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。

代码标签: 核爆炸 动画 效果

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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