webgl+canvas实现三维天空圆环嵌套动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl+canvas实现三维天空圆环嵌套动画效果代码
代码标签: webgl canvas 三维 天空 圆环 嵌套 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"> <meta name="viewport" content="width=device-width, initial-scale=1"> <style> ::-webkit-scrollbar { width: 0.625rem; height: 0.625rem; } ::-webkit-scrollbar-thumb { background: #111; border-radius: 0.3125rem; box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25), inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25); cursor: default; } ::-webkit-scrollbar-track { background: #333; } html, body { height: 100vh; height: 100dvh; margin: 0; overflow: hidden; } body { display: grid; grid-template-rows: calc(100dvh - 4rem) 4rem; font-family: system-ui, sans-serif; } canvas, .editor { grid-row: 1; grid-column: 1; } canvas { width: 100%; height: auto; object-fit: contain; background: repeating-linear-gradient(45deg, #f3f3f3, #f3f3f3 10px, #e3e3e3 10px, #e3e3e3 20px); } .editor, .overlay, #error { background: #1116; padding: 1em; } .editor { color: #fefefe; tab-size: 2; border: none; resize: none; } .editor:focus { outline: none; } #error { grid-row: 2; grid-column: 1; min-height: 4rem; padding-block: 0; color: firebrick; overflow: auto; } #indicator { visibility: hidden; position: absolute; top: calc(var(--top, 0px) - var(--scroll-top, 0px)); width: 0; height: 0; border-top: 10px solid transparent; border-bottom: 10px solid transparent; border-left: 10px solid firebrick; transform: translateY(-25%); } .overlay { position: absolute; top: 0; left: 0; right: 0; margin: 0; } .editor, .overlay { font-size: 1rem; line-height: 1.2; white-space: pre; } #controls { display: flex; gap: .25em; position: fixed; top: 1em; right: 1em; } .hidden { display: none; } input { all: unset; width: 3rem; height: 2rem; opacity: .2; filter: saturate(0) invert(1); cursor: pointer; transition: opacity 500ms ease-in-out; text-align: center; vertical-align: middle; } input:hover { opacity: 1; } #btnToggleView::after { content: '👁'; } #btnToggleView:checked::after { content: '✏️'; } #btnToggleResolution::after { content: '1️⃣'; } #btnToggleResolution:checked::after { content: '2️⃣'; } #btnReset::after { content: '⏮️'; } </style> </head> <body> <canvas id="canvas"></canvas> <textarea id="codeEditor" class="editor" autocapitalize="false" spellcheck="false" oninput="render()"></textarea> <pre id="error"></pre> <div id="indicator"></div> <div id="controls"> <input id="btnToggleView" type="checkbox" name="toggleView" onclick="toggleView()"> <input id="btnToggleResolution" type="checkbox" name="toggleResolution" onchange="toggleResolution()"> <input id="btnReset" type="checkbox" name="reset" onclick="reset()"> </div> <script type="x-shader/x-vertex" id="vertexShader">#version 300 es #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif in vec4 position; void main(void) { gl_Position = position; } </script> <script type="x-shader/x-fragment" id="fragmentShader">#version 300 es #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif out vec4 O; uniform float time; uniform vec2 resolution; uniform vec2 touch; uniform int pointerCount; #define mouse (touch/R) #define FC gl_FragCoord.xy #define R resolution #define T (time*.5) #define P pointerCount #define S smoothstep #define N normalize #define rot(a) mat2(cos(a-vec4(0,11,33,0))) #define hue(a) (.6+.6*cos(6.3*(a)+vec3(0,23,21))) #define mapto(x,a,b,c,d) (((x)-(a))/((b)-(a))*((d)-(c))+(c)) float map(vec3 p); float smin(float a,float b,float k) { float h=clamp(.5+.5*(b-a)/k,.0,1.); return mix(b,a,h)-k*h*(1.-h); } float tor(vec3 p, vec2 s) { vec2 c=vec2(length(p.xz)-s.x,p.y); return length(c)-s.y; } vec3 norm(vec3 p) { float h=1e-3;vec2 k=vec2(-1,1); return N(k.xyy*map(p+k.xyy*h)+k.yxy*map(p+k.yxy*h)+k.yyx*map(p+k.yyx*h)+k.xxx*map(p+k.xxx*h)); } void cam(inout vec3 p) { if (P>0) { p.yz*=rot(-mouse.y*6.3+3.14); p.xz*=rot(3.14-mouse.x*6.3); } else { p.yz*=rot(sin(T)-.5*cos(tanh(T))); } } float rnd(vec2 p) { return fract(sin(dot(p,vec2(12.9898,78.233)))*345678.); } float noise(vec2 p) { vec2 i=floor(p),f=fract(p),u=S(.0,1.,f); float a=rnd(i),b=rnd(i+vec2(1,0)),c=rnd(i+vec2(0,1)),d=rnd(i+1.); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); } float fbm(vec2 p) { float t=.0,a=1.; for(int i=0;i<5;i++) { t+=a*noise(p+T*.2);p*=2.;a*=.5; } return t; } vec3 sky(vec3 r, vec3 l) { float t=T*.1, v=pow(max(.0,dot(r,l)),3.); vec2 uv=vec2(abs(atan(r.z,r.x))+t,t-atan(r.y,length(r.xz))); float a=fbm(uv*vec2(1,3)), b=fbm(uv*vec2(2,5)); b=S(.3,.7,b); vec3 col=mix(vec3(.6,.8,.9),vec3(.1),a*b); col=mix(col,vec3(1,.8,.3)*b,v); col=mix(col*.2,mix(vec3(.1,.1,.162),vec3(1.,.7,.4),v),v); return col; } float map(vec3 p) { const float n=5.; // number of rings float d=5e5, v=floor(n*.5); for (float i=.0; i<n; i++) { float k=i-v; d=smin(d,tor(p-vec3(0,k*sin(T),0),vec2(1.-abs(mapto(i*i,.0,pow(n,2.2),-1.,1.)),.2)),.125); } return d; } void main(void) { vec2 uv = (FC-.5*R)/min(R.x,R.y); vec3 col = vec3(0), p=vec3(0,0,-6), rd=N(vec3(uv,1)), l=N(vec3(0,10,0)); cam(p); cam(rd); const float steps=400., maxd=12.; for (float i=.0; i<steps; i++) { float d=map(p); if (d<1e-3) { vec3 n=norm(p), r=reflect(rd,n); col=hue(p.y*.3)*4.; col*=pow(r.y,7.); col=pow(col,vec3(.4545)); break; } if (d>maxd) { col=sky(rd,l)*1.5+.2; break; } p+=rd*d; } O = vec4(col,1); } </script> .........完整代码请登录后点击上方下载按钮下载查看
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