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
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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