webgl+canvas实现三维windows xp玻璃材质logo旋转动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl+canvas实现三维windows xp玻璃材质logo旋转动画效果代码

代码标签: webgl canvas 三维 windows xp 玻璃 材质 logo 旋转 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>
::-webkit-scrollbar {
 
width: 0.625rem;
 
height: 0.625rem;
}

::-webkit-scrollbar-thumb {
 
background: #111;
 
border-radius: 0.3125rem;
 
box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
    inset
-0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
 
cursor: default;
}

::-webkit-scrollbar-track {
 
background: #333;
}

::selection {
 
background: #fff;
 
color: #333;
}

html
,
body
{
 
height: 100vh;
 
height: 100dvh;
 
margin: 0;
 
overflow: hidden;
}

body
{
 
display: grid;
 
grid-template-rows: calc(100dvh - 4rem) 4rem;
 
font-family: system-ui, sans-serif;
}

canvas
,
.editor,
#controls {
 
grid-row: 1;
 
grid-column: 1;
}

canvas
{
 
width: 100%;
 
height: auto;
 
object-fit: contain;
 
background: black;
 
touch-action: none;
}

.editor,
.overlay,
#error {
 
background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
 
padding: 1em;
}

.editor {
 
color: #fefefe;
 
tab-size: 2;
 
border: none;
 
resize: none;
}

.editor:focus {
 
outline: none;
}

#error {
 
grid-row: 2;
 
grid-column: 1;
 
margin: 0;
 
padding-block: 0;
 
padding-top: .5em;
 
color: firebrick;
 
overflow: auto;
 
text-wrap: pretty;
}

#indicator {
 
visibility: hidden;
 
position: absolute;
 
top: calc(var(--top, 0px) - var(--scroll-top, 0px));
 
width: 0;
 
height: 0;
 
border-top: 10px solid transparent;
 
border-bottom: 10px solid transparent;
 
border-left: 10px solid firebrick;
 
transform: translateY(-25%);
}

.overlay {
 
position: absolute;
 
top: 0;
 
left: 0;
 
right: 0;
 
margin: 0;
}

.editor,
.overlay {
 
font-size: 1rem;
 
line-height: 1.2;
 
white-space: pre;
}

#controls {
 
position: fixed;
 
top: 1em;
 
right: 2em;
}

.controls {
 
position: relative;
 
display: flex;
 
gap: 1.5em;
 
padding: .5em 1.25em;
 
background: #1111;
 
border-radius: 4px;
}

.controls::before,
.controls::after {
 
content: '';
 
position: absolute;
 
z-index: -1;
 
inset: 0;
 
transform: scale(.95);
 
border-radius: inherit;
 
opacity: 0;
}

.controls::before {
 
background: #aef;
 
animation: pulse 2s infinite;
}

.controls::after {
 
background: #fefefe66;
 
transition: transform 200ms ease-in-out;
}

.controls:hover::before,
.controls:hover::after {
 
opacity: 1;
}

.controls:hover::before {
 
transform: scale(.98);
 
filter: blur(2px);
}

.controls:hover::after {
 
transform: scale(1.025, 1.1);
}

.controls:hover {
 
background: #111f;
}

@keyframes pulse {
 
0% {
   
transform: scale(1);
 
}

 
50% {
   
transform: scale(1.0125);
 
}

 
100% {
   
transform: scale(1);
 
}
}

.hidden {
 
display: none !important;
}

.opaque {
 
opacity: 1 !important;
 
background: #111 !important;
}

input
{
 
all: unset;
 
opacity: .2;
 
filter: saturate(0) invert(1);
 
cursor: pointer;
 
transition: opacity 200ms ease-in-out;
 
padding: .25em .5em;
}

input:hover {
 
opacity: 1;
}

.icon {
 
text-align: center;
 
line-height: 1;
}

#btnToggleView {
 
width: 1.25em;
}

#btnToggleView::after {
 
content: '👁';
}

#btnToggleView:checked::after {
 
content: '✏️';
}

#btnToggleResolution::after {
 
content: '1️⃣';
}

#btnToggleResolution:checked::after {
 
content: '2️⃣';
}

#btnReset::after {
 
content: '⏮️';
}
</style>

 
</head>

<body translate="no">
 
<canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
 
<div class="controls">
   
<input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
   
<input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
   
<input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
 
</div>
</div>
<script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/

precision highp
float;
out vec4 O
;
uniform
float time;
uniform vec2 resolution
;
uniform vec2 touch
;
uniform
int pointerCount;
#define mouse (touch/R)
#define P pointerCount
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define N normalize
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
#define hue(a) (.4+.4*cos(6.3*(a)+vec3(0,83,21)))
#define S smoothstep
#define SE(v,s) S(s,s-1./min(R.x,R.y),v)

float box(vec3 p, vec3 s) {
        p
=abs(p)-s;
       
return length(max(p,.0))+min(.0,max(max(p.x,p.y),p.z));
}

float map(vec3 p) {
        p
.y-=sin(p.z)*.6;
       
return box(abs(p)-vec3(1.125,0,1.125),vec3(1,.075,1))-.05;
}

vec3 norm
(vec3 p) {
       
float h=1e-3; vec2 k=vec2(-1,1);
       
return N(
                k
.xyy*map(p+k.xyy*h)+
                k
.yxy*map(p+k.yxy*h)+
                k
.yyx*map(p+k.yyx*h)+
                k
.xxx*map(p+k.xxx*h)
       
);
}

void cam(inout vec3 p) {
       
if (P>0) {
                p
.yz*=rot(-mouse.y*6.3+3.14);
                p
.xz*=rot(3.14-mouse.x*6.3);
       
} else {
                p
.yz*=rot(.78);
                p
.xz*=rot(50.-T*.2);
       
}
}

float effect(vec2 p) {
  p
=abs(abs(p)-vec2(1.1,.85))-vec2(1,.75);
 
float d=length(max(p,.0))+min(.0,max(p.x,p.y))-.02;
 
return S(.01,.0,d);
}

void main() {
        vec2 uv
=(FC-.5*R)/min(R.x,R.y);
        vec3 col
=vec3(0),
        p
=vec3(0,0,exp(1.)-exp(cos(T*.05))-5.),
        rd
=N(vec3(uv,1));
       
        cam
(p); cam(rd);
       
       
float side=1., dd=.0, at=.0, a=1.;
       
for (float i=.0; i++<400.;) {
               
float d=map(p)*side*.8;
               
if (abs(d)<1e-3) {
                        vec3 n
=norm(p)*side,
                        lp
=vec3(-1,2,-3),
                        l
=N(lp-p),
                        r
=reflect(rd,n);
       
                       
if (dot(l,n)<.0) l = -l;
       
                       
float diff=clamp(dot(l,n)*.5+.5,.0,1.),
                        fres
=clamp(1.+dot(rd,n),.0,1.),
                        fade
=clamp(1./dot(lp-p,lp-p),.0,1.);
                        col
+=.3*mix(diff,fade,fres*fres);

                       
if (p.z>.0 && p.x>.0) col*=vec3(1,0,0);
                       
else if (p.z<.0 && p.x>.0) col*=vec3(0,1,0);
                       
else if (p.z>.0 && p.x<.0) col*=vec3(0,0,1);
                       
else if (p.z<.0 && p.x<.0) col*=vec3(1,1,0);
                       
                        col
=max(col,a*max(2.2*effect(rd.xz*5.)*n.y,.0));
                        col
+=pow(r.y,8.);
                       
                        a
=mix(.005,.75,1.-fres);
                        side
= -side;
                        vec3 rdo
=refract(rd,n,1.+side*.45);
                       
if (dot(rdo,rdo)==.0) rdo=r;
                       
                        rd
=rdo;
                        d
=1e-2;
               
}
               
if (d>12.) {
                       
float k=2., s=.2;
                        vec2 q
=vec2(atan(rd.x,rd.z),atan(dot(rd.xz,rd.xz),rd.y)+T*.2)*6./6.28318,
                        id
=floor(q*k);
                        q
=fract(q*k)-.5;
                       
if (fract(sin(dot(id,vec2(12.9898,78.233)))*345678.) > .5) q.x = -q.x;
                       
float d=abs(length(q-sign(q.x+q.y+1e-3)*.5)-.5)-s;
                        d
=a*SE(d,.0);
                        col
=mix(col,d*hue(rd.y+T*.2),a);
                       
break;
               
}
                p
+=rd*d;
                dd
+=d;
                at
+=.05*(.05/dd);
       
}
        at
*=5.;
        col
+=at*at;
  O
= vec4(col, 1);
}</script>
 
     
<script >
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = 1 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'Rusty Eggs'
window.onload = init

function resize() {
  const { innerWidth: width, innerHeight: height } = window

  canvas.width = width * dpr
  canvas.height = height * dpr

  if (renderer) {
    renderer.updateScale(dpr)
  }
}
function toggleView() {
  editor.hidden = btnToggleView.checked
}
function reset() {
  let shader = source
  editor.text = .........完整代码请登录后点击上方下载按钮下载查看

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