webgl实现canvas三维立方体落入沙堆里效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现canvas三维立方体落入沙堆里效果代码

代码标签: webgl canvas 三维 立方体 落入 沙堆

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(.5, .25 * 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 float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;

out vec4 fragColor;

#define T (mod(.3*time, 100.))
#define S smoothstep
#define mouse (touch/resolution)
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
#define rep(p,n) (mod(p,n)-.5*n)
#define sunoff vec3(1,2,3)
// 45 degrees
#define INCLANG .78539

float rnd(vec2 p) {
  return fract(sin(dot(p, vec2(12.233, 78.599))) * 45019.422);
}

float noise(vec2 p) {
  p *= 3.;
  vec2 f = fract(p), i = floor(p);
  float
  a = rnd(i),
  b = rnd(i + vec2(1, 0)),
  c = rnd(i + vec2(0, 1)),
  d = rnd(i + vec2(1, 1));

  vec2 u = f * f * (3. - 2. * f);

  return mix(a, b, u.x) +
    (c - a) * u.y * (1. - u.x) +
    (d - b) * u.y * u.x;
}

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 disc(vec3 p, vec2 s, float r) {
  vec2 e = vec2(abs(length(p.xz)), abs(p.y)) - s;

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

float box(vec3 p, vec3 s, float r) {
  p = abs(p) - s;

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

float mspo(vec3 p, vec3 s, float r, float l) {
  const float k = .25;

  float
  d = box(p, s, r),
  res = d,
  f = 1.,
  i = .0;

  for(; i < l; i++) {
    vec3
    a = mod(p * f, 2.) - 1.,
    r = abs(1. - 3. * abs(a));

    f *= 3.;

    float
    da = max(r.x, r.y),
    db = max(r.y, r.z),
    dc = max(r.z, r.x),
    c = (smin(da, smin(db, dc, k), k) - 1.) / f;

    if(c > d) {
      d = c, res = c;
    }
  }

  return res;
}

float rubble(vec3 p, float n) {
  vec3 id = floor(p / n);
  p.xz = rep(p.xz, n);

  return disc(p - vec3(0, -.75, 0) + rnd(id.xz) * 2., vec2(.25, .5), .0);
}

float mat = .0;
float map(vec3 p) {
  vec3 q = p;
  q.yz *= rot(INCLANG);
  q.xz *= rot(INCLANG);

  float
  d = 9e5,
  rbl = rubble(p, 4.),
  spo = mspo(q - vec3(.25, -.125, .25), vec3(1), .05, 3.),
  flr = p.y + (1. + -cos(p.z) * .25) * rnd(vec2(2.23, 8.59));

  d = min(d, rbl + sin((p.x + p.x) * 1.45) * .25);
  d = smin(d, flr, .45);
  d = smin((d + noise(p.xz * .25) * .235) * .5, spo, .025);

  if(d == spo)
    mat = 1.;
  else
    mat = .0;

  return d;
}

vec3 norm(vec3 p) {
  vec2 e = vec2(1e-3, 0);

  return normalize(map(p) - vec3(map(p - e.xyy), map(p - e.yxy), map(p - e.yyx)));
}

float getao(vec3 p, vec3 n, float dist) {
  return clamp(map(p + n * dist) / dist, .0, 1.);
}

float getsss(vec3 p, vec3 rd, float dist, float k) {
  float ddist = dist * k;

  return clamp(map(p + rd * dist) / dist, .0, 1.) +
    clamp(map(p + rd * ddist) / ddist, .0, 1.);
}

float getshadow(vec3 ro, vec3 rd) {
  const float steps = 10., k = 16.;
  float shade = 1.;
  for(float i = 1e-3; i < steps;) {
    float d = map(ro + rd * i);
    if(d < 1e-3) {
      shade = .0;
      break;
    }

    shade = min(shade, k * d / i);

    i += d;
  }

  return shade;
}

void cam(inout v.........完整代码请登录后点击上方下载按钮下载查看

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