three+webgl实现地球核爆炸动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现地球核爆炸动画效果代码,只能运行在chrome浏览器上。
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> html, body { height: 100%; width: 100%; } body { font-size: 62.5%; background: #000; overflow: hidden; color: #fff; font-family: serif; -ms-scroll-chaining: none; overscroll-behavior: none; } #loading { background: #000; position: fixed; top: 0; left: 0; width: 100%; height: 100%; z-index: 9999; display: flex; justify-content: center; align-items: center; visibility: visible; opacity: 1; transition: visibility 1.6s, opacity 1.6s; } #loading .circle { width: 50px; height: 50px; background: #fff; border-radius: 50%; opacity: 0; transform: scale(0, 0); -webkit-animation: circle-animation 1.6s ease-in-out 0s infinite normal none; animation: circle-animation 1.6s ease-in-out 0s infinite normal none; } #loading.loaded { visibility: hidden; opacity: 0; } #container { width: 100%; height: 100%; } #container .box { color: #fff; font-size: 4.8rem; position: fixed; z-index: 1; top: 50%; left: 10%; transform: translateY(-50%); overflow: hidden; } #container .box h1 { padding-bottom: 0.8rem; } #container .box p { font-size: 0.8rem; } /** css animation */ @-webkit-keyframes circle-animation { 0% { opacity: 0; transform: scale(0, 0); } 50% { opacity: 1; transform: scale(1, 1); } } @keyframes circle-animation { 0% { opacity: 0; transform: scale(0, 0); } 50% { opacity: 1; transform: scale(1, 1); } } </style> </head> <body > <div id="loading"> <div class="circle"></div> </div> <div id="container"> <div class="box"> <h1>Lavos</h1> <p>Hello, I'm here to destroy the Earth!</p> </div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.126.js"></script> <script > /** vertex shader source */ const vertexShader = ` attribute vec2 reference; uniform float uTime; uniform bool uPressed; uniform sampler2D texturePosition; varying vec3 vPosition; varying vec3 vNormal; varying vec2 vUv; float PI = 3.14159265359; void main(){ vec3 pos = texture2D(texturePosition, reference).xyz; float dist = length(pos); // Referred to https://t.co/9RSKLLVOrB?amp=1 float shrink = 2.0 / PI * atan(sin(PI * 2.0 * (uTime * 0.3 - dist * 0.9) * (1.0 / 4.0)) / 0.1); float scale = 1.0 + shrink * 0.9; pos *= scale; vPosition = pos; vUv = reference; vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0); gl_PointSize = 2.0 * (4.0 / - mvPosition.z); gl_Position = projectionMatrix * mvPosition; } `; /** fragment shader source */ const fragmentShader = ` uniform float uTime; varying vec3 vPosition; // Simplex 3D Noise // by Ian McEwan, Ashima Arts vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } const float scale = 0.1; void main () { /** * square to circle * Referred to * https://qiita.com/uma6661/items/20accc9b5fb9845fc73a * Thank you so much. */ //float f = length(gl_PointCoord - vec2(0.5, 0.5)); //if (f > 0.1) discard; vec3 color; color.r = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.1))); color.g = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.2))); color.b = abs(snoise(vec3(vPosition.x * scale, vPosition.y * scale, uTime * 0.3))); gl_FragColor = vec4(color, 1.0); } `; /** fragment simulation */ const positionSimulation = ` uniform float uTime; uniform float uScale; // Simplex 4D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} vec4 grad4(float j, vec4 ip){ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s; p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; return p; } float snoise(vec4 v){ const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 0.309016994374947451); // (sqrt(5) - 1)/4 F4 // First corner vec4 i = floor(v + dot(v, C.yyyy) ); vec4 x0 = v - i + dot(i, C.xxxx); // Other corners // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec4 i0; vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); // i0.x = dot( isX, vec3( 1.0 ) ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX; // i0.y += dot( isYZ.xy, vec2( 1.0 ) ); i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy; i0.z += isYZ.z; i0.w += 1.0 - isYZ.z; // i0 now contains the unique values 0,1,2,3 in each channel vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); // x0 = x0 - 0.0 + 0.0 * C vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; // Permutations i = mod(i, 289.0); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); // Gradients // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) // 7*7*6 = 294, which is close to the ring size 17*17 = 289. vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4,p4)); // Mix contributions from the five corners vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; } const float scale = 0.05; float PI = 3.14159265359; void main () { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 tmpPos = texture2D(texturePosition, uv); vec4 tmpVel = texture2D(textureVelocity, uv); vec4 pos = tmpPos.xyzw; vec4 vel = tmpVel.xyzw; float noisyX = snoise(vec4(pos.x * uScale, pos.y / uScale, pos.z / uScale, uTime)); float noisyY = snoise(vec4(pos.x / uScale, pos.y * uScale, pos.z / uScale, uTime)); float noisyZ = snoise(vec4(pos.x / uScale, pos.y / uScale, pos.z * uScale, uTime)); pos.x += (noisyX + tmpVel.x) * scale; pos.y += (noisyY + tmpVel.y) * scale; pos.z += (noisyZ + tmpVel.z) * scale; if (length(pos.xyz) > 5.0) { pos.x = 0.0; pos.y = 0.0; pos.z = 0.0; } gl_FragColor = pos; } `; const velocitySimulation = ` void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; //float idParticle = uv.y * resolution.x + uv.x; vec4 tmpVel = texture2D(textureVelocity, uv); vec4 tmpPos = texture2D(texturePosition, uv); vec4 pos = tmpPos.xyzw; vec4 vel = tmpVel.xyzw; gl_FragColor = vel; } `; /** * class Sketch */ class Sketch { constructor() { this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); document.getElementById('container').appendChild(this.renderer.domElement); //this.statsInit(); this.init(); } statsInit() { this.stats = new Stats(); this.stats.setMode(0); this.stats.domElement.style.position = 'absolute'; this.stats.domElement.style.left = '0'; this.stats.domElement.style.top = '0'; document.getElementById('container').appendChild(this.stats.domElement); } init() { /** time */ this.time = new THREE.Clock(true); /** mouse */ this.amp = 0.0001; this.mouse = new THREE.Vector2(); this.touchStart = new THREE.Vector2(); this.touchMove = new THREE.Vector2(); this.touchEnd = new THREE.Vector2(); this.pressed = false; /** canvas size */ this.width = window.innerWidth; this.height = window.innerHeight; /** scene */ this.scene = new THREE.Scene(); /** setup and render */ this.setupCanvas(); this.setupCamera(); //this.setupLight(); this.setupShape(); this.setupEvents(); this.render(); } setupCanvas() { /** renderer */ this.renderer.setSize(this.width, this.height); //this.renderer.setPixelRatio(window.devicePixelRatio); /** Because it's so heavy. */ this.renderer.setPixelRatio(0.75); this.renderer.setClearColor(0x000000, 1.0); /** style */ this.renderer.domElement.style.position = 'fixed'; this.renderer.domElement.style.top = '0'; this.renderer.domElement.style.left = '0'; this.renderer.domElement.style.zIndex = '0'; this.renderer.domElement.style.outline = 'none'; } setupCamera() { const fov = 70; const fovRadian = fov / 2 * (Math.PI / 180); this.dist = this.height / 2 / Math.tan(fovRadian); this.camera = new THREE.PerspectiveCamera( fov, this.width / this.height, 0.01, 1000); this.camera.position.set(0, 0, 5); this.camera.lookAt(new THREE.Vector3()); this.scene.add(this.camera); // this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement); } setupLight() { /** directinal light */ this.directionalLight = new THREE.DirectionalLight(0xffffff); this.scene.add(this.directionalLight); /** point light */ this.spotLight = new THREE.SpotLight(0xffffff); this.spotLight.position.set(0, 300, 0); this.scene.add(this.spotLight); } setupShape() { this.shapes = new Array(); const s = new Shape(this); this.shapes.push(s); } setupGui() { this.settings = { scale: 3 }; this.gui = new dat.GUI(); this.gui.add(this.settings, 'scale', 1, 10, 1).onChange(() => this.init()); } render() { //this.stats.begin(); // -------------------- // const time = this.time.getElapsedTime(); /** camera */ this.camera.position.set( Math.cos(-time * 0.1) * 5, Math.cos(time * 0.1) * 5, Math.sin(-time * 0.1) * 5); this.camera.lookAt(new THREE.Vector3()); /** shapes */ for (let i = 0; i < this.shapes.length; i++) { this.shapes[i].update(time); } this.renderer.render(this.scene, this.camera); //this.stats.end(); // -------------------- // this.animationId = requestAnimationFrame(this.render.bind(this)); } setupEvents() { window.addEventListener('resize', this.onResize.bind(this), false); window.addEventListener('mousemove', this.onMousemove.bind(this), false); this.renderer.domElement.addEve.........完整代码请登录后点击上方下载按钮下载查看
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