canvas实现webgl三维分型花瓣效果代码

代码语言:html

所属分类:三维

代码描述:canvas实现webgl三维分型花瓣效果代码

代码标签: canvas webgl 三维 分型 花瓣

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>
* {
    box-sizing: border-box;
  }
  
  html, body {
    margin: 0;
    min-height: 100vh;
    overflow: hidden;
    
    background:
    repeating-radial-gradient(
    circle at center,
      #444 0 10%,
      #111 10% 20%
    );
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }
</style>



</head>

<body >
  <canvas id="canvas"></canvas>
  
  
      <script  >
/*********
 * made by Matthias Hurrle (@atzedent)
 */

/** @type {HTMLCanvasElement} */
const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = Math.max(1, .5 * window.devicePixelRatio);
/** @type {Map<string,PointerEvent>} */
const touches = new Map();

const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

in vec2 position;

void main(void) {
    gl_Position = vec4(position, 0., 1.);
}
`;
const fragmentSource = `#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;

out vec4 fragColor;

#define T (time+36.)
#define S smoothstep
#define mouse (touch/resolution)
#define PI 3.14159
#define TAU 6.28318
#define THETA 1.57079
#define hue(a) (.25+.7*cos(12.3*(a)+vec3(0,83,21)))
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))

void main(void) {
  vec2 uv = (
    gl_FragCoord.xy-.5*resolution
  ) / min(resolution.x, resolution.y);
  
  vec3 col = vec3(0),
  lp=vec3(8,4,2),
  rp=vec3(9,6,7),
  ro=vec3(.7,.9,3),
  rd=normalize(vec3(uv, 1)),
  axis=normalize(vec3(8,-3,-5));
  
  float angle=sin(T*.1)*PI,
  g=.0;
  
  if(pointerCount > 0) {
    axis.yz*=rot(-mouse.y*PI+THETA);
    axis.xy*=rot(mouse.x*TAU);
  } else {
    axis.xz*=rot(T*.05);
  }
  
  for(float i=.0; i<40.; i++) {
    vec3
    p=g*rd-ro;
    p=mix(
      dot(p,axis)*axis,
      p,
      cos(angle)
    )*THETA-cross(p,axis);
    
    float d=1., e=.0;
    
    for(float j=.0; j<3.; j++) {
      p=lp-abs(p-rp);
      e=18./(floor(dot(p,p))+pow(S(.0, 1., fract(dot(p,p))), .5));
      d*=e*1.2;
      p=abs(p)*e;
    }
    
    e=p.y/d;
    e+=5e-4;
    g+=e*.5;
    
    col+=hue(-log(d)*.125)/e*6e-5;
  }
  
  fragColor = vec4(col, 1);
}
`;
let time;
let buffer;
let program;
let touch;
let resolution;
let pointerCount;
let vertices = [];
let touching = false;

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