wtc-gl打造一个三维管道正方体效果代码

代码语言:html

所属分类:三维

代码描述:wtc-gl打造一个三维管道正方体效果代码

代码标签: 三维 管道 正方体 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

<!DOCTYPE html>
<html lang="en" >

<head>

 
<meta charset="UTF-8">

 
<style>
body
{
 
background: #333;
 
color: #fff;
 
font-family: sans-serif;
}
body
,
html
{
 
margin: 0;
 
overflow: hidden;
 
padding: 0;
}
canvas
{
 
width:100%;
 
height:100%;
 
}
</style>



</head>

<body>
 
<script type="text/fragment" id="vertShader">
  attribute vec3 position
;
  attribute vec3 normal
;
  attribute vec2 uv
;
  uniform mat4 u_viewMatrix
;
  uniform mat4 u_modelMatrix
;
  uniform mat4 u_modelViewMatrix
;
  uniform mat4 u_projectionMatrix
;
  uniform mat3 u_normalMatrix
;
  varying vec3 vNormal
;
  varying vec3 vPosition
;
  varying vec3 vWorldPosition
;
  varying vec2 vUV
;
 
 
void main() {
    vNormal
= normalize(u_normalMatrix * normal);
    vUV
= uv;
    vec4 camPos
= u_projectionMatrix * u_modelViewMatrix * vec4(position, 1.0);
   
    gl_Position
= camPos;
   
    vWorldPosition
= (u_modelMatrix * vec4(0,0,0, 1.0)).xyz;
    vPosition
= (u_modelMatrix * vec4(position, 1.0)).xyz;
 
}
</script>
<script type="text/fragment" id="fragShader">
  precision highp float;
  varying vec3 vNormal;
  varying vec2 vUV;
  varying vec4 camPos;
  varying vec3 vPosition;
  varying vec3 vWorldPosition;
  uniform vec3 u_cameraPosition;
 
  uniform mat4 u_matrix;
 
  /* Raymarching constants */
  /* --------------------- */
  const float MAX_TRACE_DISTANCE = 5.;             // max trace distance
  const float INTERSECTION_PRECISION = 0.001;       // precision of the intersection
  const int NUM_OF_TRACE_STEPS = 64;               // max number of trace steps
  const float STEP_MULTIPLIER = .5;
 
  /* Structures */
  /* ---------- */
  struct Camera {
    vec3 ro;
    vec3 rd;
    float FOV;
  };
  struct Surface {
    float len;
    vec3 position;
    vec3 colour;
    float id;
    float steps;
    float AO;
  };
  struct Model {
    float dist;
    vec3 colour;
    float id;
  };
 
  Camera getCamera(in vec3 ro, in vec3 rd, in float FOV) {
    return Camera(
      ro,
      rd,
      FOV
    );
  }
  float sdBoxFrame( vec3 p, vec3 b, float e ) {
    p = abs(p  )-b;
    vec3 q = abs(p+e)-e;
    return min(min(
        length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
        length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
        length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
  }
  float sdRoundBox( vec3 p, vec3 b, float r ) {
    vec3 q = abs(p) - b;
    return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0) - r;
  }
 
  Model map( vec3 p ){
    vec3 pos = (vec4(p-vWorldPosition, 1.) * u_matrix).xyz; // Transforming the cube position with the supplied transformation array
   
    pos = mod(pos - .5, 1.) - .5;
//     vec3 apos = abs(pos);
//     float st = max(max(apos.x, apos.y), apos.z);
//     // float st =
//     vec3 pos2 = mod(pos * 2.4.........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