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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