canvas+webgl实现三维玻璃立方体旋转代码

代码语言:html

所属分类:三维

代码描述:canvas+webgl实现三维玻璃立方体旋转代码

代码标签: canvas webgl 三维 玻璃 立方体 旋转 代码

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

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

out vec4 fragColor;

#define T time
#define S smoothstep
#define rot(a) mat2(cos(a), -sin(a), sin(a), cos(a))
#define hue(a) (.6+.6*cos(6.3*(a)+vec3(0,23,21)))
#define mouse (touch / resolution)

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

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 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 codepen(vec3 p, vec3 s, float e, float r) {
  p = abs(p)-s;
  vec3 q = abs(p+e)-e;

  return min(min(
    length(
      max(vec3(p.x, q.y, q.z), .0))+
    min(max(p.x, max(q.y, q.z)), .0) - r,
    length(
      max(vec3(q.x, p.y, q.z), .0))+
    min(max(q.x, max(p.y, q.z)), .0) - r),
    length(
      max(vec3(q.x, q.y, p.z), .0))+
    min(max(q.x, max(q.y, p.z)), .0) - r);
}

float oct(vec3 p, float s) {
  p = abs(p);
  
  return (p.x+p.y+p.z-s)*(1./sqrt(3.));
}

float mat = .0;
float map(vec3 p) {
  float d = 5e5,
  room = box(p, vec3(7), .05);
  
  p.xz *= rot(.82);
  float bx = box(p, vec3(1.2), .125);
  p.yz *= rot(.5);
  p.xz *= rot(-.82);
  float cp = codepen(p, vec3(.75, .5, .75), .1, .0125);
  
  d = min(d, -room);
  d = min(d, max(bx, -cp));
  
  if (d == -room) mat=1.;
  else if (d == -cp) mat=2.;
  else mat=.0;
  
  return d;
}

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) {
  if (pointerCount > 0) {
    p.yz*=rot(-mouse.y*acos(-1.)-acos(.0));
    p.xz*=rot(mouse.x*acos(-1.)*2.);
  } else {
    p.yz*=rot(tick(sin(T), 5.));
    p.xz*=rot(tick(T*.25, 5.)*acos(.0)+acos(.0)*.5);
  }
}

void main() {
  vec2 uv = (
    gl_FragCoord.xy-.5*resolution
  ) / min(resolution.x, resolution.y);
  
  float zoom = pointerCount > 0 ? 2. : exp(-cos(T));
  vec3 col = vec3(0),
  ro = vec3(0,0,zoom-6.),
  rd = normalize(vec3(uv, 1));
  
  cam(ro);
  cam(rd);
  
  vec3 p = ro;
  
  const float steps=200., maxd=40.;
  float dd=.0, at=.0, bnz=.0, side=1., e=1.;
  for (float i=.0; i<steps; i++) {
    float d = map(p)*side;
    
    if (d<1e-3) {
      vec3 n = norm(p)*side,
      l = normalize(vec3(1,3,-1)-p);
      
      if (dot(l, n) < .0) l = -l;
      
      float fog = 1.-clamp(dd/maxd, .0, 1.),
      fres = max(.0, dot(-rd, n)),
      diff = max(.0, dot(l, n));
            
      if (mat==1.) {
        vec2 dr = p.xy;
        if (abs(p.z) < abs(p.x)) dr = p.yz;
        vec2 g = abs(fract(dr*.5)-.5)*2.;
        float pat = step(min(g.x, g.y.........完整代码请登录后点击上方下载按钮下载查看

网友评论0