three+webgl实现地球核爆炸动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现地球核爆炸动画效果代码,只能运行在chrome浏览器上。
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 { height: 100%; width: 100%; } body { font-size: 62.5%; background: #000; overflow: hidden; color: #fff; font-family: serif; -ms-scroll-chaining: none; overscroll-behavior: none; } #loading { background: #000; position: fixed; top: 0; left: 0; width: 100%; height: 100%; z-index: 9999; display: flex; justify-content: center; align-items: center; visibility: visible; opacity: 1; transition: visibility 1.6s, opacity 1.6s; } #loading .circle { width: 50px; height: 50px; background: #fff; border-radius: 50%; opacity: 0; transform: scale(0, 0); -webkit-animation: circle-animation 1.6s ease-in-out 0s infinite normal none; animation: circle-animation 1.6s ease-in-out 0s infinite normal none; } #loading.loaded { visibility: hidden; opacity: 0; } #container { width: 100%; height: 100%; } #container .box { color: #fff; font-size: 4.8rem; position: fixed; z-index: 1; top: 50%; left: 10%; transform: translateY(-50%); overflow: hidden; } #container .box h1 { padding-bottom: 0.8rem; } #container .box p { font-size: 0.8rem; } /** css animation */ @-webkit-keyframes circle-animation { 0% { opacity: 0; transform: scale(0, 0); } 50% { opacity: 1; transform: scale(1, 1); } } @keyframes circle-animation { 0% { opacity: 0; transform: scale(0, 0); } 50% { opacity: 1; transform: scale(1, 1); } } </style> </head> <body > <div id="loading"> <div class="circle"></div> </div> <div id="container"> <div class="box"> <h1>Lavos</h1> <p>Hello, I'm here to destroy the Earth!</p> </div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.126.js"></script> <script > /** vertex shader source */ const vertexShader = ` attribute vec2 reference; uniform float uTime; uniform bool uPressed; uniform sampler2D texturePosition; varying vec3 vPosition; varying vec3 vNormal; varying vec2 vUv; float PI = 3.14159265359; void main(){ vec3 pos = texture2D(texturePosition, reference).xyz; float dist = length(pos); // Referred to https://t.co/9RSKLLVOrB?amp=1 float shrink = 2.0 / PI * atan(sin(PI * 2.0 * (uTime * 0.3 - dist * 0.9) * (1.0 / 4.0)) / 0.1); float scale = 1.0 + shrink * 0.9; pos *= scale; vPosition = pos; vUv = reference; vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0); gl_PointSize = 2.0 * (4.0 / - mvPosition.z); gl_Position = projectionMatrix * mvPosition; } `; /** fragment shader source */ const fragmentShader = ` uniform float uTime; varying vec3 vPosition; // Simplex 3D Noise // by Ian McEwan, Ashima Arts vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); v.........完整代码请登录后点击上方下载按钮下载查看
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