canvas实现webgl跟随鼠标可调节参数的小鬼交互效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现webgl跟随鼠标可调节参数的小鬼交互效果代码
代码标签: canvas webgl 跟随 鼠标 调节 参数 小鬼 交互
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> body, html { margin: 0; padding: 0; overflow: hidden; background-color: #2C3E50; } canvas#ghost { position: fixed; top: 0; left: 0; display: block; width: 100%; z-index: 10000; pointer-events: none; } .page { min-height: 100vh; display: flex; align-items: center; justify-content: center; color: white; text-align: center; font-size: 4vw; text-shadow: 0 0 5px #000000; } .lil-gui { --width: 300px; max-width: 90%; --widget-height: 20px; font-size: 15px; --input-font-size: 15px; --padding: 10px; --spacing: 10px; --slider-knob-width: 5px; --background-color: rgba(5, 0, 15, .8); --widget-color: rgba(255, 255, 255, .3); --focus-color: rgba(255, 255, 255, .4); --hover-color: rgba(255, 255, 255, .5); --font-family: monospace; z-index: 1; } </style> </head> <body > <div class="page"> WebGL Ghost Cursor </div> <canvas id="ghost"></canvas> <script type="x-shader/x-fragment" id="vertShader"> precision mediump float; varying vec2 vUv; attribute vec2 a_position; void main() { vUv = .5 * (a_position + 1.); gl_Position = vec4(a_position, 0.0, 1.0); } </script> <script type="x-shader/x-fragment" id="fragShader"> precision mediump float; varying vec2 vUv; uniform float u_time; uniform float u_ratio; uniform float u_size; uniform vec2 u_pointer; uniform float u_smile; uniform vec2 u_target_pointer; uniform vec3 u_main_color; uniform vec3 u_border_color; uniform float u_flat_color; uniform sampler2D u_texture; #define TWO_PI 6.28318530718 #define PI 3.14159265358979323846 vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } vec2 rotate(vec2 v, float angle) { float r_sin = sin(angle); float r_cos = cos(angle); return vec2(v.x * r_cos - v.y * r_sin, v.x * r_sin + v.y * r_cos); } float eyes(vec2 uv) { uv.y -= .5; uv.x *= 1.; uv.y *= .8; uv.x = abs(uv.x); uv.y += u_smile * .3 * pow(uv.x, 1.3); uv.x -= (.6 + .2 * u_smile); float d = clamp(length(uv), 0., 1.); return 1. - pow(d, .08); } float mouth(vec2 uv) { uv.y += 1.5; uv.x *= (.5 + .5 * abs(1. - u_smile)); uv.y *= (3. - 2. * abs(1. - u_smile)); uv.y -= u_smile * 4. * pow(uv.x, 2.); float d = clamp(length(uv), 0., 1.); return 1. - pow(d, .07); } float face(vec2 uv, float rotation) { uv = rotate(uv, rotation); uv /= (.27 * u_size); float eyes_shape = 10. * eyes(uv); float mouth_shape = 20. * mouth(uv); float col = 0.; col = mix(col, 1., eyes_shape); col = mix(col, 1., mouth_shape); return col; } void main() { vec2 point = u_pointer; point.x *= u_ratio; vec2 uv = vUv; uv.x *= u_ratio; uv -= point; float texture = texture2D(u_texture, vec2(vUv.x, 1. - vUv.y)).r; float shape = texture; float noise = snoise(uv * vec2(.7 / u_size, .6 / u_size) + vec2(0., .0015 * u_time)); noise += 1.2; noise *= 2.1; noise += smoothstep(-.8, -.2, (uv.y) / u_size); float face = face(uv, 5. * (u_target_pointer.x - u_pointer.x)); shape -= face; shape *= noise; vec3 border = (1. - u_border_color); border.g += .2 * sin(.005 * u_time); border *= .5; vec3 color = u_main_color; color -= (1. - u_flat_color) * border * smoothstep(.0, .01, shape); shape = u_flat_color * smoothstep(.8, 1., shape) + (1. - u_flat_color) * shape; color *= shape; gl_FragColor = vec4(color, shape); } </script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; const canvasEl = document.querySelector("#ghost"); const mouseThreshold = .1; const devicePixelRatio = Math.min(window.devicePixelRatio, 2); const mouse = { x: .25 * window.innerWidth, y: .4 * window.innerHeight, tX: .25 * window.innerWidth, tY: .45 * window.innerHeight, moving: false, controlsPadding: 0 }; const params = { size: .1, tail: { dotsNumber: 25, spring: 1.4, friction: .3, maxGravity: 50, gravity: 25 }, smile: 1, mainColor: [.98, .96, .96], borderColor: [.2, .5, .7], isFlatColor: false }; const textureEl = document.createElement("canvas"); const textureCtx = textureEl.getContext("2d"); const pointerTrail = new Array(params.tail.dotsNumber); let dotSize = i => params.size * window.innerHeight * (1. - .2 * Math.pow(3. * i / params.tail.dotsNumber - 1., 2.)); for (let i = 0; i < params.tail.dotsNumber; i++) { pointerTrail[i] = { x: mouse.x, y: mouse.y, vx: 0, vy: 0, opacity: .04 + .3 * Math.pow(1 - i / params.tail.dotsNumber, 4), bordered: .6 * Math.pow(1 - i / pointerTrail.length, 1), r: dotSize(i) }; } let uniforms; const gl = initShader(); createControls(); window.addEventListener("resize", resizeCanvas); resizeCanvas(); render(); window.addEventListener("mousemove", e => { updateMousePosition(e.pageX, e.pageY); }); window.addEventListener("touchmove", e => { updateMousePosition(e.targetTouches[0].pageX, e.targetTouches[0].pageY); }); window.addEventListener("click", e => { updateMousePosition(e.pageX, e.pageY); }); let movingTimer = setTimeout(() => mouse.moving = false, 300); function updateMousePosition(eX, eY) { mouse.moving = true; if (mouse.co.........完整代码请登录后点击上方下载按钮下载查看
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