ogl实现印字机晶体动画效果代码

代码语言:html

所属分类:动画

代码描述:ogl实现印字机晶体动画效果代码

代码标签: 晶体 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>
.gui {
  box-sizing: border-box;
}
.gui input,
.gui textarea,
.gui select,
.gui button,
.gui label {
  display: block;
  width: 100%;
  margin: 0px;
  border: none;
  border-radius: 0px;
}

.root.gui {
  position: absolute;
  display: flex;
  flex-direction: column;
  top: 0px;
  left: 0px;
  width: 250px;
  max-height: 100vh;
  padding: 0px;
  background: rgba(20, 20, 20, 0.5);
  transition: top 300ms ease-in-out;
}

.options-container.gui {
  flex: 1 1 auto;
  overflow: auto;
  padding: 15px;
  padding-bottom: 0px;
}

.expand-button.gui {
  display: flex;
  align-items: center;
  justify-content: center;
  flex: 0 0 auto;
  margin: 0px;
  height: 35px;
  margin-top: 10px;
  background: none !important;
  font-family: monospace;
  color: #fff;
  font-size: 15px;
}
.expand-button.gui:hover {
  text-decoration: underline;
}
.expand-button.gui::before {
  content: "";
  display: block;
  position: absolute;
  bottom: 35px;
  left: 30px;
  right: 30px;
  height: 1px;
  background: #ddd;
}

.input-container.gui {
  margin-bottom: 15px;
}

input.gui {
  padding: 5px;
  font-family: monospace;
}

textarea.gui {
  resize: vertical;
  min-width: 100%;
  font-family: monospace;
  white-space: pre;
}

.checkbox-container.gui {
  display: flex;
  align-items: center;
  margin-bottom: 8px;
}
.checkbox-container.gui input[type=checkbox].gui {
  width: 16px;
  height: 16px;
  flex: 0 0 auto;
}
.checkbox-container.gui label.gui {
  flex: 1 1 auto;
  margin-bottom: 0px;
  margin-left: 7px;
}

.slider-value.gui {
  margin-left: 4px;
  font-size: 15px;
}

select.gui {
  padding: 5px;
}

button.gui {
  color: #000;
  background: #d4a20b;
  border-radius: 1px;
  padding: 8px;
  margin-bottom: 12px;
  cursor: pointer;
}
button.gui:hover {
  background: #b58902;
}

label.gui {
  margin-bottom: 5px;
  font-weight: bold;
}

.text.gui {
  font-family: monospace;
  color: #fff;
  font-size: 15px;
  line-height: 1.1;
}

.text-block.gui {
  margin-bottom: 5px;
}

hr.gui {
  color: #ddd;
}

.spacer.gui {
  width: 100%;
  background: none;
}

body {
  margin: 0;
  padding: 0;
  width: 100vw;
  height: 100vh;
  background: #000;
}

#scene {
  width: 100%;
  height: 100%;
  overflow: hidden;
}
</style>



</head>

<body>
  <div id="scene"></div>

<!------ Shaders ------>
<script id="vertex-shader" type="x-shader/x-vertex">
  precision highp float;
  
  attribute vec3 position;
  
  void main() {
    gl_Position = vec4(position, 1.0);
  }
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
  precision highp float;
  
  const float PI = 3.1415926535;
  
  const float AA_SAMPLES = 1.0;
  const float AA_TOTAL_PASSES = AA_SAMPLES * AA_SAMPLES;
  
  const int MAX_MARCH_STEPS = 100;
  const float MAX_RAY_DISTANCE = 100.0;
  const float INTERSECT_MIN_DIST = 0.01;
  
  uniform float time;
  uniform vec2 mouse_pos;
  uniform bool mouse_active;
  uniform vec2 resolution;
  
  struct Ray {
    vec3 origin;
    vec3 direction;
    vec3 position;
    vec3 normal;
    int materialIndex;
    float distance;
    float minDistance;
    int steps;
    bool escaped;
  };
  
  Ray createRay(vec3 origin, vec3 direction) {
    Ray ray;
    ray.origin = origin;
    ray.direction = direction;
    ray.position = origin;
    ray.normal = vec3(0.0, 0.0, 0.0);
    ray.materialIndex = -1;
    ray.distance = 0.0;
    ray.minDistance = -1.0;
    ray.steps = 0;
    ray.escaped = false;
    return ray;
  }
  
  struct SDFResult {
    float d;
    int materialIndex;
  };
  
  vec2 rand2(vec2 p) {
    vec2 a = vec2(
      dot(p, vec2(12.9898, 78.233)),
      dot(p, vec2(127.1, 311.7))
    );
    return fract(sin(mod(a, 3.1415926535)) * 43758.5453);
  }
  
  // https://github.com/HackerPoet/PySpace/blob/master/pyspace/frag.glsl
  void rotateX(inout vec3 p, float s, float c) {
    p.yz = vec2(c*p.y + s*p.z, c*p.z - s*p.y);
  }
  
  void rotateY(inout vec3 p, float s, float c) {
    p.xz = vec2(c*p.x - s*p.z, c*p.z + s*p.x);
  }
  
  void rotateZ(inout vec3 p, float s, float c) {
    p.xy = vec2(c*p.x + s*p.y, c*p.y - s*p.x);
  }
  
  void rotateX(inout vec3 p, float a) {
    rotateX(p, sin(-a), cos(-a));
  }
  
  void rotateY(inout vec3 p, float a) {
    rotateY(p, sin(-a), cos(-a));
  }
  
  void rotateZ(inout vec3 p, float a) {
    rotateZ(p, sin(-a), cos(-a));
  }
  
  void translate(inout vec3 p, vec3 t) {
    p.xyz -= t;
  }
  
  float degToRad(float deg) {
    const float convFactor = PI / 180.0;
    return convFactor * deg;
  }
  
  // https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
  float sdHexPrism(vec3 p, vec2 h) {
    const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
    p = abs(p);
    p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
    vec2 d = vec2(
         length(p.xy-vec2(clamp(p.x,-k.z*h.x,k.z*h.x), h.x))*sign(p.y-h.x),
         p.z-h.y );
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
  }
  
  float sdPlane(vec3 p, vec3 n, float h) {
    return dot(p,n) + h;
  }
  
  float sdBox(vec3 p, vec3 b) {
    vec3 q = abs(p) - b;
    return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
  }
  
  
  // ====== SDF ====== //
  const float REPEAT_DIST = 8.0;
  float columns(in vec3 p) {
    p.x = abs(p.x);
    p.x = p.x + 0.5 * sin(p.y);
    translate(p, vec3(3.7, 0.0, -2.0));
    rotateX(p, degToRad(90.0));
    p.y = mod(p.y + 0.5 * REPEAT_DIST, REPEAT_DIST) - 0.5 * REPEAT_DIST;
    p.x = mod(p.x + 0.5 * REPEAT_DIST, REPEAT_DIST) - 0.5 * REPEAT_DIST;
    rotateY(p, degToRad(22.0));
    rotateZ(p, time);
    return sdHexPrism(p, vec2(0.8, 12.0));
  }
  
  float ground(in vec3 p) {
    p.z = mod(p.z + 0.5 * REPEAT_DIST, REPEAT_DIST) - 0.5 * REPEAT_DIST;
    translate(p, vec3(0.0, -6.0, 0.0));
    return sdBox(p, vec3(99.0, 0.0, 5.0));
  }
  
  const int GROUND = 1;
  const int COLUMN = 2;
  SDFResult sdf(vec3 p) {
    SDFResult result;
    
    float g = ground(p);
    float c = columns(p);
    
    result.d = min(g, c);
    if (result.d == g) {
      result.materialIndex = GROUND;
    } else if (result.d == c) {
      result.materialIndex = COLUMN;
    }
    
    return result;
  }
  
  // https://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
  vec3 sdfNormal(vec3 p) {
    const vec2 k = vec2(1.0, -1.0);
    const float EPSILON = 0.00001;
    return normalize(
      k.xyy * sdf(p + k.xyy * EPSILON).d
      + k.yyx * sdf(p + k.yyx * EPSILON).d
      + k.yxy * sdf(p + k.yxy * EPSILON).d
      + k.xxx * sdf(p + k.xxx * EPSILON).d
    );
  }
  
  
  // ====== MARCH ====== //
  void march(inout Ray ray) {
    for (int i = 0; i < MAX_MARCH_STEPS; i++) {
      ray.steps = i;
      
      SDFResult result = sdf(ray.position);
      float d = result.d;
      ray.position = ray.position + d * ray.direction;
      ray.distance += d;
      
      if (d < ray.minDistance || ray.minDistance == -1.0) {
        ray.minDistance = d;
      }
      if (ray.distance > MAX_RAY_DISTANCE) {
        ray.escaped = true;
        return;
      }
      if (d < INTERSECT_MIN_DIST) {
        ray.normal = sdfNormal(ray.position);
        ray.materialIndex = result.materialIndex;
        return;
      }
    }
    ray.escaped = true;
  }
  
  
  // ====== SHADE ====== //
  vec3 shade(.........完整代码请登录后点击上方下载按钮下载查看

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