canvas+webgl实现炫酷充电能量转移动画效果代码

代码语言:html

所属分类:动画

代码描述:canvas+webgl实现炫酷充电能量转移动画效果代码

代码标签: canvas webgl 炫酷 充电 能量 转移 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>
* {
    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 >

const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = Math.max(1, 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

out vec4 fragColor;

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

const float PI = radians(180.);
const float TAU = 2.*PI;

#define MAX_DIST 100.

#define T time
#define S smoothstep

mat3 RotX(float a) {
	float s = sin(a),
	c = cos(a);

	return
	mat3(
		vec3(1, 0, 0),
		vec3(0, c, -s),
		vec3(0, s, c)
	);
}

mat3 RotY(float a) {
	float s = sin(a),
	c = cos(a);

	return
	mat3(
		vec3(c, 0, s),
		vec3(0, 1, 0),
		vec3(-s, 0, c)
	);
}

float BoxFrame(vec3 p, vec3 b, float e) {
	p = abs(p)-b;
	vec3 q = abs(p+e)-e;
	const float r = .05;

	return min(min(
		length(
			max(vec3(p.x, q.y, q.z), 0.0))+
		min(max(p.x, max(q.y, q.z)), 0.0) - r,
		length(
			max(vec3(q.x, p.y, q.z), 0.0))+
		min(max(q.x, max(p.y, q.z)), 0.0) - r),
		length(
			max(vec3(q.x, q.y, p.z), 0.0))+
		min(max(q.x, max(q.y, p.z)), 0.0) - r);
}

vec3 Pattern(vec2 uv) {
	float fa = 1., fb = 1., fc = 1., fd = .0;

	for (int i = 0; i < 10; i++) {
		vec2 p = vec2(
			cos(uv.y * fa - fd + T / fb),
			sin(uv.x * fa - fd + T / fb)
		) / fc;
		p += vec2(-p.y, p.x) * .25;
		uv.xy += p;

		fa *= 2.;
		fb *= 1.5;
		fc *= 1.75;

		fd += .025 + .125 * T * fb;
	}
	float
	r = sin(uv.x - T) * .5 + .5,
	g = sin(uv.y + T) * .5 + .5,
	b = sin((uv.x + uv.y + sin(T * .5)) * .5) * .5 + .5;

	return vec3(r, g, b);
}

float GetDist(vec3 p) {
	const float s = .125;
	p *=
	1. + vec3(-1, 1, -1) * s *
	(.5 + .5 * sin(T * 5.)) * .5;

	float sdf =
	BoxFrame(p, vec3(1,.5, 1), .125);

	return sdf;
}

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

	for (int i = 0; i < 50; i++) {
		vec3 p = ro + rd * d;

		d +=
		GetDist(p);

		if (d > MAX_DIST || abs(d) < 1e-2) break;
	}

	return d;
}

vec3 GetNormal(vec3 p) {
	float d = GetDist(p);
	vec2 e = vec2(1e-3, 0);

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

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

	vec3 col = vec3(0);

	if (d > MAX_DIST) return col;

	vec3
	p = ro + rd * d,
	n = GetNormal(p),
	l = normalize(ro-p),
	r = reflect(rd, n);

	float diffuse = S(.05, .95, dot(l, n) * .5 + .5);
	float spot = clamp(dot(normalize(ro), reflect(r, vec3(0))), .0, 1.);
	float fres = pow(clamp(1.+dot(n, rd), .0, 1.), 5.);

	vec3 c = vec3(
		length(p.xz*n.y),
		abs(sin(T) * 1. - p.x),
		abs(cos(T) * 1. - p.y)
	);

	col = c;
	col += .5 * pow(diffuse, 8.);
	co.........完整代码请登录后点击上方下载按钮下载查看

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