webgl实现canvas无限循环动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现canvas无限循环动画效果代码
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;
object-fit: contain;
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;
}
/* } */
#container {
display: grid;
justify-content: center;
align-content: center;
}
</style>
</head>
<body translate="no">
<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_buffer" type="x-shader/x-vertex">
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform sampler2D u_noise;
uniform sampler2D b_loop;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
float hash21(vec2 p) {
p = fract(p * vec2(233.34, 851.74));
p += dot(p, p + 23.45);
p = fract(p);
return texture2D(u_noise, p).x;
}
void main() {
vec2 uv = abs(getScreenSpace());
float t = u_time * .5;
float s = sin(t);
float c = cos(t);
mat2 m = mat2(c, s, -s, c-s*.1);
vec2 u = abs(uv-.5);
vec2 samp = gl_FragCoord.xy / u_resolution;
float n = hash21(samp+u_time);
vec4 a = texture2D(b_loop, (fract(samp)*1.05*(m)-.5)) * (.99 - n*.05);
float cl = smoothstep(0.0, 0.005, max(uv.x, uv.y) - .485);
float al = clamp(cl + (smoothstep(.03, .0, min(u.y, u.x)) * (1.+n*.5)), 0., 1.);
vec4 b = vec4(vec3(cl), al);
gl_FragColor = mix(a,b,b.w);
}
</script>
<script id="fragmentShader_under" type="x-shader/x-vertex">
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform sampler2D u_noise;
uniform sampler2D b_loop;
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 = abs(getScreenSpace());
gl_FragColor = vec4(
mix(
texture2D(b_loop, gl_FragCoord.xy / u_resolution.xy).rgb,
vec3(abs(sin(u_time*5.))),
0. //smoothstep(0.0, 0.002, max(uv.x,uv.y) - .47)
), 1.);
}
</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 () {
const px = 1;
const dimensions = [1024, 1024];
const canvas = document.createElement('canvas');
const c = document.createElement('div');
c.id = 'container';
document.body.appendChild(c);
c.appendChild(canvas);
const renderer = new Renderer(canvas, { width: dimensions[0], height: dimensions[1], alpha: false, premultipliedAlpha: true, preserveDrawingBuffer: true, pxRatio: 1 });
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 drawBuffer = new Buffer(ctx, drawing);
const vertexShader_buffer = document.getElementById('vertexShader_buffer').innerText;
const programMain = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_under').innerText, {
clearColour: [.15, .15, 0.25, 1.],
renderType: Program.RENDER_STRIP });
const programBuffer = new Program(ctx, vertexShader_buffer, document.getElementById('fragmentShader_buffer').innerText, {
clearColour: [.15, .15, 0.25, 1.],
renderType: Program.RENDER_STRIP });
const loopBuffer = new FrameBuffer(renderer, 'loop', {
width: dimensions[0],
height: dimensions[1],
tiling: Texture.IMAGETYPE_TILE,
texdepth: FrameBuffer.TEXTYPE_FLOAT,
pxRatio: 1 });
window.loopBuffer = loopBuffer;
console.log(loopBuffer.texture, renderer.width);
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_V2, [0., 0.]);
const noise = new Texture(ctx, 'noise', {
textureType: Texture.IMAGETYPE_TILE,
url: '//repo.bfw.wiki/bfwrepo/image/5dfd8574f13f0.png' });
noise.preload().then(n => {
requestAnimationFrame(run);
});
let pointerdown = false;
let lastPos = new Vec2();
window.addEventListener('pointerdown', e => {
pointerdown = true;
lastPos = new Vec2(e.x, e.y);
});
window.addEventListener('pointerup', e => {
pointerdown = false;
});
window.addEventListener('pointermove', e => {
if (pointerdown) {
let newPos = new Vec2(e.x, e.y);
mouse.value = newPos.array;
}
});
let playing = true;
const setPlaying = value => {
playing = value;
};
let autoTransitionTimer = 0;
let timeToTransition = 0;
const setupValues = i => {
dimensions[0] = window.innerWidth;
dimensions[1] = window.innerHeight;
time.value = -100;
};
setupValues(0);
let timeout;
const opx = renderer.pxRatio;
let then = 0;
// let framenum = 0;
// let framesPerFrame = 10;
// let gif = new gifJs({
// workers: 2,
// quality: 10
// });
// gif.on('finished', function(blob) {
// console.log('ss')
// window.open(URL.createObjectURL(blob));
// });
// const offscreenCanvas = document.createElement("canvas");
// offscreenCanvas.className = 'osc';
// offscreenCanvas.width = canvas.width;
// offscreenCanvas.height = canvas.height;
// const osctx = offscreenCanvas.getContext("2d");
// document.body.appendChild(offscreenCanvas);
let gifDone = false;
const run = delta => {
// if(framenum < 10 * framesPerFrame) {
// if(framenum % framesPerFrame == 0) {
// // gif.addFrame(canvas, {delay: 100});
// osctx.drawImage(canvas,0,0);
// gif.addFrame(offscreenCanvas, {copy: true, delay: 100});
// // gif.addFrame(ctx, {copy: true});
// }
// framenum++;
// } else if(gifDone === false) {
// console.log(framenum)
// gif.render();
// window.gif = gif;
// gifDone = true;
// }
let now = Date.now() / 1000;
let _delta = now - then;
then = now;
if (_delta > 1000) {
requestAnimationFrame(run);
return;
}
if (playing) {
uDelta.value = Math.min(_delta, 0.5);
time.value += _delta * .05;
renderer.setViewport();
renderer.setupProgram(programBuffer, [drawBuffer], [], [time, mouse, loopBuffer]);
loopBuffer.render(4);
renderer.setupProgram(programMain, [drawBuffer], [], [time, mouse, loopBuffer]);
renderer.render(4);
requestAnimationFrame(run);
}
};
};
// Determine whether a number is a power of 2
function powerOf2(v) {
return v && !(v & v - 1);
}
// Return the next greatest power of 2
function nextPow2(v) {
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
// Update a provided image to the nearest power of 2 in size.
const pow2Image = c => {
const newWidth = powerOf2(c.width) ? c.width : nextPow2(c.width);
const newHeight = powerOf2(c.height) ? c.height : nextPow2(c.height);
const _c = document.createElement('canvas');
const ctx = _c.getContext('2d');
_c.width = newWidth;
_c.height = newHeight;
ctx.drawImage(c, 0, 0, newWidth, newHeight);
return _c;
};
const asyncImageLoad = function (img, src) {
return new Promise((resolve, reject) => {
img.onload = () => resolve(img);
img.onerror = reject;
img.src = src;
});
};
const glEnumToString = function () {
const haveEnumsForType = {};
const enums = {};
function addEnums(gl) {
const type = gl.constructor.name;
if (!haveEnumsForType[type]) {
for (const key in gl) {
if (typeof gl[key] === 'number') {
const existing = enums[gl[key]];
enums[gl[key]] = existing ? `${existing} | ${key}` : key;
}
}
haveEnumsForType[type] = true;
}
}
return function glEnumToString(gl, value) {
addEnums(gl);
return enums[value] || (typeof value === 'number' ? `0x${value.toString(16)}` : value);
};
}();
const addExtensions = ctx => {
// Set up the extensions
ctx.getExtension('OES_standard_derivatives');
ctx.getExtension('EXT_shader_texture_lod');
ctx.getExtension('OES_texture_float');
ctx.getExtension('WEBGL_color_buffer_float');
ctx.getExtension('OES_texture_float_linear');
ctx.getExtension('EXT_color_buffer_float');
};
function createContext(c, opt_attribs, params) {
const ctx = c.getContext("webgl", params) || this._el.getContext("experimental-webgl", params);
addExtensions(ctx);
return ctx;
}
const quatToMat4 = q => {
if (q.array) q = q.array; // This just transforms a provided vector into to an array.
if (q instanceof Array && q.length >= 4) {
const [x, y, z, w] = q;
const [x2, y2, z2] = q.map(x => x * 2.);
const xx = x * x2,
yx = y * x2,
yy = y * y2,
zx = z * x2,
zy = z * y2,
zz = z * z2,
wx = w * x2,
wy = w * y2,
wz = w * z2;
return new Mat4(
1 - yy - zz, yx - wz, zx + wy, 0,
yx + wz, 1 - xx - zz, zy - wx, 0,
zx - wy, zy + wx, 1 - xx - yy, 0,
0, 0, 0, 1);
}
};var _blending = new WeakMap();var _blendingEnabled = new WeakMap();var _buffers = new WeakMap();
class Renderer {
constructor(canvas, options) {_defineProperty(this, "isWebgl2", false);_blending.set(this, { writable: true, value: void 0 });_blendingEnabled.set(this, { writable: true, value: false });_buffers.set(this, { writable: true, value: [] });
options = Object.assign({}, _classStaticPrivateFieldSpecGet(Renderer, Renderer, _defaultOptions), options);
this.width = options.width;
this.height = options.height;
this.pxRatio = options.pxRatio;
this.clearing = options.clearing;
this.depthTesting = options.depthTesting;
this.canvas = canvas || document.createElement('canvas');
this.canvas.width = this.width * this.pxRatio;
this.canvas.height = this.height * this.pxRatio;
this.premultipliedAlpha = options.premultipliedAlpha;
this.ctx = this.canvas.getContext("webgl", options) || this.canvas.getContext("experimental-webgl", options);
this.ctx.viewportWidth = this.canvas.width;
this.ctx.viewportHeight = this.canvas.height;
this.uniformResolution = new Uniform(this.ctx, 'resolution', Uniform.TYPE_V2, [this.canvas.width, this.canvas.height]);
this.addExtensions();
}
resize(w, h, ratio) {
this.width = w;
this.height = h;
this.pxRatio = ratio || this.pxRatio;
this.canvas.width = this.width * this.pxRatio;
this.canvas.height = this.height * this.pxRatio;
this.ctx.viewportWidth = this.canvas.width;
this.ctx.viewportHeight = this.canvas.height;
this.uniformResolution = new Uniform(this.ctx, 'resolution', Uniform.TYPE_V2, [this.canvas.width, this.canvas.height]);
}
setViewport(dimensions) {
let w = this.width * this.pxRatio;
let h = this.height * this.pxRatio;
if (dimensions) {
w = dimensions[0];
h = dimensions[1];
}
this.ctx.viewport(0, 0, w, h);
this.uniformResolution = new Uniform(this.ctx, 'resolution', Uniform.TYPE_V2, [w, h]);
}
addExtensions() {
this.ctx.getExtension('OES_standard_derivatives');
this.ctx.getExtension('EXT_shader_texture_lod');
this.ctx.getExtension('OES_texture_float');
this.ctx.getExtension('WEBGL_color_buffer_float');
this.ctx.getExtension('OES_texture_float_linear');
this.ctx.getExtension('EXT_color_buffer_float');
}
linkBuffer(buffer) {
let hasBuffer = false;
_classPrivateFieldGet(this, _buffers).forEach(b => {
if (buffer === b) hasBuffer = true;
});
if (!hasBuffer) {
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, buffer.buffer);
this.ctx.bufferData(
this.ctx.ARRAY_BUFFER,
buffer.data,
buffer.drawType);
}
buffer.link(this.currentProgram.program);
}
setupProgram(program, buffers, attributes, uniforms) {
this.currentProgram = program;
.........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