canvas+webgl实现逼真三维水晶钻石旋转效果代码

代码语言:html

所属分类:三维

代码描述:canvas+webgl实现逼真三维水晶钻石旋转效果代码

代码标签: canvas webgl 逼真 三维 水晶 钻石 旋转

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>
* {
    box-sizing: border-box;
  }
  
  html, body {
    margin: 0;
    min-height: 100vh;
    overflow: hidden;
    
    background:
    repeating-radial-gradient(
    circle at center,
      #444 0 10%,
      #111 10% 20%
    );
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }
</style>



</head>

<body>
  <canvas id="canvas"></canvas>


  
      <script >
/*********
 * made by Matthias Hurrle (@atzedent)
 */

/** @type {HTMLCanvasElement} */
const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = window.devicePixelRatio;
/** @type {Map<string,PointerEvent>} */
const touches = new Map();

const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

in vec2 position;

void main(void) {
    gl_Position = vec4(position, 0., 1.);
}
`;
const fragmentSource = `#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform int pointerCount;
uniform vec2 touch;
uniform float time;

const float PI = radians(180.);
const float TAU = 2.*PI;
const float IOR = 1.45;
const float DENSE = .7;

#define MAX_STEPS 100
#define MAX_DIST 20.
#define SURF_DIST .001

#define S smoothstep
#define T 3.5 + time

out vec4 fragColor;

vec2 MatMin(vec2 lhs, vec2 rhs) {
  if (lhs.x < rhs.x) return lhs;

  return rhs;
}

float cLength(vec2 p, float k) {
  p = abs(p);

  return pow(pow(p.x, k)+pow(p.y, k), 1./k);
}

mat2 Rot(float a) {
  float s = sin(a),
  c = cos(a);
  return mat2(c, -s, s, c);
}

float Spiral(vec2 p, float t, float k) {
  float r = cLength(p, k);
  float a = atan(p.y, p.x) / TAU;

  return sin(fract(log(r) * t + a));
}

float Octahedron(vec3 p, float s) {
  p = abs(p);

  return (p.x + p.y + p.z - s) * (1. / sqrt(3.));
}

vec2 GetDist(vec3 p) {
  vec2 md = MatMin(
    vec2(
      Octahedron(p, 1.),
      1.
    ),
    vec2(
      dot(
        p,
        normalize(vec3(.0, 1., .0))
      ) + 2., 2.
    )
  );

  return md;
}

vec2 RayMarch(vec3 ro, vec3 rd, float side) {
  float dO = 0.;
  vec2 d;

  for (int i = 0; i < MAX_STEPS; i++) {
    vec3 p = ro + rd*dO;
    d = GetDist(p) * side;
    dO += d.x;

    if (dO > MAX_DIST || abs(d.x) < SURF_DIST) break;
  }

  return vec2(dO, d.y);
}

vec3 GetNormal(vec3 p) {
  float d = GetDist(p).x;
  vec2 e = vec2(.05, 0);

  vec3 n = d - vec3(
    GetDist(p-e.xyy).x,
    GetDist(p-e.yxy).x,
    GetDist(p-e.yyx).x);

  return normalize(n);
}

vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z) {
  vec3 f = normalize(l-p),
  r = normalize(cross(vec3(0, 1, 0), f)),
  u = cross(f, r),
  c = f*z,
  i = c + uv.x*r + uv.y*u,
  d = normalize(i);
  return d;
}

vec3 Refract(vec3 p, vec3 n, inout vec3 ro, inout vec3 rd, inout float od) {
  vec3 rdIn = refract(rd, n, 1./IOR);
  vec3 pEnter = p-n*SURF_DIST*3.;
  vec2 dIn = RayMarch(pEnter, rdIn, -1.);
  vec3 pExit = pEnter + rdIn * dIn.x;
  vec3 nExit = -GetNormal(pExit);
  vec3 rdOut = refract(rdIn, nExit, IOR);

  if (dot(rdOut, rdOut) == .0) {
    rdOut = reflect(rdIn, nExit);
  }

  ro = pEnter;
  rd = rdOut;
  od = exp(-dIn.x * DENSE);

  return pExit;
}

vec3 Render(inout vec3 ro, inout vec3 rd, inout float ref) {
  vec2 d = RayMarch(ro, rd, 1.);

  vec3 col = vec3(.0);

  if (d.x < MAX_DIST) {
    vec3 p = ro + rd * d.x;
    vec3 l = normalize(ro);
    vec3 n = GetNormal(p);
    vec3 r = reflect(rd, n);

    // material
    vec3 mat = vec3(.0);
    float fres = pow(clamp(1.+dot(n, rd), .0, 1.), 5.);

		vec3 offs = vec3(.25)*length(p.xz);
    float s = 1.5 * sin(T*.5);
    float k = .5 + 1. * (.5+.5*cos(T*.5));
    mat2 rot = Rot(T*.5);

    // floor
    if (d.y == 2.) {

      float spiral = clamp(
        Spiral(p.xz*rot, s, k),
        .0,
        1.
      );

      mat = pow(vec3(spiral) - offs, vec3(offs));

      ro = p + n * SURF_DIST * 3.;
      rd = r;

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