【墨色特效——中国之美,国粹之绝(效果+源代码)2021.11.11——又是一年双十一】

又是一年双十一,祝各位头发少掉点儿呀!!!

嗯,也…

目录

效果

由于一次展示效果不便,所以分成几个小部分展示呀!可以根据鼠标自行体验呦!下面是几个效果之一呀!
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
更多效果,大家可以去体验呀!!!

源代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>兮夜老师</title>
        <style>
            html, body {
      
      
            overflow: hidden;
        }

        body {
      
      
            margin: 0;
            position: absolute;
            width: 100%;
            height: 100%;
        }

        canvas {
      
      
            width: 100%;
            height: 100%;
        }
        </style>
    </head>
    <body>
        <canvas></canvas>
        <script>
            'use strict';

                function _classCallCheck(instance, Constructor) {
      
       if (!(instance instanceof Constructor)) {
      
       throw new TypeError("Cannot call a class as a function"); } }

                var canvas = document.getElementsByTagName('canvas')[0];
                canvas.width = canvas.clientWidth;
                canvas.height = canvas.clientHeight;

                var params = {
      
       alpha: false, depth: false, stencil: false, antialias: false };
                var gl = canvas.getContext('webgl2', params);
                var isWebGL2 = !!gl;
                if (!isWebGL2) {
      
      
                    gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
                }
                gl.clearColor(0.0, 0.0, 0.0, 1.0);

                var halfFloat = gl.getExtension('OES_texture_half_float');
                var support_linear_float = gl.getExtension('OES_texture_half_float_linear');
                if (isWebGL2) {
      
      
                    gl.getExtension('EXT_color_buffer_float');
                    support_linear_float = gl.getExtension('OES_texture_float_linear');
                }

                var TEXTURE_DOWNSAMPLE = 1;
                var DENSITY_DISSIPATION = 0.98;
                var VELOCITY_DISSIPATION = 0.99;
                var SPLAT_RADIUS = 0.005;
                var CURL = 30;
                var PRESSURE_ITERATIONS = 25;

                var GLProgram = function () {
      
      
                    function GLProgram(vertexShader, fragmentShader) {
      
      
                        _classCallCheck(this, GLProgram);

                        this.uniforms = {
      
      };
                        this.program = gl.createProgram();

                        gl.attachShader(this.program, vertexShader);
                        gl.attachShader(this.program, fragmentShader);
                        gl.linkProgram(this.program);

                        if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);

                        var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
                        for (var i = 0; i < uniformCount; i++) {
      
      
                            var uniformName = gl.getActiveUniform(this.program, i).name;
                            this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
                        }
                    }

                    GLProgram.prototype.bind = function bind() {
      
      
                        gl.useProgram(this.program);
                    };

                    return GLProgram;
                }();

                function compileShader(type, source) {
      
      
                    var shader = gl.createShader(type);
                    gl.shaderSource(shader, source);
                    gl.compileShader(shader);

                    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);

                    return shader;
                };

                var baseVertexShader = compileShader(gl.VERTEX_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    attribute vec2 aPosition;\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform vec2 texelSize;\n\n    void main () {\n        vUv = aPosition * 0.5 + 0.5;\n        vL = vUv - vec2(texelSize.x, 0.0);\n        vR = vUv + vec2(texelSize.x, 0.0);\n        vT = vUv + vec2(0.0, texelSize.y);\n        vB = vUv - vec2(0.0, texelSize.y);\n        gl_Position = vec4(aPosition, 0.0, 1.0);\n    }\n');

                var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uTexture;\n\n    void main () {\n        gl_FragColor = texture2D(uTexture, vUv);\n    }\n');

                var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uTarget;\n    uniform float aspectRatio;\n    uniform vec3 color;\n    uniform vec2 point;\n    uniform float radius;\n\n    void main () {\n        vec2 p = vUv - point.xy;\n        p.x *= aspectRatio;\n        vec3 splat = exp(-dot(p, p) / radius) * color;\n        vec3 base = texture2D(uTarget, vUv).xyz;\n        gl_FragColor = vec4(base + splat, 1.0);\n    }\n');

                var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    vec4 bilerp (in sampler2D sam, in vec2 p) {\n        vec4 st;\n        st.xy = floor(p - 0.5) + 0.5;\n        st.zw = st.xy + 1.0;\n        vec4 uv = st * texelSize.xyxy;\n        vec4 a = texture2D(sam, uv.xy);\n        vec4 b = texture2D(sam, uv.zy);\n        vec4 c = texture2D(sam, uv.xw);\n        vec4 d = texture2D(sam, uv.zw);\n        vec2 f = p - st.xy;\n        return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n    }\n\n    void main () {\n        vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n        gl_FragColor = dissipation * bilerp(uSource, coord);\n        gl_FragColor.a = 1.0;\n    }\n');

                var advectionShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    void main () {\n        vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n        gl_FragColor = dissipation * texture2D(uSource, coord);\n    }\n');

                var divergenceShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n\n    vec2 sampleVelocity (in vec2 uv) {\n        vec2 multiplier = vec2(1.0, 1.0);\n        if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n        if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n        if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n        if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n        return multiplier * texture2D(uVelocity, uv).xy;\n    }\n\n    void main () {\n        float L = sampleVelocity(vL).x;\n        float R = sampleVelocity(vR).x;\n        float T = sampleVelocity(vT).y;\n        float B = sampleVelocity(vB).y;\n        float div = 0.5 * (R - L + T - B);\n        gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n    }\n');

                var curlShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n\n    void main () {\n        float L = texture2D(uVelocity, vL).y;\n        float R = texture2D(uVelocity, vR).y;\n        float T = texture2D(uVelocity, vT).x;\n        float B = texture2D(uVelocity, vB).x;\n        float vorticity = R - L - T + B;\n        gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n    }\n');

                var vorticityShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uCurl;\n    uniform float curl;\n    uniform float dt;\n\n    void main () {\n        float L = texture2D(uCurl, vL).y;\n        float R = texture2D(uCurl, vR).y;\n        float T = texture2D(uCurl, vT).x;\n        float B = texture2D(uCurl, vB).x;\n        float C = texture2D(uCurl, vUv).x;\n        vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n        force *= 1.0 / length(force + 0.00001) * curl * C;\n        vec2 vel = texture2D(uVelocity, vUv).xy;\n        gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n    }\n');

                var pressureShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uDivergence;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(vB)).x;\n        float C = texture2D(uPressure, vUv).x;\n        float divergence = texture2D(uDivergence, vUv).x;\n        float pressure = (L + R + B + T - divergence) * 0.25;\n        gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n    }\n');

                var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uVelocity;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(vB)).x;\n        vec2 velocity = texture2D(uVelocity, vUv).xy;\n        velocity.xy -= vec2(R - L, T - B);\n        gl_FragColor = vec4(velocity, 0.0, 1.0);\n    }\n');

                var blit = function () {
      
      
                    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
                    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
                    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                    gl.enableVertexAttribArray(0);

                    return function (destination) {
      
      
                        gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
                        gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
                    };
                }();

                function clear(target) {
      
      
                    gl.bindFramebuffer(gl.FRAMEBUFFER, target);
                    gl.clear(gl.COLOR_BUFFER_BIT);
                }

                function createFBO(texId, w, h, internalFormat, format, type, param) {
      
      
                    gl.activeTexture(gl.TEXTURE0 + texId);
                    var texture = gl.createTexture();
                    gl.bindTexture(gl.TEXTURE_2D, texture);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                    gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);

                    var fbo = gl.createFramebuffer();
                    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
                    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
                    gl.viewport(0, 0, w, h);
                    gl.clear(gl.COLOR_BUFFER_BIT);

                    return [texture, fbo, texId];
                }

                function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
      
      
                    var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);
                    var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);

                    return {
      
      
                        get first() {
      
      
                            return fbo1;
                        },
                        get second() {
      
      
                            return fbo2;
                        },
                        swap: function swap() {
      
      
                            var temp = fbo1;
                            fbo1 = fbo2;
                            fbo2 = temp;
                        }
                    };
                }

                var textureWidth = undefined;
                var textureHeight = undefined;
                var density = undefined;
                var velocity = undefined;
                var divergence = undefined;
                var curl = undefined;
                var pressure = undefined;

                function initFramebuffers() {
      
      
                    textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE;
                    textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE;

                    var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
                    var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
                    var formatRG = isWebGL2 ? gl.RG : gl.RGBA;
                    var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;

                    density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
                    velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
                    divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
                    curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
                    pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
                }

                initFramebuffers();

                var displayProgram = new GLProgram(baseVertexShader, displayShader);
                var splatProgram = new GLProgram(baseVertexShader, splatShader);
                var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);
                var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
                var curlProgram = new GLProgram(baseVertexShader, curlShader);
                var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
                var pressureProgram = new GLProgram(baseVertexShader, pressureShader);
                var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);

                function pointerPrototype() {
      
      
                    this.id = -1;
                    this.x = 0;
                    this.y = 0;
                    this.dx = 0;
                    this.dy = 0;
                    this.down = false;
                    this.moved = false;
                    this.color = [30, 0, 300];
                }

                var pointers = [];
                pointers.push(new pointerPrototype());

                for (var i = 0; i < 10; i++) {
      
      
                    var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
                    var x = canvas.width * Math.random();
                    var y = canvas.height * Math.random();
                    var dx = 1000 * (Math.random() - 0.5);
                    var dy = 1000 * (Math.random() - 0.5);
                    splat(x, y, dx, dy, color);
                }

                var lastTime = Date.now();
                Update();

                function Update() {
      
      
                    resizeCanvas();

                    var dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
                    lastTime = Date.now();

                    gl.viewport(0, 0, textureWidth, textureHeight);

                    advectionProgram.bind();
                    gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
                    gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);
                    gl.uniform1f(advectionProgram.uniforms.dt, dt);
                    gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION);
                    blit(velocity.second[1]);
                    velocity.swap();

                    gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
                    gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
                    gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION);
                    blit(density.second[1]);
                    density.swap();

                    for (var i = 0; i < pointers.length; i++) {
      
      
                        var pointer = pointers[i];
                        if (pointer.moved) {
      
      
                            splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
                            pointer.moved = false;
                        }
                    }

                    curlProgram.bind();
                    gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]);
                    blit(curl[1]);

                    vorticityProgram.bind();
                    gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]);
                    gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
                    gl.uniform1f(vorticityProgram.uniforms.curl, CURL);
                    gl.uniform1f(vorticityProgram.uniforms.dt, dt);
                    blit(velocity.second[1]);
                    velocity.swap();

                    divergenceProgram.bind();
                    gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
                    blit(divergence[1]);

                    clear(pressure.first[1]);
                    pressureProgram.bind();
                    gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
                    for (var i = 0; i < PRESSURE_ITERATIONS; i++) {
      
      
                        gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
                        blit(pressure.second[1]);
                        pressure.swap();
                    }

                    gradienSubtractProgram.bind();
                    gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
                    gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
                    gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
                    blit(velocity.second[1]);
                    velocity.swap();

                    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
                    displayProgram.bind();
                    gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
                    blit(null);

                    requestAnimationFrame(Update);
                }

                function splat(x, y, dx, dy, color) {
      
      
                    splatProgram.bind();
                    gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
                    gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
                    gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
                    gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
                    gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS);
                    blit(velocity.second[1]);
                    velocity.swap();

                    gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
                    gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
                    blit(density.second[1]);
                    density.swap();
                }

                function resizeCanvas() {
      
      
                    if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
      
      
                        canvas.width = canvas.clientWidth;
                        canvas.height = canvas.clientHeight;
                        initFramebuffers();
                    }
                }

                canvas.addEventListener('mousemove', function (e) {
      
      
                    pointers[0].moved = pointers[0].down;
                    pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0;
                    pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
                    pointers[0].x = e.offsetX;
                    pointers[0].y = e.offsetY;
                });

                canvas.addEventListener('touchmove', function (e) {
      
      
                    e.preventDefault();
                    var touches = e.targetTouches;
                    for (var i = 0; i < e.touches.length; i++) {
      
      
                        var pointer = pointers[i];
                        pointer.moved = pointer.down;
                        pointer.dx = (touches[i].pageX - pointer.x) * 10.0;
                        pointer.dy = (touches[i].pageY - pointer.y) * 10.0;
                        pointer.x = touches[i].pageX;
                        pointer.y = touches[i].pageY;
                    }
                }, false);

                canvas.addEventListener('mousedown', function () {
      
      
                    pointers[0].down = true;
                    pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
                });

                canvas.addEventListener('touchstart', function (e) {
      
      
                    var touches = e.targetTouches;
                    for (var i = 0; i < touches.length; i++) {
      
      
                        if (i >= pointers.length) pointers.push(new pointerPrototype());

                        pointers[i].id = touches[i].identifier;
                        pointers[i].down = true;
                        pointers[i].x = touches[i].pageX;
                        pointers[i].y = touches[i].pageY;
                        pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
                    }
                });

                window.addEventListener('mouseup', function () {
      
      
                    pointers[0].down = false;
                });

                window.addEventListener('touchend', function (e) {
      
      
                    var touches = e.changedTouches;
                    for (var i = 0; i < touches.length; i++) {
      
      
                        for (var j = 0; j < pointers.length; j++) {
      
      
                            if (touches[i].identifier == pointers[j].id) pointers[j].down = false;
                        }
                    }
                });
        </script>
    </body>
</html>

猜你喜欢

转载自blog.csdn.net/qq_44731019/article/details/121276064