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),.........完整代码请登录后点击上方下载按钮下载查看

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