swapBuffers();}if ( THREE.MaskPass !== undefined ) {if ( pass instanceof THREE.MaskPass ) {maskActive = true;} else if ( pass instanceof THREE.ClearMaskPass ) {maskActive = false;}}}},reset: function ( renderTarget ) {if ( renderTarget === undefined ) {var size = this.renderer.getDrawingBufferSize();renderTarget = this.renderTarget1.clone();renderTarget.setSize( size.width, size.height );}this.renderTarget1.dispose();this.renderTarget2.dispose();this.renderTarget1 = renderTarget;this.renderTarget2 = renderTarget.clone();this.writeBuffer = this.renderTarget1;this.readBuffer = this.renderTarget2;},setSize: function ( width, height ) {this.renderTarget1.setSize( width, height );this.renderTarget2.setSize( width, height );for ( var i = 0; i < this.passes.length; i ++ ) {this.passes[i].setSize( width, height );}}} );THREE.Pass = function () {// if set to true, the pass is processed by the composerthis.enabled = true;// if set to true, the pass indicates to swap read and write buffer after renderingthis.needsSwap = true;// if set to true, the pass clears its buffer before renderingthis.clear = false;// if set to true, the result of the pass is rendered to screenthis.renderToScreen = false;};Object.assign( THREE.Pass.prototype, {setSize: function( width, height ) {},render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );}} );

FilmPass.js:

/*** @author alteredq / http://alteredqualia.com/*/THREE.FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {THREE.Pass.call( this );if ( THREE.FilmShader === undefined )console.error( "THREE.FilmPass relies on THREE.FilmShader" );var shader = THREE.FilmShader;this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );this.material = new THREE.ShaderMaterial( {uniforms: this.uniforms,vertexShader: shader.vertexShader,fragmentShader: shader.fragmentShader} );if ( grayscale !== undefined )    this.uniforms.grayscale.value = grayscale;if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );this.scene  = new THREE.Scene();this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );this.quad.frustumCulled = false; // Avoid getting clippedthis.scene.add( this.quad );};THREE.FilmPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {constructor: THREE.FilmPass,render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {this.uniforms[ "tDiffuse" ].value = readBuffer.texture;this.uniforms[ "time" ].value += delta;this.quad.material = this.material;if ( this.renderToScreen ) {renderer.render( this.scene, this.camera );} else {renderer.render( this.scene, this.camera, writeBuffer, this.clear );}}} );

FilmShader.js:

/*** @author alteredq / http://alteredqualia.com/** Film grain & scanlines shader** - ported from HLSL to WebGL / GLSL* http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html** Screen Space Static Postprocessor** Produces an analogue noise overlay similar to a film grain / TV static** Original implementation and noise algorithm* Pat 'Hawthorne' Shearon** Optimized scanlines + noise version with intensity scaling* Georg 'Leviathan' Steinrohder** This version is provided under a Creative Commons Attribution 3.0 License* http://creativecommons.org/licenses/by/3.0/*/THREE.FilmShader = {uniforms: {"tDiffuse":   { value: null },"time":       { value: 0.0 },"nIntensity": { value: 0.5 },"sIntensity": { value: 0.05 },"sCount":     { value: 4096 },"grayscale":  { value: 1 }},vertexShader: ["varying vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join( "\n" ),fragmentShader: ["#include <common>",// control parameter"uniform float time;","uniform bool grayscale;",// noise effect intensity value (0 = no effect, 1 = full effect)"uniform float nIntensity;",// scanlines effect intensity value (0 = no effect, 1 = full effect)"uniform float sIntensity;",// scanlines effect count value (0 = no effect, 4096 = full effect)"uniform float sCount;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {",// sample the source"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",// make some noise"float dx = rand( vUv + time );",// add noise"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );",// get us a sine and cosine"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",// add scanlines"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",// interpolate between source and result by intensity"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",// convert to grayscale if desired"if( grayscale ) {","cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );","}","gl_FragColor =  vec4( cResult, cTextureScreen.a );","}"].join( "\n" )};

ShaderPass.js:

/*** @author alteredq / http://alteredqualia.com/*/THREE.ShaderPass = function ( shader, textureID ) {THREE.Pass.call( this );this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";if ( shader instanceof THREE.ShaderMaterial ) {this.uniforms = shader.uniforms;this.material = shader;} else if ( shader ) {this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );this.material = new THREE.ShaderMaterial( {defines: shader.defines || {},uniforms: this.uniforms,vertexShader: shader.vertexShader,fragmentShader: shader.fragmentShader} );}this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );this.scene = new THREE.Scene();this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );this.quad.frustumCulled = false; // Avoid getting clippedthis.scene.add( this.quad );};THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {constructor: THREE.ShaderPass,render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {if ( this.uniforms[ this.textureID ] ) {this.uniforms[ this.textureID ].value = readBuffer.texture;}this.quad.material = this.material;if ( this.renderToScreen ) {renderer.render( this.scene, this.camera );} else {renderer.render( this.scene, this.camera, writeBuffer, this.clear );}}} );

RenderPass.js:

/*** @author alteredq / http://alteredqualia.com/*/THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {THREE.Pass.call( this );this.scene = scene;this.camera = camera;this.overrideMaterial = overrideMaterial;this.clearColor = clearColor;this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;this.clear = true;this.clearDepth = false;this.needsSwap = false;};THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {constructor: THREE.RenderPass,render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {var oldAutoClear = renderer.autoClear;renderer.autoClear = false;this.scene.overrideMaterial = this.overrideMaterial;var oldClearColor, oldClearAlpha;if ( this.clearColor ) {oldClearColor = renderer.getClearColor().getHex();oldClearAlpha = renderer.getClearAlpha();renderer.setClearColor( this.clearColor, this.clearAlpha );}if ( this.clearDepth ) {renderer.clearDepth();}renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );if ( this.clearColor ) {renderer.setClearColor( oldClearColor, oldClearAlpha );}this.scene.overrideMaterial = null;renderer.autoClear = oldAutoClear;}} );

index.js:

var container = document.getElementById("container");
var width = container.clientWidth;
var height = container.clientHeight;
var aspect = width / height;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
container.appendChild(renderer.domElement);var scene = new THREE.Scene();var camera = new THREE.PerspectiveCamera(50, aspect, 0.1, 1000);
camera.position.z = 500system = new THREE.Group(); // planetary systemscene.add(new THREE.AmbientLight(0xFFFFFF, 0.2)
);var light = new THREE.DirectionalLight(0xFFFFFF, 2.5);
light.position.set(1500, 2500, 0);
scene.add(light);var material = new THREE.MeshLambertMaterial({color: 0x0C2D4D
});var planet = new THREE.Mesh(new THREE.IcosahedronGeometry(100, 3),material
);for (var i = 0; i < planet.geometry.vertices.length; i++)planet.geometry.vertices[i].multiplyScalar(Math.random() * 0.05 + 0.95);planet.geometry.computeFlatVertexNormals();
system.add(planet);var asteroids = new THREE.Group();for (var p = 0; p < Math.PI * 2; p = p + Math.random() * 0.15) {var asteroid = new THREE.Mesh(new THREE.IcosahedronGeometry(8, 0),material);var size = Math.random() * 0.5;for (var i = 0; i < asteroid.geometry.vertices.length; i++)asteroid.geometry.vertices[i].multiplyScalar(Math.random() * 0.5 + size);rand = Math.random() * 60 - 30;asteroid.position.set(200 * Math.sin(p) + rand, rand, 200 * Math.cos(p) + rand);asteroid.geometry.computeFlatVertexNormals();asteroids.add(asteroid);
}system.add(asteroids);system.rotation.x = 0.1;
system.rotation.y = -.3;
system.rotation.z = -0.4;scene.add(system);for (i = 0; i < 10; i++) {particles = new THREE.Points(new THREE.Geometry(),new THREE.PointsMaterial({size: Math.random() * 5}));for (j = 0; j < 20; j++) {var vertex = new THREE.Vector3();vertex.x = Math.random() * width * 1.1 - width * 1.1 / 2;vertex.y = Math.random() * height * 1.1 - height * 1.1 / 2;vertex.z = -500;particles.geometry.vertices.push(vertex);particles.material.color.setScalar(Math.random() * 0.4 + 0.2);}scene.add(particles);
}function render() {requestAnimationFrame(render);planet.rotation.y += 0.001;planet.rotation.z -= 0.0005;asteroids.rotation.y += 0.003;renderer.render(scene, camera);
}render();

登录用毛玻璃特效做了处理

毛玻璃,这个是我照着改的,参考文章放在下面

参考文章:纯CSS 毛玻璃效果

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