canvas+webgl三维八面体穿越缝隙动画效果代码

代码语言:html

所属分类:三维

代码描述:canvas+webgl三维八面体穿越缝隙动画效果代码

代码标签: canvas webgl 三维 八面体 穿越 缝隙 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

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

out vec4 fragColor;

#define P pointerCount
#define T mod(time,180.)
#define S smoothstep
#define mouse (touch/resolution)
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
#define noise(p) (.5+.5*sin(p.x*1.5)*sin(p.y*1.5))
#define tint vec3(1,3,2)

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

float fbm(vec2 p) {
  float f = .0;
  mat2 m = mat2(1.6, 1.2, -1.2, 1.6);

  f += .500000*noise(p); p *= m;
  f += .250000*noise(p); p *= m;
  f += .125000*noise(p); p *= m;
  f += .062500*noise(p); p *= m;
  f += .015625*noise(p);

  return f;
}

float oct(vec3 p, float s) {
  p = abs(p);

  return (p.x+p.y+p.z-s)*(1./sqrt(3.));
}

float cave(vec3 p) {
  vec3 q = p+vec3(0, 0, T*7.5);
  float rock = fbm(q.xz*.25);

  float way = pow(abs(q.x) * 38., 2.)*125e-6;
  rock *= way;

  return max(q.y-rock, .0);
}

float mat = .0;
float map(vec3 p) {
  vec3 q = p;
  q.xz *= rot(-T*.5);
  q.yz *= rot(T*.25);
  float d = 5e5,
  walls = cave(p+vec3(0, 8, 0))*.5,
  end = oct(q, 1.8);

  d = min(d, walls);
  d = min(d, end);

  if (d == end) mat = 1.;
  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 (P > 0) {

    p.yz *= rot(-mouse.y*acos(-1.)+acos(.0));
    p.xz *= rot(acos(-1.)-mouse.x*acos(-1.)*2.);

  } else {

    p.yz *= rot(sin(T*.5)*.25+.25);
    p.xz *= rot(T*.25);
    p.xy *= rot(sin(T*.5)*.25+.25);

  }
}

void light(inout vec3 col, in vec3 p, in vec3 rd, float fog, float side) {
  vec3 n = norm(p),
  lp = vec3(0, -2, 3.*side-side*(S(.0, 1.,sin(T*.5)*.5+.5)*2.-1.)),
  l = normalize(lp-p),
  r = reflect(rd, n);

  float
  diff = clamp(dot(l, n),.0, 1.)*.5+.5,
  fres = pow(S(.0, 1.,max(.0, dot(r, n))), 4.),
  fade = (1./dot(p-lp, p-lp));

  col += fog*tint*diff*fres*fade;
}

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

  vec3 col = vec3(0),
  ro = vec3(0, 0, (P > 0?.0: 2.*exp(-cos(T*.25))-2.)-6.5),
  rd = normalize(vec3(uv, 1));

  cam(ro);
  ca.........完整代码请登录后点击上方下载按钮下载查看

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