three+webgl实现可调参数的三维浩瀚宇宙星辰粒子旋转动画效果代码

代码语言:html

所属分类:粒子

代码描述:three+webgl实现可调参数的三维浩瀚宇宙星辰粒子旋转动画效果代码,使用dat.gui来调节参数。

代码标签: three webgl 可调 参数 三维 浩瀚 宇宙 星辰 粒子 旋转 动画

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>
*
{
    margin: 0;
    padding: 0;
}

html,
body
{
    overflow: hidden;
}

.webgl
{
    position: fixed;
    top: 0;
    left: 0;
    outline: none;
}
</style>



</head>

<body  >
  <canvas class="webgl"></canvas>

<script>
let gVertShader = `
uniform float uTime;
uniform float uSize;

attribute float aScale;
attribute vec3 aRandomness;

varying vec3 vColor;

vec2 fade(vec2 t)
{
    return t*t*t*(t*(t*6.0-15.0)+10.0);
}

vec4 permute(vec4 x)
{
    return mod(((x*34.0)+1.0)*x, 289.0);
}

float cnoise(vec2 P)
{
    vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
    vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
    Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
    vec4 ix = Pi.xzxz;
    vec4 iy = Pi.yyww;
    vec4 fx = Pf.xzxz;
    vec4 fy = Pf.yyww;
    vec4 i = permute(permute(ix) + iy);
    vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
    vec4 gy = abs(gx) - 0.5;
    vec4 tx = floor(gx + 0.5);
    gx = gx - tx;
    vec2 g00 = vec2(gx.x,gy.x);
    vec2 g10 = vec2(gx.y,gy.y);
    vec2 g01 = vec2(gx.z,gy.z);
    vec2 g11 = vec2(gx.w,gy.w);
    vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
    g00 *= norm.x;
    g01 *= norm.y;
    g10 *= norm.z;
    g11 *= norm.w;
    float n00 = dot(g00, vec2(fx.x, fy.x));
    float n10 = dot(g10, vec2(fx.y, fy.y));
    float n01 = dot(g01, vec2(fx.z, fy.z));
    float n11 = dot(g11, vec2(fx.w, fy.w));
    vec2 fade_xy = fade(Pf.xy);
    vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
    float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
    return 2.3 * n_xy;
}


void main(){
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);

    //spin here
    float angle = atan(modelPosition.x, modelPosition.z);
    float distanceToCenter = length(modelPosition.xz);
    float angleOffset = (1.0 / distanceToCenter) * (uTime*0.2);
    // angle-= angleOffset+uTime/distanceToCenter/2.0;
    // angle-= 100.0-10.0*(uTime/1.0*(distanceToCenter*0.02));
    // angle-= sin(angleOffset+uTime)/(distanceToCenter * cnoise(aRandomness.xz));
    angle-= sin(angleOffset+uTime)/distanceToCenter + cnoise(aRandomness.xz)*cnoise(aRandomness.xy);
    
    modelPosition.x = cos(angle)* distanceToCenter+ cnoise(aRandomness.xz)*cnoise(aRandomness.yz);;
    modelPosition.z = sin(angle)* distanceToCenter+ cnoise(aRandomness.xz)*cnoise(aRandomness.xy);;
    // modelPosition.y = sin(aRandomness.y) * 11.0+abs(2.0/distanceToCenter)-10.0;
    modelPosition.y = (aRandomness.y*aRandomness.x) * 1.0-(aRandomness.y*aRandomness.y);

    modelPosition.xyz += aRandomness/12.0;
    
    vec4 viewPosition = viewMatrix * modelPosition;
    vec4 projectedPosition = projectionMatrix * viewPosition;
    gl_Position = projectedPosition;
    //
    gl_PointSize = uSize*aScale;
    gl_Point.........完整代码请登录后点击上方下载按钮下载查看

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