webgl实现炫酷三维空间动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现炫酷三维空间动画效果代码

代码标签: webgl 炫酷 三维 空间 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 >
/*********
 * made by Matthias Hurrle (@atzedent)
 */

/** @type {HTMLCanvasElement} */
const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = Math.max(1, .5 * 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 float time;
uniform vec2 touch;
uniform int pointerCount;

const float PI = radians(180.);

#define TAU 2.*PI
#define T time
#define S smoothstep

#define rep(p,n) mod(p,n)-n*.5

float smin(float a, float b, float k) {
	float h = clamp(.5 + .5 * (b - a) / k, .0, 1.);

	return mix(b, a, h) - k * h * (1. - h);
}

float rnd(float t) {
	return fract(sin(t*427.771)*232.522);
}

float curve(float t, float d) {
	t /= d;
	return mix(rnd(floor(t)), rnd(floor(t)+1.),
		pow(smoothstep(.0, 1.,fract(t)), 10.0));
}

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)
	);
}

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

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

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;
}

float RoundBox(vec3 p, vec3 b, float r) {
	vec3 q = abs(p) - b;

	return
	length(max(q, .0)) +
	min(
		max(q.x, max(q.y, q.z)),
		.0
	) - r;
}

float mat = .0;
float GetDist(vec3 p) {
	vec3 q = p;
	float t = S(.0, 1.,mod(T,.85))*4.;
	q.xz = rep(q.xz, 5.);
	vec3 o = q;
	o.x += t;
	q *= RotY(curve(T, .4));
	float sph = length(o-vec3(2.,.5, 0))-.5*(length(q));
	float box = RoundBox(q-vec3(0,.5, 0), vec3(1), .125);
	float cmb = smin(-sph, box, -.125);
	float flr = p.y+1.;

	float d = min(cmb, flr);
	d = min(d, flr);

	if (d == cmb) mat = 3.;
	else mat = .0;

	return d;
}

vec3 GetNormal(vec3 p) {
	float d = GetDist(p);
	vec2 e = vec2(1e-2, 0);

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

	return normalize(n);
}

void main(void) {
	vec2 uv = (
		gl_FragCoord.xy - .5 * resolution.xy
	) / min(resolution.x, resolution.y);

	float prog = T * .3;
	float preanim = floor(mod(prog-.5, 4.));

	if (preanim == .0 || preanim == 2.) {
		prog -= length(uv) * 0.2;
	} else if (preanim == 1. || preanim == 3.) {
		prog -= min(abs(uv.x), abs(uv.y)) * 0.2;
	}

	float anim = mod(prog, 4.);
	float scene = floor(anim);
	float t = .25*T;

	vec3 ro = vec3(0, 7, -8);
	if (scene == .0 || scene == 2.) {
		ro = vec3(
			S(-2.,2.,2.*sin(.125*T))+sin(t),
			0,
			S(-2.,2.,2.*cos(t))+cos(.5*T)
		) * 1.1;
	} else if (scene == 1. || scene == 3.) {
		ro = vec3(
			(.5+.5*sin(t))*20.,
			(.5+.5*cos(t))*10.,
			T-(T+10.)
		);
	}

	if (pointerCount > 0) {
		vec2 m = touch.xy / resolution.xy;
		m.y *= .75;
		m.y = min(.8, max(.3, m.y));
		.........完整代码请登录后点击上方下载按钮下载查看

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