webgl实现三维小球穿越虫洞时空折叠动画效果代码

代码语言:html

所属分类:动画

代码描述:webgl实现三维小球穿越虫洞时空折叠动画效果代码

代码标签: webgl 三维 小球 穿越 虫洞 时空 折叠 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">
  



  
  
</head>

<body>
  <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 rot(a) mat2(cos(a-vec4(0,11,33,0)))
float map(vec3 p) { return length(p)-1.; }
vec3 stars(vec2 uv) {
	vec3 col=vec3(0),
	ro=vec3(.2+sin(T*.2)*.1,1,T*.1),
	rd=vec3(uv,.2);
	float d=.0, e=.0;
	for (int i=0; i<40; i++) {
		vec3 p=ro+rd*d;
		p.z=fract(p.z);
		for (int j=0; j<10; j++) {
			p=abs(p)/dot(p,p*.5)-.8;
		}
		e+=(1.-e)*dot(p,p)*.002;
		col+=vec3(e*.8,.5-d,d*.5)*e*.05;
		d+=.01;
	}
	
	return col;
}
void cam(inout vec3 p) {
	if (P>0) {
		p.yz*=rot(-mouse.y*3.14+1.57);
		p.xz*=rot(1.57-mouse.x*3.14);
	} else {
		p.xz*=rot(sin(T*.125)*.75);
	}
}
void main() {
	vec2 uv=(FC-.5*R)/min(R.x,R.y);
	float t=sin(T*.5)*.2;
	vec3 col=vec3(0),
	p=vec3(sin(T+t),cos(T+t),exp(1.)+exp(cos(T+t))*1.5-12.),
	rd=normalize(vec3(uv,1.));
	cam(p); cam(rd);
	for (float i=.0; i<400.; i++) {
		float d=map(p);
		if (d<1e-3) {
			vec2 e=vec2(1e-3,0);
			vec3 n=normalize(map(p)-vec3(map(p+e.xyy),map(p+e.yxy),map(p+e.yyx)));
			rd=reflect(rd,n);
			d=3e-1;
		}
		if (d>12.) {
			col=stars(rd.xy);
			break;
		}
		p+=rd*d;
	}
	col=mix(col,vec3(.3,.6,.9),pow(abs(rd.y),1.4));
	O=vec4(col,1);
}</script>
  
      <script id="rendered-js" >
window.onload = init
function init() {
  let renderer, pointers, canvas
  const dpr = Math.max(1, .5*devicePixelRatio)

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

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

    if (renderer) {
      renderer.updateScale(dpr)
    }
  }

  const source = document.querySelector("script[type='x-shader/x-fragment']").textContent

  canvas = document.createElement("canvas")
  document.title = "🌞"
  document.body.innerHTML = ""
  document.body.appendChild(canvas)
  document.body.style = "margin:0;touch-action:none;overflow:hidden"
  canvas.style.width = "100.1%"
  canvas.style.height = "auto"
  canvas.style.objectFit = "contain"
  canvas.style.userSelect = "none"

  renderer = new Renderer(canvas, dpr)
  pointers = new PointerHandler(canvas, dpr)
  renderer.setup()
  renderer.init()

  resize()

  if (renderer.test(source) === null) {
    renderer.updateShader(source)
  }

  window.onresize = resize

  const loop = (now) => {
    renderer.updateMouse(pointers.first)
    renderer.updatePointerCount(pointers.count)
    renderer.updatePointerCoords(pointers.coords)
    renderer.render(now)
    requestAnimationFrame(loop)
  }
  loop(0)
}
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)) {
      console.err.........完整代码请登录后点击上方下载按钮下载查看

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