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。

代码标签: 核爆炸 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


<!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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