webgl实现canvas三维木碗木球旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl实现canvas三维木碗木球旋转动画效果代码,右上角可设置速度。
代码标签: webgl canvas 三维 木碗 木球 旋转 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; } ::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 mouse (touch/R) #define P pointerCount #define FC gl_FragCoord.xy #define R resolution #define T time #define S smoothstep #define N normalize #define rot(a) mat2(cos(a-vec4(0,11,33,0))) 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); } vec2 map(vec3 p) { p.y+=.25; float bwl=smin(abs(length(p)-1.)-.1, (p.y-.25), -.025), bl0=length(p-vec3(0,.5,0))-.5, bl1=length(p-vec3(sin(T),1.5,0))-.25, bl2=length(p-vec3(0,2.125,cos(T)*.5))-.125; vec2 a=vec2(bwl,0), b=vec2(bl0,1), c=vec2(bl1,2), d=vec2(bl2,3); a=a.x<b.x?a:b; a=a.x<c.x?a:c; a=a.x<d.x?a:d; 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 rnd(vec2 p) { return fract(sin(dot(p,vec2(12.9898,78.233)))*345678.); } float noise(vec2 p) { vec2 f=fract(p), i=floor(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=.5; for (int i=0; i<5; i++) { t+=a*noise(p); p*=2.; a*=.5; } return t; } float pattern(vec2 p) { float d=1.; p.y+=.085; for (float i=.0; i<3.; i++) { float a=fbm(p*d), b=fbm((p*mat2(1.6,-1.2,1.2,-1.6))*8.*d); d=a+b-a*b; p*=2.; } return tanh(d*d); } float calcAO(vec3 p, vec3 n) { float occ=.0, sca=1.; for (float i=.0; i<5.; i++) { float h=.01+i*.04, d=map(p+h*n).x; occ+=(h-d)*sca; sca*=.55; if (occ>.35) break; } return clamp(1.-3.*occ,.0,1.)*(.5+.5*n.y); } float shadow(vec3 ro,vec3 rd,float mind,float maxd) { float shd = 1.; for (int i=0; i<24; i++) { float d = map(ro+rd*mind).x; shd = min(shd,clamp(12.*d/mind,.0,1.)); mind += clamp(d,.01,.2); if (abs(shd)<1e-3 || mind>maxd) break; } return S(.0,1.,shd); } 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 { float t=T*.2; t+=sin(t)*.5+.5; p.yz*=rot(exp((cos(t)*.5-.75)-.5)); p.xz*=rot((sin(t)*.5+.5)*.2+t); } } void main() { vec2 uv=(FC-.5*R)/min(R.x,R.y); float t=T*.2; t+=sin(t)*.5+.5; vec3 col=vec3(0), p=vec3(0,0,exp(-cos(t))*1.5-9.), rd=N(vec3(uv,1.9)); cam(p); cam(rd); const float steps=400., maxd=12.; for (float i=.0; i<steps; i++) { vec2 d=map(p); if (abs(d.x)<1e-3) { vec3 n=norm(p), r=reflect(rd,n), l=N(vec3(0,10,0)); float diff=clamp(dot(l,n)*.5+.5,.0,1.), fres=pow(S(1.,.0,dot(rd,n)),2.), spec=pow(r.y*.5+.5,7.); col+=diff*fres*calcAO(p,n)+spec; col=1.5*mix(.55*col,col,clamp(shadow(p+n*5e-2,l,5e-3,2.5),.0,1.)); col*=mix(vec3(.9,.5,.3),vec3(.9,.4,.1),n.y*.5+.5); vec3 q=p; if (d.y == 2.) q.x-=sin(T); else if (d.y == 3.) { q.z-=cos(T)*.5; q*=.8; } q.xz*=rot(1.5707*d.y); q.y-=clamp(round(q.y/.5),-2.,2.)*.5; q.yz=round(q.yz*.8); q.xz*=.15; n=norm(q); col=mix(col,vec3(1)*max(max( pattern(q.xy)*abs(n.z), pattern(q.yz)*abs(n.x)), pattern(q.xz)*abs(n.y) ),.5); col=tanh(col*col*col*col); break; } if (d.x>maxd) break; p+=rd*d.x; } col=pow(col,vec3(.4545)); 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) { this.mouseCoords = coords } updatePointerCoords(coords) { this.pointerCoords = coords } updatePointerCount(nbr) { this.nbrOfPointers = nbr } updateScale(scale) { this.scale = scale this.gl.viewport(0, 0, this.canvas.width * scale, this.canvas.height * scale) } compile(shader, source) { const gl = this.gl gl.shaderSource(shader, source) gl.compileShader(shader) if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)).........完整代码请登录后点击上方下载按钮下载查看
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