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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