webgl实现蚂蚁粘液动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现蚂蚁粘液动画效果代码
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
<html lang="en"><head>
<meta charset="UTF-8">
<style>
body {
background: #666;
margin: 0;
overflow: hidden;
}
canvas {
/* height: 100vh;
width: 100vw; */
touch-action: none;
}
.osc {
left: 0px;
position: fixed;
top: 0px;
}
.button {
position: fixed;
z-index: 10;
right: 0;
bottom: 0;
}
.controls {
position: fixed;
z-index: 10;
left: 0;
bottom: 0;
}
.playpause {
background: #AAB;
padding: 10px;
}
.playpause label {
display: block;
box-sizing: border-box;
width: 0;
height: 20px;
cursor: pointer;
border-color: transparent transparent transparent #202020;
transition: 100ms all ease;
will-change: border-width;
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause input[type='checkbox'] {
visibility: hidden;
}
.playpause.checked label {
border-style: double;
border-width: 0px 0 0px 20px;
}
.playpause label {
border-style: solid;
border-width: 10px 0 10px 20px;
}
/* } */
</style>
</head>
<body >
<script id="vertexShader_particle" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec3 a_colour;
attribute vec2 a_reference;
uniform vec2 u_resolution;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
uniform sampler2D b_blur;
varying vec3 v_colour;
varying float v_fogDepth;
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec2 position = texture2D(b_position, a_reference).xy;
vec2 velocity = texture2D(b_velocity, a_reference).xy;
float size = texture2D(b_blur, position).r;
vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.);
gl_Position = pos;
gl_PointSize = 1.;
v_colour = vec3(0);
}
</script>
<script id="vertexShader_buffer" type="x-shader/x-vertex">attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader_velocity" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define PI 3.141592653589793
#define HPI 1.5707963267948966
#define TAU 6.283185307179586
#define G 0.67408
uniform vec2 u_resolution;
uniform vec3 u_mouse;
uniform float u_time;
uniform vec2 u_screen;
uniform sampler2D s_noise;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
uniform sampler2D b_species;
uniform sampler2D b_blur;
/*
1. move speed
2. turn speed
3. sensor angle
4. sensor size
*/
struct Settings {
float moveSpeed;
float turnSpeed;
float sensorAngle;
float sensorOffsetDst;
};
float sense(vec4 creature, Settings settings, float direction) {
float a = creature.z + settings.sensorAngle * direction;
vec2 dir = vec2(cos(a), sin(a));
vec2 pos = creature.xy + dir * settings.sensorOffsetDst;
float p = 0.;
const float s = 2.;
for (float x = -s; x <= s; x ++) {
for (float y = -s; y <= s; y ++) {
vec2 s = (pos + vec2(x, y))/u_screen;
p += texture2D(b_blur, s).x;
}
}
return p;
// return smoothstep(0., 100., sum);
}
float rand(float n){return fract(sin(n) * 43758.5453123);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 position = texture2D(b_position, uv).xy;
vec4 velocity = texture2D(b_velocity, uv);
vec4 settingsA = texture2D(b_species, uv);
Settings settings = Settings(settingsA.x, settingsA.y, settingsA.z, settingsA.w);
vec4 creature = vec4(position.xy, velocity.zw);
vec3 w = vec3(
sense(creature, settings, 0.), // forward
sense(creature, settings, -1.), // left
sense(creature, settings, 1.) // right
);
float r = abs(rand(length(creature.xy)))*.05;
r = rand(creature.xy+u_time);
float turnSpeed = settings.turnSpeed * 2. * 3.1415;
if(w.x > w.y && w.x > w.z) { }
else if(w.x < w.y && w.x < w.z) {
creature.z += (r-.5) * 2. * turnSpeed;
}
else if(w.z > w.y) {
creature.z -= r * turnSpeed;
}
else if(w.z < w.y) {
creature.z += r * turnSpeed;
}
velocity.zw = creature.zw;
velocity.xy = vec2( cos(creature.z) * settings.moveSpeed, sin(creature.z) * settings.moveSpeed );
if(u_mouse.z == 1.) {
vec2 m = position - u_mouse.xy;
float d = dot((position), (u_mouse.xy));
float a = atan(m.y, m.x);
velocity.z = mix(velocity.z, a, smoothstep(200., 100., length(m)));
float l = 1. / length(m*.001);
velocity.xy += vec2( cos(a)*l, sin(a)*l ) * smoothstep(100., 10., length(m));
}
// if(position.x > u_screen.x) velocity.z = rand(agent.xy+u_time) * 2. * 3.14159;
// else if(position.x < 0.) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
// if(position.y > u_screen.y) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
// else if(position.y < 0.) velocity.z += rand(agent.xy+u_time) * 2. * 3.14159;
gl_FragColor = velocity;
}
</script>
<script id="fragmentShader_position" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform vec2 u_screen;
uniform sampler2D b_velocity;
uniform sampler2D b_position;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 position = texture2D(b_position, uv).xy;
vec2 velocity = texture2D(b_velocity, uv).xy;
vec2 pos = position+velocity*.99;
if(pos.x > u_screen.x + 20.) pos.x = -10.;
else if(pos.x < -20.) pos.x = u_screen.x + 10.;
if(pos.y > u_screen.y + 20.) pos.y = -10.;
else if(pos.y < -20.) pos.y = u_screen.y + 10.;
// if(pos.x > u_screen.x) pos.x = u_screen.x - .1;
// else if(pos.x < 0.) pos.x = 0.;
// if(pos.y > u_screen.y) pos.y = u_screen.y - .1;
// else if(pos.y < 0.) pos.y = 0.;
gl_FragColor = vec4(pos, 0., 1.0);
}
</script>
<script id="fragmentShader_particle" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform sampler2D b_prime;
uniform sampler2D b_position;
varying vec3 v_colour;
varying float v_fogDepth;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
void main() {
vec2 uv = gl_PointCoord.xy - .5;
vec2 s = gl_FragCoord.xy / u_resolution.xy;
gl_FragColor = vec4(0, 0, 0, 1);
float l = length(uv);
float c = smoothstep(.5, 0., l);
float fog = smoothstep(-200., -1., v_fogDepth);
float opacity = c * fog;
gl_FragColor = vec4(.2);
}
</script>
<script id="fragmentShader_blur" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec3 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform sampler2D b_prime;
uniform sampler2D b_blur;
varying vec3 v_colour;
const float diffuseSpeed = .1;
const float fadeSpeed = .002;
#define PI 3.141592653589793
#define TAU 6.283185307179586
#define pow2(x) (x * x)
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
vec4 blur(sampler2D sampler, vec2 p, vec2 ps) {
vec4 v;
for(float x = -1.; x <= 1.; x++) {
for(float y = -1.; y <= 1.; y++) {
vec2 s = p+vec2(x * ps.x, y * ps.y);
v += texture2D(sampler, s);
}
}
return v /= 9.;
}
void main() {
vec2 s = gl_FragCoord.xy / u_resolution;
vec2 ps = vec2(1.0) / u_resolution.xy;
vec4 p = texture2D(b_prime, s);
vec4 bo = texture2D(b_blur, s);
vec4 b = blur(b_blur, s, ps);
float d = mix(bo.x, b.x, diffuseSpeed);
float opt = mix(d*(1.-fadeSpeed), 1., p.a);
opt = d*(1.-fadeSpeed) + (p.a);
if(u_mouse.z == 1.) {
vec2 m = gl_FragCoord.xy - u_mouse.xy;
float d = dot(gl_FragCoord.xy, (u_mouse.xy));
float a = atan(m.y, m.x);
opt = mix(opt, opt*.9, smoothstep(200., 10., length(m)));
}
gl_FragColor = vec4(vec3(opt), 1.);
}
</script>
<script id="fragmentShader_output" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D s_noise;
uniform sampler2D b_prime;
uniform sampler2D b_blur;
varying vec3 v_colour;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
const int samples = 8;
const float sigma = float(samples) * 0.25;
#define PI 3.141592653589793
#define TAU 6.283185307179586
#define pow2(x) (x * x)
float gaussian(vec2 i) {
return 1.0 / (2.0 * PI * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}
vec4 blur(sampler2D sp, vec2 uv, vec2 scale) {
vec4 col = vec4(0.0);
float accum = 0.0;
float weight;
vec2 offset;
for (int x = -samples / 2; x < samples / 2; ++x) {
for (int y = -samples / 2; y < samples / 2; ++y) {
offset = vec2(x, y);
weight = gaussian(offset);
col += texture2D(sp, uv + scale * offset) * weight;
accum += weight;
}
}
return col / accum;
}
void main() {
vec2 s = gl_FragCoord.xy / u_resolution;
vec4 p = texture2D(b_prime, s);
vec4 b = texture2D(b_blur, s);
vec3 c = b.rgb*.05;
c *= c;
c = smoothstep(-1., 5., b.rgb) - smoothstep(30., 35., b.rgb);
// c = smoothstep(0., 1., b.rgb);
gl_FragColor = vec4(clamp(c, 0., 1.), 1.);
// gl_FragColor = opt;
}
</script>
<script type="module">
function _defineProperty(obj, key, value) {if (key in obj) {Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true });} else {obj[key] = value;}return obj;}function _classPrivateFieldSet(receiver, privateMap, value) {var descriptor = privateMap.get(receiver);if (!descriptor) {throw new TypeError("attempted to set private field on non-instance");}if (descriptor.set) {descriptor.set.call(receiver, value);} else {if (!descriptor.writable) {throw new TypeError("attempted to set read only private field");}descriptor.value = value;}return value;}function _classPrivateFieldGet(receiver, privateMap) {var descriptor = privateMap.get(receiver);if (!descriptor) {throw new TypeError("attempted to get private field on non-instance");}if (descriptor.get) {return descriptor.get.call(receiver);}return descriptor.value;}function _classStaticPrivateFieldSpecGet(receiver, classConstructor, descriptor) {if (receiver !== classConstructor) {throw new TypeError("Private static access of wrong provenance");}if (descriptor.get) {return descriptor.get.call(receiver);}return descriptor.value;}import { Vec2, Vec3, Mat2, Mat3, Mat4, Quat } from 'https://cdn.skypack.dev/wtc-math';
import gifJs from 'https://cdn.skypack.dev/gif.js';
console.clear();
const setup = function () {
// Simulation dimensions
const px = Math.min(window.devicePixelRatio, 2);
// const px = Math.min(window.devicePixelRatio, 2);
const dimensions = [window.innerWidth, window.innerHeight];
const texturesize = 128;
const particles = Math.pow(texturesize, 2);
const textureArraySize = particles * 4;
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const renderer = new Renderer(canvas, { width: dimensions[0], height: dimensions[1], alpha: true, premultipliedAlpha: false, preserveDrawingBuffer: true, pxRatio: px });
const ctx = renderer.ctx;
let drawing = new Float32Array([-1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0]);
const ants = new Float32Array(particles * 2).fill(0);
const references = new Float32Array(particles * 2).fill(0);
const positionData = new Float32Array(particles * 4).fill(0);
const velocityData = new Float32Array(particles * 4).fill(0);
const speciesData = new Float32Array(particles * 4).fill(0);
for (let i = 0; i < ants.length; i += 2) {
const index = i / 2;
const tindex = i * 2;
ants[i] = index % texturesize; // x position
ants[i + 1] = Math.floor(index / texturesize); // y position
references[i] = ants[i] / texturesize; // x position of the texture particle representing this ant
references[i + 1] = ants[i + 1] / texturesize; // y position of the texture particle representing this ant
const r = Math.random() * 3.14159 * 2.;
const l = Math.random() * 400;
const x = dimensions[0] * .5 + Math.cos(r) * l;
const y = dimensions[1] * .5 + Math.sin(r) * l;
// positionData[tindex] = Math.random() * (dimensions[0] * px + 40);
// positionData[tindex + 1] = Math.random() * (dimensions[1] * px + 40);
positionData[tindex] = x;
positionData[tindex + 1] = y;
positionData[tindex + 2] = 0;
positionData[tindex + 3] = 1;
velocityData[tindex] = -positionData[tindex];
velocityData[tindex + 1] = -positionData[tindex + 1.];
velocityData[tindex + 2] = r - Math.PI;
velocityData[tindex + 3] = .5;
speciesData[tindex] = 1.; // move speed
speciesData[tindex + 1] = .7; // turn speed
speciesData[tindex + 2] = .6; // sensor angle
speciesData[tindex + 3] = 20; // sensor offset
}
const positionBuffer = new FrameBuffer(renderer, 'position', {
width: texturesize,
height: texturesize,
tiling: Texture.IMAGETYPE_TILE,
texdepth: FrameBuffer.TEXTYPE_FLOAT,
pxRatio: 1,
data: positionData });
const velocityBuffer = new FrameBuffer(renderer, 'velocity', {
width: texturesize,
height: texturesize,
tiling: Texture.IMAGETYPE_TILE,
texdepth: FrameBuffer.TEXTYPE_FLOAT,
pxRatio: 1,
data: velocityData });
const speciesBuffer = new FrameBuffer(renderer, 'species', {
width: texturesize,
height: texturesize,
tiling: Texture.IMAGETYPE_TILE,
texdepth: FrameBuffer.TEXTYPE_FLOAT,
pxRatio: 1,
data: speciesData });
const blurBuffer = new FrameBuffer(renderer, 'blur', {
width: dimensions[0],
height: dimensions[1],
tiling: Texture.IMAGETYPE_REGULAR,
texdepth: FrameBuffer.TEXTYPE_FLOAT,
pxRatio: px });
const primaryBuffer = new FrameBuffer(renderer, 'prime', {
width: dimensions[0],
height: dimensions[1],
tiling: Texture.IMAGETYPE_REGULAR,
pxRatio: px });
const drawBuffer = new Buffer(ctx, drawing);
const antBuffer = new Buffer(ctx, ants, {
attributes: [{
name: 'ants',
numComponents: 2 }] });
const referenceBuffer = new Buffer(ctx, references, {
attributes: [{
name: 'reference',
numComponents: 2 }] });
const vertexShader_buffer = document.getElementById('vertexShader_buffer').innerText;
const vertexShader_particle = document.getElementById('vertexShader_particle').innerText;
const programPosition = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_position').innerText, {
renderType: Program.RENDER_STRIP });
const programVelocity = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_velocity').innerText, {
renderType: Program.RENDER_STRIP });
const programBlur = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_blur').innerText, {
renderType: Program.RENDER_STRIP });
const programMain = new Program(ctx, vertexShader_particle, document.getElementById('fragmentShader_particle').innerText, {
// clearColour: [.15,.1,.05, 1.],
clearColour: [.9, .9, .9, 0.],
renderType: Program.RENDER_POINTS,
blending: Renderer.BLENDING_NORMAL,
depthTesting: false,
transparent: false,
premultiplied: false });
const programOutput = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_output').innerText, {
clearColour: [.0, .0, .0, 1.],
renderType: Program.RENDER_STRIP });
const time = new Uniform(ctx, 'time', Uniform.TYPE_FLOAT, 100);
const uDelta = new Uniform(ctx, 'delta', Uniform.TYPE_FLOAT, 100);
const mouse = new Uniform(ctx, 'mouse', Uniform.TYPE_V3, [0., 0., 0.]);
const screen = new Uniform(ctx, 'screen', Uniform.TYPE_V2, [dimensions[0] * px, dimensions[1] * px]);
const noise = new Texture(ctx, 'noise', {
textureType: Texture.IMAGETYPE_TILE,
url: 'https://assets.codepen.io/982762/noise.png' });
noise.preload().then(n => {
requestAnimationFrame(run);
});
let pointerdown = false;
let lastPos = new Vec2();
window.addEventListener('pointerdown', e => {
if (e.button == 0) {
pointerdown = true;
lastPos = new Vec2(e.x, e.y);
mouse.value[0] = lastPos.x * px;
mouse.value[1] = (window.innerHeight - lastPos.y) * px;
mouse.value[2] = 1.;
}
});
window.addEventListener('pointerup', e => {
pointerdown = false;
mouse.value[2] = 0.;
});
window.addEventListener('pointermove', e => {
if (pointerdown) {
let newPos = new Vec2(e.x, e.y);
mouse.value[0] = newPos.x * px;
mouse.value[1] = (window.innerHeight - newPos.y) * px;
}
});
let playing = true;
const setPlaying = value => {
playing = value;
}.........完整代码请登录后点击上方下载按钮下载查看
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