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

代码标签: 粘液 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

<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

网友评论0