webgl实现三维带环旋转的小球动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现三维带环旋转的小球动画效果代码

代码标签: webgl 三维 旋转 小球 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 vec2 touch;
uniform float time;
uniform int pointerCount;

#define PI 3.14159
#define TAU 6.28318

#define S smoothstep
#define T time
#define mouse (touch / resolution)
#define syl(p,s) (length(p)-s)

float rnd(vec2 p) {
  return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123);
}

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));
}

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

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

float mat = 0.;
float map(vec3 p) {
  float bkg = -syl(p, 10.);
  float d = 5e5;
  vec3 q = p;
  q.y += sin(T + 1.) * 1.75;
  q *= rotZ(T) * rotY(T) * rotX(T);
  d = min(d, ftor(q, vec3(3.5, .25, .25), .05));
  q.y += sin(T + .5) * 1.5;
  q *= rotY(T) * rotX(T);
  d = min(d, ftor(q, vec3(2.75, .25, .25), .05));
  q *= rotX(T);
  d = min(d, ftor(q, vec3(2., .25, .25), .05));
  float sph = syl(q, 1.);
  d = min(d, min(sph, bkg));

  if(d == bkg)
    mat = 1.;
  else if(d == sph)
    mat = .0;
  else
    mat = 2.;

  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);
}

vec3 dir(vec2 uv, vec3 ro, vec3 t, float z) {
  vec3 up = vec3(0, 1, 0),
  f = normalize(t - ro),
  r = normalize(cross(up, f)),
  u = cross(f, r),
  c = f * z,
  i = c + uv.x * r + uv.y * u,
  d = normalize(i);

  return d;
}

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

  vec3
  col = vec3(0),
  ro = vec3(0, 5, -8);

  if(pointerCount > 0) {
    ro *= rotX(-mouse.y * PI + 1.);
    ro *= rotY(mouse.x * TAU);
  } else {
    ro *= rotY(T * .1) * rotX(-T * .1);
  }

  vec3
  rd = dir(uv, ro, vec3(0), 1.),
  p, l, n, r;

  float
  d = .0,
  dither = mix(.98, 1., rnd(uv));

  const float steps = 80.;

  for(float i; i < steps; i++) {
    p = ro + rd * d;
    d += map(p);

    .........完整代码请登录后点击上方下载按钮下载查看

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