regl+gl-matrix实现三维立方体镜面文字动画代码
代码语言:html
所属分类:三维
代码描述:regl+gl-matrix实现三维立方体镜面文字动画代码
代码标签: regl gl-matrix 三维 立方体 镜面 文字 动画 代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <style> html, body { background-color: #000; min-height: 100%; } canvas { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); } .dribbble { position: fixed; display: block; right: 20px; bottom: 20px; } .dribbble img { display: block; height: 28px; } .twitter { position: fixed; display: block; right: 64px; bottom: 14px; } .twitter svg { width: 32px; height: 32px; fill: #1da1f2; } </style> </head> <body> <canvas class="canvas" width="500" height="500"></canvas> <!-- dribbble - twitter --> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/regl.min.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/gl-matrix-min.js"></script> <script > const cubeCanvas = document.querySelector(".canvas"); const regl = createREGL({ canvas: cubeCanvas, attributes: { antialias: true, alpha: false, }, }); let tick; const play = (action) => { if (!tick) { tick = regl.frame(action); } }; const stop = () => { if (tick) { tick.cancel(); tick = null; } }; const Texture = (regl, src) => { const texture = regl.texture(); const image = new Image(); image.src = src; image.onload = function () { texture({ data: image, flipY: true, min: "mipmap", }); }; return texture; }; const emptyTexture = regl.texture(); const CONTENT_CONFIG = { translateX: 0, translateY: 0, translateZ: 0, rotation: 0, rotateX: 1, rotateY: 1, rotateZ: 1, scale: 1, }; const contentDraw = regl({ frag: ` precision mediump float; #define GLSLIFY 1 uniform vec2 u_resolution; uniform sampler2D u_texture; uniform int u_maskId; uniform int u_typeId; uniform sampler2D u_displacement; uniform sampler2D u_mask; uniform float u_tick; varying vec2 v_uv; const float PI2 = 6.283185307179586; const float PI = 3.141592653589793; const float PI2_0 = 6.28318530718; mat2 scale(vec2 value) { return mat2(value.x, 0.0, 0.0, value.y); } mat2 rotate2d(float value){ return mat2(cos(value), -sin(value), sin(value), cos(value)); } vec3 gradient1(vec2 st, float tick) { vec3 c1 = vec3(253.0/255.0, 142.0/255.0, 98.0/255.0); vec3 c2 = vec3(251.0/255.0, 83.0/255.0, 184.0/255.0); vec3 c3 = c2; vec3 c4 = vec3( 57.0/255.0, 15.0/255.0, 248.0/255.0); st.y = 1.0 - st.y; vec2 toCenter = vec2(0.55, 0.58) - st; float angle = atan(toCenter.y, toCenter.x) / PI; vec3 colorA = mix(c1, c2, smoothstep(0.0, 0.5, angle)); st -= vec2(0.5); st *= scale(vec2(1.4)); st *= rotate2d(-1.44); st += vec2(0.5); vec3 colorB = mix(c2, c3, smoothstep(0.3, 0.8, st.x)); colorB = mix(colorB, c4, smoothstep(0.55, 1.0, st.x)); return mix(colorA, colorB, smoothstep(0.28, 0.65, st.x)); } vec3 gradient2(vec2 st, float tick) { vec3 c1 = vec3(1.0, 0.8, 0.2); vec3 c2 = vec3(0.92, 0.20, 0.14); st -= vec2(0.5); st *= scale(vec2(3.8)); st *= rotate2d(tick * PI); st += vec2(0.5); return mix(c1, c2, st.x); } vec3 gradient3(vec2 st, float tick) { vec3 c1 = vec3(229.0/255.0, 255.0/255.0, 196.0/255.0); vec3 c2 = vec3(200.0/255.0, 255.0/255.0, 224.0/255.0); vec3 c3 = vec3(180.0/255.0, 255.0/255.0, 245.0/255.0); vec3 c4 = vec3(203.0/255.0, 223.0/255.0, 255.0/255.0); vec3 c5 = vec3(233.0/255.0, 201.0/255.0, 255.0/255.0); st -= vec2(0.5); st *= scale(vec2(1.2)); st *= rotate2d(tick * (PI / 2.5)); st += vec2(0.5); vec3 colorB = mix(c1, c2, smoothstep(0.0, 0.25, st.x)); colorB = mix(colorB, c3, smoothstep(0.25, 0.5, st.x)); colorB = mix(colorB, c4, smoothstep(0.5, 0.75, st.x)); colorB = mix(colorB, c5, smoothstep(0.75, 1.0, st.x)); return colorB; } vec3 gradients(int type, vec2 st, float tick) { if (type == 1) { return gradient1(st, tick); } else if (type == 2) { return gradient2(st, tick); } else if (type == 3) { return gradient3(st, tick); } } void main() { vec2 st = gl_FragCoord.xy / u_resolution; vec4 displacement = texture2D(u_displacement, st); vec2 direction = vec2(cos(displacement.r * PI2), sin(displacement.r * PI2)); float length = displacement.g; vec2 newUv = v_uv; newUv.x += (length * 0.07) * direction.x; newUv.y += (length * 0.07) * direction.y; vec4 texture = texture2D(u_texture, newUv); float tick = u_tick * 0.009; vec3 color = gradients(u_typeId, v_uv, tick); texture.rgb = color + (texture.rgb * color); vec4 mask = texture2D(u_mask, st); int maskId = int(mask.r * 4.0 + mask.g * 2.0 + mask.b * 1.0); if (maskId == u_maskId) { gl_FragColor = vec4(texture.rgb, texture.a * mask.a); } else { discard; } } `, vert: ` precision mediump float; #define GLSLIFY 1 attribute vec3 a_position; attribute vec2 a_uv; uniform mat4 u_projection; uniform mat4 u_view; uniform mat4 u_world; varying vec2 v_uv; void main() { v_uv = a_uv; gl_Position = u_projection * u_view * u_world * vec4(a_position, 1); } `, attributes: { a_position: [ [-1, -1, 0], [1, -1, 0], [1, 1, 0], [-1, 1, 0], ], a_uv: [ [0, 0], [1, 0], [1, 1], [0, 1], ], }, uniforms: { u_texture: regl.prop("texture"), u_typeId: regl.prop("typeId"), u_maskId: regl.prop("maskId"), }, depth: { enable: true, mask: false, func: "less", }, blend: { enable: true, func: { srcRGB: "src alpha", srcAlpha: 1, dstRGB: "one minus src alpha", dstAlpha: 1, }, equation: { rgb: "add", alpha: "add", }, color: [0, 0, 0, 0], }, elements: [0, 1, 2, 0, 2, 3], count: 6, }); const contentSetup = regl({ context: { world: () => { const { translateX, translateY, translateZ, rotation, rotateX, rotateY, rotateZ, scale, } = CONTENT_CONFIG; const world = mat4.create(); mat4.translate(world, world, [translateX, translateY, translateZ]); mat4.rotate(world, world, rotation, [rotateX, rotateY, rotateZ]); mat4.scale(world, world, [scale, scale, scale]); return world; }, mask: (context, { mask }) => { return mask || emptyTexture; }, displacement: (context, { displacement }) => { return displacement || emptyTexture; }, }, uniforms: { u_world: regl.context("world"), u_mask: regl.context("mask"), u_displacement: regl.context("displacement"), u_tick: regl.context("tick"), }, }); const content = (props) => { contentSetup(props, (context, { textures }) => { regl.clear({ color: [0, 0, 0, 0], depth: 1, }); contentDraw(textures); }); }; const ContentTypes = { GRADIENT: 1, RED: 2, BLUE: 3, }; const emptyCube = regl.cube(); const CUBE_CONFIG = { translateX: 0, translateY: 0, translateZ: 0, rotation: 0, rotateX: 1, rotateY: 1, rotateZ: 1, scale: 1, borderWidth: 0.008, displacementLength: 0.028, reflectionOpacity: 0.3, scene: 3, }; const cube = regl({ frag: ` precision mediump float; #define GLSLIFY 1 uniform vec2 u_resolution; uniform int u_face; uniform int u_typeId; uniform sampler2D u_texture; uniform samplerCube u_reflection; uniform float u_tick; uniform float u_borderWidth; uniform float u_displacementLength; uniform float u_reflectionOpacity; uniform int u_scene; varying vec3 v_normal; varying vec3 v_center; varying vec3 v_point; varying vec2 v_uv; varying vec3 v_color; varying float v_depth; const float PI2 = 6.283185307179586; float borders(vec2 uv, float strokeWidth) { vec2 borderBottomLeft = smoothstep(vec2(0.0), vec2(strokeWidth), uv); vec2 borderTopRight = smoothstep(vec2(0.0), vec2(strokeWidth), 1.0 - uv); return 1.0 - borderBottomLeft.x * borderBottomLeft.y * borderTopRight.x * borderTopRight.y; } const float PI2_0 = 6.28318530718; vec4 radialRainbow(vec2 st, float tick) { vec2 toCenter = vec2(0.5) - st; float angle = mod((atan(toCenter.y, toCenter.x) / PI2_0) + 0.5 + sin(tick * 0.002), 1.0); // colors vec4 c1 = vec4(229.0/255.0, 255.0/255.0, 196.0/255.0, 1.0); vec4 c2 = vec4(200.0/255.0, 255.0/255.0, 224.0/255.0, 1.0); vec4 c3 = vec4(180.0/255.0, 255.0/255.0, 245.0/255.0, 1.0); vec4 c4 = vec4(203.0/255.0, 223.0/255.0, 255.0/255.0, 1.0); vec4 c5 = vec4(233.0/255.0, 201.0/255.0, 255.0/255.0, 1.0); // vec4 a = vec4(0.43, 0.48, 0.95, 1.0); // vec4 b = vec4(0.94, 0.79, 0.41, 1.0); // // vec4 b = vec4(0.49, 0.88, 1.00, 1.0); // vec4 c = vec4(0.68, 0.29, 0.68, 1.0); // vec4 d = vec4(0.94, 0.79, 0.41, 1.0); // vec4 e = vec4(0.43, 0.48, 0.95, 1.0); float step = 1.0 / 10.0; vec4 color = c1; color = mix(color, c2, smoothstep(step * 1.0, step * 2.0, angle)); color = mix(color, c1, smoothstep(step * 2.0, step * 3.0, angle)); color = mix(color, c2, smoothstep(step * 3.0, step * 4.0, angle)); color = mix(color, c3, smoothstep(step * 4.0, step * 5.0, angle)); color = mix(color, c4, smoothstep(step * 5.0, step * 6.0, angle)); color = mix(color, c3, smoothstep(step * 6.0, step * 7.0, angle)); color = mix(color, c4, smoothstep(step * 7.0, step * 8.0, angle)); color = mix(color, c5, smoothstep(step * 8.0, step * 9.0, angle)); color = mix(color, c1, smoothstep(step * 9.0, step * 10.0, angle)); return color; } mat2 scale(vec2 value){ return mat2(value.x, 0.0, 0.0, value.y); } mat2 rotate2d(float value){ return mat2(cos(value), -sin(value), sin(value), cos(value)); } vec2 rotateUV(vec2 uv, float rotation) { float mid = 0.5; return vec2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } vec4 type1() { vec2 toCenter = v_center.xy - v_point.xy; float angle = (atan(toCenter.y, toCenter.x) / PI2) + 0.5; float displacement = borders(v_uv, u_displacementLength) + borders(v_uv, u_displacementLength * 2.143) * 0.3; return vec4(angle, displacement, 0.0, 1.0); } vec4 type2() { return vec4(v_color, 1.0); } vec4 type3() { vec2 st = gl_FragCoord.xy / u_resolution; vec4 strokeColor = radialRainbow(st, u_tick); float depth = clamp(smoothstep(-1.0, 1.0, v_depth), 0.6, 0.9); vec4 stroke = strokeColor * vec4(borders(v_uv, u_borderWidth)) * .........完整代码请登录后点击上方下载按钮下载查看
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