webgl+canvas实现递归四面体三维变色动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl+canvas实现递归四面体三维变色动画效果代码

代码标签: webgl canvas 递归 四面体 三维 变色 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 >
 
<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 move
;
#define FC gl_FragCoord.xy
#define R resolution
#define T (time+12.)
#define N normalize
#define S smoothstep
#define MN min(R.x,R.y)
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define hue(a) (.25+.6*cos(6.3*(a)+vec3(0,83,21)))
#define lum(a) dot(vec3(.21,.71,.07),a)

float shape(vec3 p) {
       
       
// See details at:
       
// http://blog.hvidtfeldts.net/index.php/2011/08/distance-estimated-3d-fractals-iii-folding-space/
       
       
float offset=1.2, n=5.;
       
       
for (float i=.0; i++<n;) {
               
if(p.x+p.y<.0) p.xy=-p.yx; // fold 1
               
if(p.x+p.z<.0) p.xz=-p.zx; // fold 2
               
if(p.y+p.z<.0) p.zy=-p.yz; // fold 3    
                p
=2.*p-offset;
       
}
       
       
return length(p)*pow(2.,-n)-.052;
}

vec2 map
(vec3 p) {
        vec3 q
=p;
       
//p.y+=.5;
       
//p.yz*=rot(-.955);
       
//p.xz*=rot(-.78);
        vec2
        a
=vec2(shape(p),1),
        b
=vec2(q.y+1.215,0);
       
        a
=a.x<b.x?a:b;
       
return a;
}

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

float calcAO(vec3 p, vec3 n) {
       
float o=.0, s=1.;
       
for(float i=.0; i++<5.;) {
               
float
                h
=.01+.12*i/4.,
                d
=map(p+h*n).x;
                o
+=(h-d)*s;
                s
*=.65;
               
if(o>.5) break;
       
}
       
return clamp(1.-3.*o,.0,1.)*(.5+.5*n.y);
}

float shadow(vec3 p, vec3 lp) {
       
float shd=1., maxd=length(lp-p);
        vec3 l
=N(lp-p);
       
for (float i=1e-3; i<maxd;) {
               
float d=map(p+l*i).x;
               
if (d<1e-3) {
                        shd
=.0;
                       
break;
               
}
                shd
=min(shd,48.*d/i);
                i
+=d;
       
}
       
return shd;
}

void cam(inout vec3 p) {
        p
.yz*=rot(-(sin(1.5707-move.y*6.3/MN)*.5-.5)+(cos(T*.1)*.5+.5));
        p
.xz*=rot(-move.x*6.3/MN+(sin(T*.2)*.5));
}

float box(vec3 p) {
        p
=abs(p);
       
return max(max(p.x,p.y),p.z);
}

void main() {
        vec2 uv
=(FC-.5*R)/MN;
        vec3 col
=vec3(0),
        p
=vec3(0,0,-10),
        rd
=N(vec3(uv,3.-exp(-cos(T*.05)*.3)));
        cam
(p); cam(rd);
       
float dd=.0;
       
for (float i=.0; i++<400.;) {
                vec2 d
=map(p);
               
if (abs(d.x)<1e-3) {
                        vec3 n
=norm(p), lp=vec3(-1,4,-5), l=N(lp-p);
                       
float
                        shd
=shadow(p+n*3e-3,lp),
                        occ
=calcAO(p+n*3e-3,n),
                        diff
=clamp(dot(l,n),.0,1.),
                        ref
=pow(dot(reflect(rd,n),l),64.);
                        col
+=.2+diff*shd*occ;
     
// In the next line change box to either length or shape and see what happens
                        col
*=1.2*hue(box(p*(d.y>.0?.65:.1))+(d.y>.0?.6-T*.05:-T*.05));
                       
if (d.y>.0) col+=sqrt(max(.0,lum(col)));
                       
if (ref>.0 && d.y>.0) col+=ref;
                        col
/=1.+exp(-col);
                        col
=sqrt(col);
                       
break;
               
}
               
if (d.x>200.) break;
                p
+=rd*d.x;
                dd
+=d.x;
       
}
        col
=mix(vec3(0),col,exp(-125e-5*dd*dd));
  O
=vec4(col,1);
}</script>
 
     
<script id="rendered-js" >
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = .5 // 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 = 'It Is All Just a Reflection'
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 = shader ? shader.textContent : renderer.defaultSource
  store.putShaderSource(shaderId, editor.text)
  renderThis()
}
.........完整代码请登录后点击上方下载按钮下载查看

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