threejs实现一个canvas webgl多彩三维水母游动动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs实现一个canvas webgl多彩三维水母游动动画效果代码,可拖动旋转。
代码标签: three canvas webgl 水母 三维
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 {
margin: 0;
overflow: hidden;
}
#canvas {
display: block;
width: 100vw;
height: 100vh;
}
</style>
</head>
<body >
<canvas id="canvas" />
<script type="x-shader" id="shader_vertex">
#define PI 3.1415926535897932384626433832795
const float TAU = PI * 2.0;
uniform float u_time;
varying vec3 v_mod_pos;
varying vec3 v_orig_pos;
varying float v_tail_bumps;
varying float v_head_swirl;
varying float v_head_bumps;
float get_area(float begin, float end, float value) {
return step(begin, value) - step(end, value);
}
float get_normalized_range(float begin, float end, float value) {
float range = end - begin;
return value / range;
}
void main() {
vec4 model_position = modelMatrix * vec4(position, 1.0);
// the original position of the vertices
vec3 orig_pos = model_position.xyz;
// the modified position of the vertices
vec3 mod_pos = model_position.xyz;
// scale down bottom part
mod_pos.xz *= 1.0 - smoothstep(0.05, -0.4, orig_pos.y) * 0.2;
// pinch tail
mod_pos.xz *= 1.0 - smoothstep(0.05, -1.0, orig_pos.y);
// stretch tail
mod_pos.y *= 1.0 + smoothstep(0.0, -1.0, orig_pos.y) * 2.0;
// curl tail in beneath head
float area_curled_under_head = smoothstep(0.1, 0.0, orig_pos.y) - smoothstep(-0.1, 0.0, orig_pos.y);
float area_curled_under_head_position = clamp(get_normalized_range(0.1, -0.1, orig_pos.y), 0.0, 1.0);
mod_pos.y += sin(area_curled_under_head_position * PI * 0.5) * area_curled_under_head * 0.5;
float swim_speed = u_time * 2.0 + sin(u_time * 2.0 + PI) * 0.5 + snoise2(vec2(u_time * 0.02, 0.0));
// entire swimming motion
mod_pos.y += sin(swim_speed + mod_pos.y + PI * 0.4) * 0.15;
// wiggly head swimming motion
mod_pos.x += sin(swim_speed * 0.5 + mod_pos.y * 3.5) * 0.15 * clamp(orig_pos.y - 0.3, 0.0, 1.0) * smoothstep(-0.6,-0.4, orig_pos.y);
mod_pos.z += cos(swim_speed * 0.5 + mod_pos.y * 3.7) * 0.15 * clamp(orig_pos.y - 0.3, 0.0, 1.0) * smoothstep(-0.6,-0.4, orig_pos.y);
// head swimming motion
float swimming_head_area = 1.0 - smoothstep(-0.2, -0.4, orig_pos.y);
mod_pos.x *= 1.0 + sin(swim_speed + orig_pos.y) * (swimming_head_area * 0.15 + (0.1 * orig_pos.y));
mod_pos.z *= 1.0 + sin(swim_speed + orig_pos.y) * (swimming_head_area * 0.15 + (0.1 * orig_pos.y));
mod_pos.y *= 1.0 + sin(swim_speed + orig_pos.y + PI * 0.75) * swimming_head_area * 0.1;
// head swirl
float head_swirl_angle = atan(orig_pos.x, orig_pos.z);
float head_swirl = head_swirl_angle;
head_swirl += PI;
head_swirl /= TAU;
head_swirl = 0.5 + sin(head_swirl * TAU * 8.0) * 0.5;
head_swirl *= smoothstep(1.0, 0.75, orig_pos.y) - smoothstep(0.4, 0.0, orig_pos.y);
mod_pos *= 1.0 + 0.05 * head_swirl;
v_head_swirl = head_swirl;
// head bumps
vec4 head_bumps_vector = vec4(orig_pos.xz * 8.0 * (2.0 - orig_pos.y), orig_pos.y * 4.0 + mod_pos.y * 0.25, swim_speed * 0.1);
float head_bumps_noise = snoise4(head_bumps_vector);
float head_bumps = abs(head_bumps_noise) * smoothstep(0.1, 0.125, orig_pos.y);
v_head_bumps = head_bumps;
mod_pos *= 1.0 + head_bumps * 0.025;
// tail swimming motion
float swimming_tail_area = smoothstep(-0.3, -1.0, orig_pos.y);
mod_pos.y *= 1.0 + sin(swim_speed + orig_pos.y + PI) * swimming_tail_area * 0.1;
float spin_amount = 0.5 + sin(swim_speed + orig_pos.y - PI) * 0.5;
// spin tail
mod_pos.x += sin(exp(orig_pos.y * 0.25) * PI * 24.0 + u_time * 4.0) * smoothstep(0.0, -1.0, orig_pos.y) * 0.3 * spin_amount;
mod_pos.z += cos(exp(orig_pos.y * 0.25) * PI * 16.0 + u_time * 4.0) * smoothstep(0.0, -1.0, orig_pos.y) * 0.3 * spin_amount;
float tail_noise_amount = smoothstep(0.0, -0.5, orig_pos.y);
// make the spin more unpredictable and WaVy
vec4 spin_noise_vector = vec4(mod_pos.xz + spin_amount, mod_pos.y + spin_amount + u_time * 0.5, u_time * 0.05);
float spin_noise = snoise4(spin_noise_vector) * tail_noise_amount * mod_pos.y;
mod_pos.xz *= 1.0 + spin_noise;
// add some bumps to the tail
vec4 tail_bump_vector = vec4(orig_pos.xz * 8.0, orig_pos.y * 2.0, u_time * 0.2);
float tail_bump_noise = snoise4(tail_bump_vector);
float tail_bumps = abs(tail_bump_noise * tail_noise_amount);
mod_pos.x += sin(tail_bumps * PI) * 0.02;
mod_pos.z += cos(tail_bumps * PI) * 0.02;
// entire swimming motion
mod_pos.y += sin(swim_speed + mod_pos.y + PI * 0.4) * 0.25;
vec4 view_position = viewMatrix * vec4(mod_pos, 1.0);
vec4 projected_position = projectionMatrix * view_position;
gl_Position = projected_position;
v_mod_pos = mod_pos;
v_orig_pos = orig_pos;
v_tail_bumps = tail_bumps;
}
</script>
<script type="x-shader" id="shader_fragment">
uniform float u_time;
varying vec3 v_mod_pos;
varying vec3 v_orig_pos;
varying float v_tail_bumps;
varying float v_head_swirl;
varying float v_head_bumps;
#define PI 3.1415926535897932384626433832795
const float TAU = PI * 2.0;
const vec3 center = vec3(0.0, 0.0, 0.0);
float get_area(float begin, float end, float value) {
return step(begin, value) - step(end, value);
}
float get_normalized_range(float begin, float end, float value) {
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