webgl实现三维煮鸡蛋旋转动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现三维煮鸡蛋旋转动画效果代码

代码标签: webgl 三维 鸡蛋 旋转

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;
}

::selection {
  background: #fff;
  color: #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,
#controls {
  grid-row: 1;
  grid-column: 1;
}

canvas {
  width: 100%;
  height: auto;
  object-fit: contain;
  background: black;
  touch-action: none;
}

.editor,
.overlay,
#error {
  background: repeating-linear-gradient(0deg, #000a, #1119, #000a .25rem);
  padding: 1em;
}

.editor {
  color: #fefefe;
  tab-size: 2;
  border: none;
  resize: none;
}

.editor:focus {
  outline: none;
}

#error {
  grid-row: 2;
  grid-column: 1;
  margin: 0;
  padding-block: 0;
  padding-top: .5em;
  color: firebrick;
  overflow: auto;
  text-wrap: pretty;
}

#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 {
  position: fixed;
  top: 1em;
  right: 2em;
}

.controls {
  position: relative;
  display: flex;
  gap: 1.5em;
  padding: .5em 1.25em;
  background: #1111;
  border-radius: 4px;
}

.controls::before,
.controls::after {
  content: '';
  position: absolute;
  z-index: -1;
  inset: 0;
  transform: scale(.95);
  border-radius: inherit;
  opacity: 0;
}

.controls::before {
  background: #aef;
  animation: pulse 2s infinite;
}

.controls::after {
  background: #fefefe66;
  transition: transform 200ms ease-in-out;
}

.controls:hover::before,
.controls:hover::after {
  opacity: 1;
}

.controls:hover::before {
  transform: scale(.98);
  filter: blur(2px);
}

.controls:hover::after {
  transform: scale(1.025, 1.1);
}

.controls:hover {
  background: #111f;
}

@keyframes pulse {
  0% {
    transform: scale(1);
  }

  50% {
    transform: scale(1.0125);
  }

  100% {
    transform: scale(1);
  }
}

.hidden {
  display: none !important;
}

.opaque {
  opacity: 1 !important;
  background: #111 !important;
}

input {
  all: unset;
  opacity: .2;
  filter: saturate(0) invert(1);
  cursor: pointer;
  transition: opacity 200ms ease-in-out;
  padding: .25em .5em;
}

input:hover {
  opacity: 1;
}

.icon {
  text-align: center;
  line-height: 1;
}

#btnToggleView {
  width: 1.25em;
}

#btnToggleView::after {
  content: '👁';
}

#btnToggleView:checked::after {
  content: '✏️';
}

#btnToggleResolution::after {
  content: '1️⃣';
}

#btnToggleResolution:checked::after {
  content: '2️⃣';
}

#btnReset::after {
  content: '⏮️';
}
</style>


  
  
</head>

<body translate="no">
  <canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" spellcheck="false" autocorrect="off" autocapitalize="off" translate="no" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
  <div class="controls">
    <input id="btnToggleView" class="icon" type="checkbox" name="toggleView" onclick="toggleView()">
    <input id="btnToggleResolution" class="icon" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
    <input id="btnReset" class="icon" type="checkbox" name="reset" onclick="reset()">
  </div>
</div>
<script type="x-shader/x-fragment">#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/ 
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;
#define P pointerCount
#define mouse ((touch-.5*R)/min(R.x,R.y))
#define FC gl_FragCoord.xy
#define R resolution
#define T mod(time, 125.6637061436)
#define S smoothstep
#define N normalize
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
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);
    p *= 2.;
    a *= .5;
  }

  return t;
}
vec3 palette(float t) {
  vec3
  a = vec3(.5),
  b = vec3(.5),
  c = vec3(1),
  d = vec3(.2,.3,.4);

  return a+b*cos(6.3*(c*d+t));
}
vec3 pattern(vec2 uv) {
  vec3 col = vec3(0);
  vec2 p = uv;
  float d = 1.;

  for (float i = .0; i < 3.; i++) {
    p = vec2(cos(.25*sin(uv.x)), cos(uv.y)*.25);
    float a = fbm(2.*uv*length(p)*d),
    b = fbm(100.*vec2(dot(p, uv)));
    d = mix(a, b,.1);
    uv *= .5;
    col += palette(d)*.5;
  }

  col = mix(col, vec3(.5),.5);
  col = mix(col, col*col*col*col, col);
  col = S(.0, 1., col);
  col = pow(col, vec3(.4545));

  return col;
}
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 egg(vec3 p, vec3 s) {
  s.xz += (-p.y*.085);
  s = abs(s);
  return (length(p / s) - 1.) * min(min(s.x, s.y), s.z);
}
float box(vec3 p, vec3 s) {
  p = abs(p)-s;
  return length(max(p,.0))+min(.0, max(max(p.x, p.y), p.z));
}
float crss(vec3 p, float r) {
  return min(
    min(
      length(p.yz)-r,
      length(p.xz)-r
    ),
    length(p.xy)-r
  );
}
vec2 map(vec3 p) {
  vec3 q = p,
  st = p;
  p.xz *= rot(.39);
  vec3 qq = p;
  st.xz = p.xz;
  st.xz -= clamp(round(st.xz/1.5), -1.,1.)*1.5;
  qq -= clamp(round(qq/1.89), -1.,1.)*1.89;
  float
  bx = smin(box(p, vec3(1))-.05, -smin(crss(p,.73), length(qq)-1.15,.0125), -.0125),
  sz = egg(q,vec3(.4,.55,.4)),
  pl = box(p-vec3(0, -1.1, 0), vec3(2,.1, 2)-.02)-.025,
  es = length(p.xz) > .5 ? egg(st-vec3(0, -.697, 0), vec3(.2,.3,.2)): 5e5;

  vec2 a = vec2(pl, 1.),
  b = vec2(bx, 2.);

  a = a.x < b.x?a: b;
  b = vec2(es, 3.);
  a = a.x < b.x?a: b;
  b = vec2(sz, 4.);
  a = a.x < b.x?a: b;

  return a;
}
vec3 norm(vec3 p) {
  float h = 1e-3; vec2 k = vec2(-1, 1);
  return N(
    k.xyy*map(p+k.xyy*h).x+
    k.yxy*map(p+k.yxy*h).x+
    k.yyx*map(p+k.yyx*h).x+
    k.xxx*map(p+k.xxx*h).x
  );
}
float calcAO(vec3 p, vec3 n) {
  float occ = .0,
  sca = 1.;
  for (float i = .0; i < 2.; i++) {
    float h = .01+.05*i;
    float d = map(p+h*n).x;
    occ += (h-d)*sca;
    sca *= .5;
    if (occ > .35) break;
  }
  return clamp(1.-3.*occ,.0, 1.)*(.5+.5*n.y);
}
void cam(inout vec3 p) {
  vec2 m = P > 0?mouse*3.14: vec2(0);
  float t = T*.1;
  p.yz *= rot(-cos(t)*.2-m.y*1.5707);
  p.xz *= rot(t-m.x*3.14);
}
void main() {
  vec2 uv = (FC-.5*R)/min(R.x, R.y);
  vec3 col = vec3(0),
  p = vec3(0, 0, exp(sin(3.1415926536+T*.05))*1.5-7.),
  rd = N(vec3(uv, 1.9));
  cam(p); cam(rd);
  const float steps = 400., maxd = 12.;
  float bnz = .0,
  a = .5;
  for (float i = .0; i < steps; i++) {
    vec2 d = map(p);
    if (abs(d.x) < 1e-3) {
      if (bnz++>1.) break;
      vec3 n = norm(p),
      l = N(vec3(0, 10, 0)),
      r = reflect(rd, n);
      float diff = dot(l, n)*.5+.5,
      occ = calcAO(p, n);
      col += diff*(1.-a)*occ;

      if (d.y > 2.) {
        vec3 q = p*2.;
        if (d.y > 3.) {
          q *= 3.+vec3(0,-1.5,0);
          q.xz+=vec2(2.2,-2);
        }
        n = abs(n);
        col = max(col, pattern(q.xz)*n.y);
        col = max(col, pattern(q.xy)*n.z);
        col = max(col, pattern(q.yz)*n.x);
        col *= occ;
        col += pow(max(.0, r.y), 20.)*(d.y < 4. ? .5: .1);
        break;
      } else if (d.y == 2.) {
        col *= S(.45,.45-2./max(R.x, R.y), sin(2.92*dot(p, p))*.5+.5);
      }
      col += pow(max(.0, r.y), 20.);

      a *= .75;
      rd = r;
      d.x = 3e-2;
    }

    if (d.x > maxd) break;
    p += rd*d.x;
  }
  O = vec4(col, 1);
}</script>
  
      <script  >
/*********
 * made by Matthias Hurrle (@atzedent)
 */
let editMode = false // set to false to hide the code editor on load
let resolution = .5 // set 1 for full resolution or to .5 to start with half resolution on load
let renderDelay = 1000 // delay in ms before rendering the shader after a change
let dpr = Math.max(1, resolution * window.devicePixelRatio)
let frm, source, editor, store, renderer, pointers
const shaderId = 'Rusty Eggs'
window.onload = init

function resize() {
  const { innerWidth: width, innerHeight: height } = window

  canvas.width = width * dpr
  canvas.height = height * dpr

  if (renderer) {
    renderer.updateScale(dpr)
  }
}
function toggleView() {
  editor.hidden = btnToggleView.checked
}
function reset() {
  let shader = source
  editor.text = shader ? shader.textContent : renderer.defaultSource
  store.putShaderSource(shaderId, editor.text)
  renderThis()
}
function toggleResolution() {
  resolution = btnToggleResolution.checked ? .5 : 1
  dpr = Math.max(1, resolution * window.devicePixelRatio)
  pointers.updateScale(dpr)
  resize()
}
function loop(now) {
  renderer.updateMouse(pointers.first)
  renderer.updatePointerCount(pointers.count)
  renderer.updatePointerCoords(pointers.coords)
  renderer.render(now)
  frm = requestAnimationFrame(loop)
}
function renderThis() {
  editor.clearError()
  store.putShaderSource(shaderId, editor.text)

  const result = renderer.test(editor.text)

  if (result) {
    editor.setError(result)
  } else {
    renderer.updateShader(editor.text)
  }
  cancelAnimationFrame(frm) // Always cancel the previous frame!
  loop(0)
}
const debounce = (fn, delay) => {
  let timerId
  return (...args) => {
    clearTimeout(timerId)
    timerId = setTimeout(() => fn.apply(this, args), delay)
  }
}
const render = debounce(renderThis, renderDelay)
function init() {
  source = document.querySelector("script[type='x-shader/x-fragment']")

  document.title = "🥚"

  renderer = new Renderer(canvas, dpr)
  pointers = new PointerHandler(canvas, dpr)
  store    = new Store(window.location)
  editor   = new Editor(codeEditor, error, indicator)
  editor.text = source.textContent
  renderer.setup()
  renderer.init()

  if (!editMode) {
    btnToggleView.checked = true
    toggleView()
  }
  if (resolution === .5) {
    btnToggleResolution.checked = true
    toggleResolution()
  }
  canvas.addEventListener('shader-error', e => editor.setError(e.detail))

  resize()

  if (renderer.test(source.textContent) === null) {
    renderer.updateShader(source.textContent)
  }
  loop(0)
  window.onresize = resize
  window.addEventListener("keydown", e => {
    if (e.key === "L" && e.ctrlKey) {
      e.preventDefault()
      btnToggleView.checked = !btnToggleView.checked
      toggleView()
    }
  })
}
class Renderer {
  #vertexSrc = "#version 300 es\nprecision highp float;\nin vec4 position;\nvoid main(){gl_Position=position;}"
  #fragmtSrc = "#version 300 es\nprecision highp float;\nout vec4 O;\nuniform float time;\nuniform vec2 resolution;\nvoid main() {\n\tvec2 uv=gl_FragCoord.xy/resolution;\n\tO=vec4(uv,sin(time)*.5+.5,1);\n}"
  #vertices = [-1, 1, -1, -1, 1, 1, 1, -1]
  constructor(canvas, scale) {
    this.canvas = canvas
    this.scale = scale
    this.gl = canvas.getContext("webgl2")
    this.gl.viewport(0, 0, canvas.width * scale, canvas.height * scale)
    this.shaderSource = this.#fragmtSrc
    this.mouseCoords = [0, 0]
    this.pointerCoords = [0, 0]
    this.nbrOfPointers = 0
  }
  get defaultSource() { return this.#fragmtSrc }
  updateShader(source) {
    this.reset()
    this.shaderSource = source
    this.setup()
    this.init()
  }
  updateMouse(coords) {
    .........完整代码请登录后点击上方下载按钮下载查看

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