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) {
  float range = end - begin;
  return value / range;
}

void main() {

  vec3 color = vec3(0.0, 0.0, 0.0);
  float alpha = 1.0;

  // head gradient
  float head_area = smoothstep(0.2, 0.25, v_orig_pos.y);
  float head_area_position = get_normalized_range(0.2, 1.0, v_orig_pos.y);
  float clamped_head_area_position = clamp(head_area_position, 0.0, 1.0);
  color += clamped_head_area_position;

  // threads
  // float threads_area = (
  //   smoothstep(0.1, 0.05, v_orig_pos.y) - 
  //   smoothstep(-0.05, -0.1, v_orig_pos.y)
  // );
  // float threads_area_position = get_normalized_range(-0.1, 0.1, v_orig_pos.y);
  // float clamped_threads_area_position = clamp(threads_area_position, 0.0, 1.0);
  // color += threads_area;
  
  color *= v_head_swirl * 0.75;
  color += v_head_bumps * 0.25;

  // threads
  float threads_area = smoothstep(0.15, 0.1, v_orig_pos.y) - smoothstep(0.0, -0.1, v_orig_pos.y);
  vec3 threads_vector = vec3(
    v_orig_pos.x * 16.0,
    v_orig_pos.z * 16.0,
    v_orig_pos.y
  );
  float threads_noise = (1.0 - abs(snoise3(threads_vector))) * threads_area * smoothstep(-0.1, 0.15, v_orig_pos.y);
  color += threads_noise * 0.5;

  color.b += threads_noise;
  color.g += threads_noise * sin(v_mod_pos.y) * threads_area;
  color.b += (smoothstep(0.75, 0.1, v_orig_pos.y) - smoothstep(0.1, 0.0, v_orig_pos.y)) * 0.25;

  // tail bump gradients
  float tail_bumps_area = smoothstep(0.0, -0.2, v_orig_pos.y);
  color += v_tail_bumps * 1.25 * smoothstep(-1.5, -0.5, v_mod_pos.y) * tail_bumps_area;


  // color.r += 0.2 + sin(v_orig_pos.y + u_time * 0.2) * 0.2;

  float lighten_on_top = smoothstep(-0.5, 1.5, max(0.0, v_mod_pos.y) * max(0.0, v_orig_pos.y));
  color.r += lighten_on_top * 0.8;
  color.g += lighten_on_top * 0.2;
  color.b += lighten_on_top * 0.4;

  color.r *= 1.0 + sin(smoothstep(0.5, 1.0, v_mod_pos.y) * PI) * 0.75;
  color.g *= 1.0 + sin(smoothstep(0.5, 1.0, v_mod_pos.y) * PI) * 0.25;

  color.b *= 1.0 + v_head_bumps * 2.0;
  color.g *= 1.0 + v_head_bumps * (1.65 + max(0.0, v_orig_pos.y));

  color.b += smoothstep(0.7, 0.0, distance(v_mod_pos.xz, v_orig_pos.xz)) * (v_tail_bumps + 2.0) * tail_bumps_area;
  color.g += smoothstep(0.5, 0.0, distance(v_mod_pos.xz, v_orig_pos.xz)) * (v_tail_bumps + 1.0) * tail_bumps_area;
  color.r += smoothstep(0.5, 0.0, distance(v_mod_pos.xz, v_orig_pos.xz)) * (v_tail_bumps * 4.0) * tail_bumps_area;

  color.rgb += v_mod_pos.y * 0.1 * tail_bumps_area;

  color.r += v_tail_bumps * 0.25;
  color.b += v_tail_bumps * 0.55;
  color.g += v_tail_bumps * 0.35;
  // color.b *= 1.0 + tail_bumps_area * abs(min(v_mod_pos.y, 0.0));
  // color.r -= tail_bumps_area * v_mod_pos.y * 0.5;
  // color.g *= 1.........完整代码请登录后点击上方下载按钮下载查看

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