canvas+webgl实现三维裙带灯光穿越动画效果代码

代码语言:html

所属分类:三维

代码描述:canvas+webgl实现三维裙带灯光穿越动画效果代码

代码标签: canvas webgl 三维 裙带 灯光 穿越 动画

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(.5, .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

out vec4 fragColor;

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

#define mouse (touch/resolution)
#define P pointerCount
#define T (20.+mod(time, 180.))
#define S smoothstep
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))

float rnd(vec2 p) {
  return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123);
}

float ftor(vec3 p, vec3 s, float r) {
  vec2 e = vec2(
    abs(length(p.xz)-s.x-s.z),
    abs(p.y)-s.y
  );

  return length(max(e,.0))+
  min(.0, max(e.x, e.y))-r;
}

float map(vec3 p) {
  const float dst=5.2;
  vec3 s, id, q = p;
  id = (floor(.5+p/dst-.5)-.5);
  q = (fract(.5+p/dst-.5)-.5)*dst;
  s = vec3(1, 1,.25)+(-sin(2.5*(T+length(id)*.2+sin(.2*T+length(id))*.5+.5)+p.y*2.)*.15);
  s = abs(s);
  q.xz *= 1.+cos(atan(q.x, q.z)*12.)*.1;
  float d = 5e5,
  sph = ftor(q, s,.05)*.5;

  d = min(d, sph);

  return d;
}

vec3 norm(vec3 p) {
  vec2 e = vec2(1e-3, 0);
  float d = map(p);
  vec3 n = d-vec3(
    map(p-e.xyy),
    map(p-e.yxy),
    map(p-e.yyx)
  );

  return normalize(n);
}

void tunnel(inout vec3 p) {
  if (P > 0) return;

  p.z += -4.*T;
}

float tick(float t, float e) {
  t/=e;
  return floor(t)+pow(S(.0, 1., fract(t)), e);
}

float tween(float a) {
  return a*a*a;
}

float tween2(float a) {
  return a*a*a*a*a;
}

float tween3(float x) {
  return x*x*x*(10. + x*(-15. + 6.*x));
}

float getsss(vec3 p, vec3 rd, float dist, float k) {
  float ddist = dist * k;
  return clamp(map(p + rd * dist) / dist, .0, 1.) +
    clamp(map(p + rd * ddist) / ddist, .0, 1.);
}

float getao(vec3 p, vec3 n, float dist) {
  return clamp(map(p + n * dist) / dist, .0, 1.);
}

void cam(inout vec3 p) {
  if (P > 0) {
    p.yz *= rot(-mouse.y*acos(-1.)+acos(.0));
    p.xz *= rot(acos(-1.)-mouse.x*acos(-1.) * 2.);
  } else {
    p.yz *= rot(tween2(cos(T*.2))*.3);
    p.xz *= rot(tween2(sin(T*.2))*3.14159);
    p.xy *= rot(tween3(.5+.5*cos(tick(T,10.)))*.2);
  }
}

void main(void) {
  vec2 uv = (
    gl_FragCoord.xy-.5*resolution.xy
  )/min(resolution.x, resolution.y);

  vec3 col = vec3(0),
  ro = vec3(0, 0, -8.5),
  rd = normalize(vec3(uv, .8));

  cam(ro);
  cam(rd);
  tunnel(ro);

  vec3 p = ro,
  lp = vec3(1, 4.5, 5.-.5*clamp(tween2(cos(T)*.5+.5)*20.+10.,-20.,30.));

  lp.yz *= rot(exp(-cos(T)));
  lp.xz *= rot(T);
  tunnel(lp);

  const float steps = 400., maxd = 35.;
  float dd = .0,
  at = .0;

  for (float i = .0; i < steps; i++) {
    float d = m.........完整代码请登录后点击上方下载按钮下载查看

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