wtc-gl+webgl实现三维立方体 对数深度缓冲(Z-抗锯齿)和阴影/轮廓效果代码
代码语言:html
所属分类:三维
代码描述:wtc-gl+webgl实现三维立方体 对数深度缓冲(Z-抗锯齿)和阴影/轮廓效果代码
代码标签: wtc-gl webgl 三维 立方体 对数 深度 缓冲 抗锯齿 阴影 轮廓
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 { background: pink; margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; } </style> </head> <body > <script type="text/fragment" id="vertShader">#version 300 es in vec3 position; in vec2 uv; in vec3 normal; in mat4 translation; in mat4 inverseTranspose; in float scale; in float id; in float faceoffset; in vec3 facecolour; in vec3 colour; uniform mat4 u_viewMatrix; uniform mat4 u_modelMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; uniform mat3 u_normalMatrix; uniform float u_time; uniform float u_logDepthDelta; out vec3 vNormal; out vec3 vPosition; out vec3 vWorldPosition; out vec2 vUV; out float vCol; out float depth; out vec3 facecol; #define EPSILON 0.01 void main() { vec3 pos = (translation*vec4(scale*position, 1.)).xyz; // vec3 pos = position; // vec3 pos = mat3(translation)*(scale*position); vec4 camPos = u_projectionMatrix * u_modelViewMatrix * vec4(pos, 1.0); // Modify the depth in clip space depth = log2( max( EPSILON, camPos.w + 1.0 ) ) * u_logDepthDelta - 1.0; // depth = (2.0 * depth - 1.0) * camPos.w; // debug // depth = camPos.w; // camPos.z = (2.0 * depth - 1.0) * camPos.w; gl_Position = camPos; // gl_Position.w = depth; gl_Position.z *= depth; vUV = uv; vNormal = (inverseTranspose * vec4(normal,1)).xyz; vCol = faceoffset+id; facecol = fract(facecolour+colour); } </script> <script type="text/fragment" id="fragShader">#version 300 es precision highp float; in vec3 vNormal; in vec2 vUV; in vec4 camPos; in vec3 vPosition; in vec3 vWorldPosition; in float vCol; in float depth; in vec3 facecol; out vec4 colour; uniform float u_time; uniform bool u_outlinestage; uniform float u_logDepthDelta; // Procedural colour palettes curtesy Inigo Quilez // https://iquilezles.org/www/articles/palettes/palettes.htm vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a + b*cos( 6.28318*(c*t+d) ); } // Simplex 2D noise // vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } 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 = mod(i, 289.0); 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); } void main() { gl_FragDepth = gl_FragCoord.z; // gl_FragDepth = (log2(depth * 0.5 + 1.0)) * 0.5; if(u_outlinestage == true) { vec2 d = abs(vUV-.5)-.49; float f = length(max(d,0.0)) + min(max(d.x,d.y),0.0); // The following line is for debugging the geometry. colour = vec4(1,vUV,1).grba; colour.rgb = palette( vCol, vec3(.5),vec3(1),vec3(1),vec3(0.0,0.33,0.67)*2.); colour.rgb = facecol; // colour = vec4(vNormal*.5+.5,1); // colour = mix(colour, vec4(0,0,0,1), smoothstep(0.,0.01,f)); } else { float d = dot(vNormal, normalize(vec3(.5,1,0))); float shade = .4 + smoothstep(0., 1., d); colour = vec4(vec3(shade), 1); } } </script> <script type="text/fragment" id="renderShader">#version 300 es precision highp float; uniform vec2 u_resolution; uniform vec2 u_screenresolution; uniform float u_time; uniform vec3 u_camera; uniform sampler2D b_render; uniform sampler2D b_depthrender; uniform sampler2D b_depth; uniform sampler2D b_buffer; in vec2 v_uv; out vec4 colour; float dp(vec2 p) { float n = u_camera.x; float f = u_camera.y; float z = texture(b_depth, p / u_resolution).x; float g = (2.0 * n) / (f + n - z*(f-n)); return g; } vec3 np(vec2 p) { return texture(b_depthrender, p / u_resolution).xyz; } void main() { vec2 p = gl_FragCoord.xy; int k = 1; float grey = dp(p); float d = 0.; for(int x = -k; x <= k; x+=k) { for(int y = -k; y <= k; y+=k) { if(x==0&&y==0) continue; d += abs(grey - dp(p+vec2(x,y))); } } vec4 col = texture(b_depthrender, gl_FragCoord.xy / u_resolution); float n = 0.; for(int x = -k; x <= k; x+=k) { for(int y = -k; y <= k; y+=k) { if(x==0&&y==0) continue; n += length(col.xyz - np(p+vec2(x,y))); } } float a = smoothstep(u_camera.z, 1., grey); // col = mix(texture(b_buffer, gl_FragCoord.xy / u_resolution), col, col.a); col = mix(texture(b_render, gl_FragCoord.xy / u_resolution), vec4(vec3(.2),1), pow(d+n, 2.)); // colour = vec4(mix(col.rgb, vec3(.95), a),col.a*(1.-a)); // colour = vec4(col.rgb, col.a*(1.-a)); colour = col; } </script> <script type="text/fragment" id="fadeShader">#version 300 es precision highp float; uniform vec2 u_resolution; uniform vec2 u_screenresolution; uniform float u_time; uniform vec3 u_camera; uniform sampler2D b_render; uniform sampler2D b_buffer; in vec2 v_uv; out vec4 colour; void main() { vec2 p = gl_FragCoord.xy; vec4 col = texture(b_render, gl_FragCoord.xy / u_resolution); vec4 buf = texture(b_buffer, gl_FragCoord.xy / u_resolution); // col = mix(buf, col*.1, col.a); // col = buf*.9+col*.1; col = mix(buf*vec4(1,1,1,.99), col, col.a); colour = vec4(col); } </script> <script type="text/fragment" id="outputShader">#version 300 es precision highp float; uniform vec2 u_resolution; uniform vec2 u_screenresolution; uniform float u_time; uniform vec3 u_camera; uniform sampler2D b_render; in vec2 v_uv; out vec4 colour; void main() { vec2 p = gl_FragCoord.xy; vec4 col = texture(b_render, gl_FragCoord.xy / u_resolution); col = mix(vec4(.95), col, col.a); colour = col; } </script> <script type="module"> import { Obj, TransformFeedback, Renderer, Program, Mesh, Uniform, PointCloud, GeometryAttribute, Camera, Triangle, Plane, Box, Texture, Geometry, DollyCamera, Framebuffer } from "https://cdn.skypack.dev/wtc-gl@1.0.0-beta.50"; import { Vec2, Vec3, Mat4 } from "https://cdn.skypack.dev/wtc-math@1.0.17"; console.clear(); const dpr = 2; const d = new Vec2(window.innerWidth, window.innerHeight); d.update = function () { uniforms.u_resolution.value = this.scaleNew(dpr).array; renderer.dimensions = this; camera.perspective({ aspect: gl.canvas.width / gl.canvas.height }); mainFBO.resize(...this.array); fadeFBO.resize(...this.array); shaderFBO.resize(...this.array); return this; }.bind(d); window.addEventListener('resize.........完整代码请登录后点击上方下载按钮下载查看
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