webgl+canvas实现逼真水面波动涟漪与火苗燃烧动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl+canvas实现逼真水面波动涟漪与火苗燃烧动画效果代码

代码标签: webgl canvas 逼真 水面 波动 涟漪 火苗 燃烧 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-image:linear-gradient(black,black,black,rgb(45, 0, 0));
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }


.wrapper{
  position:absolute;
  opacity:.8;
  width:100%;
  height:100%;
  left:0%;
  top:0%;

  background:transparent;
    background-size: cover;
    backdrop-filter:  brightness(50%);
  
  
}
.wrapper .cover {
  position:absolute;
  left:0%;
  right:0%;
  height:100%;
  width:100%;
  background:transparent;
  
  
}

.wrapper .reflection {
  position:absolute;
  left:50%;
  top:110vh;
  height:.1%;
  width:.1%;
  background:transparent;
  border-radius:50%;
  opacity:1;
  box-shadow: 0px 0px 400px 100px orange ;
}

#particles-js {
  position: absolute;
  width: 100%;
  height: 100%;
  -webkit-animation: rotate infinite;
  animation-duration:500s;
  animation-delay:0s;
}

@keyframes rotate {
  
  50% {transform:rotateZ(10deg);}
  
  
 
  
}
</style>


</head>

<body>
  
 

<!-- partial:index.partial.html -->
<canvas id="canvas">
  
</canvas>
<div class="wrapper">
  
  <div class="reflection"></div>
  <div id="particles-js"></div>
  <div class="cover"></div>
</div>




  
      <script  >
/*
  
Credit to Matthias Hurle for the webgl class and Johan for the particlejs src

 */

/** @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

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

out vec4 waterColor;

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

const vec3 roomsize=vec3(6,5,44)*1.1;
const vec3 boxsize=vec3(0,0,0);
const float walleps=1e-2;

#define T time
#define S smoothstep
#define mouse (touch/resolution)
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))

float tick(float t,float e) {
    return floor(t)+pow(S(.0,1.,S(.0,1.,fract(t))),e);
}

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 mat=.0;
float map(vec3 p) {
    float d=1e5,
    room=-box(p,roomsize,.05),
    bx=box(p-vec3(0,-(roomsize.y-(boxsize.y+.05)),0),boxsize,.05);

    d=min(d, room);
    d=min(d, bx);

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

    return d;
}

vec3 water2(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.775;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*1.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 water5(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*4.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 water4(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*1.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 water6(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*.4-d*4.)*.9,
    t=T*4.;

    uv*=rot(sin(6.+t*.05)*.8-.567);
    uv.y-=t*.05;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(cos(q)/s,vec2(.2));
        n+=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(4,2,1)*(a+.2)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 water3(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*4.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*4.);

    return col;
}

vec3 water(vec2 uv) {
    vec2
    n=vec2(0),
    q=vec2(0);

    uv*=.875;

    float
    d=dot(uv,uv),
    s=9.,
    a=.02,
    b=sin(T*4.4-d*90.)*.7,
    t=T*4.;

    mat2 m=mat2(.6,1.2,-1.2,.6);
    for (float i=.0; i<30.; i++) {
        n*=m;
        q=uv*s-t+b+i+n;
        a+=dot(sin(q)/s,vec2(.2));
        n-=sin(q);
        s*=1.2;
    }

    vec3 col=vec3(1,3,4)*(a+a)+a+a-d;
    col=exp(-col*8.);
    col=abs(col);
    col=sqrt(col);
    col=exp(-col*1.);

    return col;
}

vec3 norm(vec3 p) {
    vec2 e=vec2(1e-3,0);
    float d=map(p);
    vec3 n=d-vec3(
        map(p-e.xyy),
        map(p-e.yxy),
        map(p-e.yyx)
    );

    return normalize(n);
}

void cam(inout vec3 p) {

        p.yz*=.7*rot(sin(3.+1.0*T*.1)*-.1);
        p.xz*=-.8*rot(tick(3.+1.0*T*.0001, 1.)*1.57079);
    
}

void main(void) {
    vec2 uv = (
        gl_FragCoord.xy-.5*resolution
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