js+webgl实现三维立体奶酪在玻璃罩中旋转效果代码
代码语言:html
所属分类:三维
代码描述:js+webgl实现三维立体奶酪在玻璃罩中旋转效果代码
代码标签: js webgl 三维 立体 奶酪 玻璃罩 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"> <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 (2.*time) #define S smoothstep #define N normalize #define rot(a) mat2(cos(a-vec4(0,11,33,0))) 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(exp(sin(T*.125)*.5-.6)*1.5); p.xz*=rot(T*.2+sin(T*.1)*.5); } } vec2 rnd(float a) { vec3 p=fract(a*vec3(234.56,264.98,301.34)); p+=dot(p,p+34.56); return fract(vec2(p.x*p.y,p.y*p.z)); } vec3 pattern(vec2 uv, float t) { const float steps=30.; float d=1., e=.0; for (float i=.0; i++<steps;) { vec2 n=rnd(i), p=sin(n*t+t*.2); float f=dot(uv-p, uv-p); if (d>f) { d=f; e=i; } } return vec3(e/steps); } vec2 pmod(vec2 p, float n) { float a=atan(p.x,p.y), b=6.28318/n; a=floor(.5+a/b)*b; return rot(-a)*p; } float tor(vec3 p, vec2 s) { vec2 c=vec2(length(p.xz)-s.x, p.y); return length(c)-s.y; } float disc(vec3 p, vec2 s) { vec2 c=vec2(length(p)-s.x, abs(p.y)-s.y); return length(max(c,.0))+min(.0,max(c.x,c.y)); } 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 rod(vec3 p, vec2 s) { p.y-=clamp(p.y,-s.y*.5,s.y*.5); return length(p)-s.x; } vec3 smin(vec3 a, vec3 b, float k) { vec3 h=clamp(.5+.5*(b-a)/k,.0,1.); return mix(b,a,h)-k*h*(1.-h); } float oct(vec3 p, float s) { p=smin(p,-p,-.05); return (p.x+p.y+p.z-s)*(1./sqrt(3.)); } 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 gem(vec3 p, float s) { const float w=.78539816, sn=sin(w), cs=cos(w); const mat2 m=mat2(cs,-sn,sn,cs); vec3 q=p; q.xz*=m; float a=max(smin(smin(oct(p,s),oct(q,s),-.0125),(q.y-.2),-.0125),-(p.y+.6)), b=tor(p-vec3(0,-.7,0),vec2(.2,.1)); return min(a,b); } vec2 map(vec3 p) { p.y+=.5; vec3 q=p; q.xz=pmod(q.xz, 3.); q.z-=.5; q.xy*=rot(1.5707); vec2 a=vec2(box(p,vec3(1.+.025))-.025,1), b=vec2(.7*disc(p-vec3(0,-1.35,0),vec2(3,.3-.012))-.0125,0), c=vec2(smin(-(p.y+1.046), min( abs(rod(p,vec2(2.2,1.5)))-.1, gem(p-vec3(0,3.7,0),.9) ),-.08),-1); a=a.x<b.x?a:b; return a.x < c.x ? a : c; } 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 ); } const vec3 material = vec3(1,.7, .4); const vec3 ambientLight = vec3(1); const vec3 diffuseLight = vec3(.6, .8, 1); const vec3 specularLight = vec3(.95,.9,.8); float effect(vec2 p) { p=abs(abs(p)-vec2(1.1,.85))-vec2(1,.75); float d=length(max(p,.0))+min(.0,max(p.x,p.y))-.02; return S(.01,.0,d); } void main() { vec2 uv=(FC-.5*R)/min(R.x,R.y); vec3 col=vec3(0), p=vec3(0,0,exp(1.)+exp(cos(3.1415926536+T*.125))*1.5-12.), rd=N(vec3(uv,.9)); const float steps=400., maxd=7.5; cam(p); cam(rd); float bnz=.0, a=1., k=.5, side=1., dd=.0, at=.0; for (float i=.0; i++<steps;) { vec2 d=map(p); d.x*=side; if (abs(d.x)<1e-3) { if (bnz++>6.) break; vec3 n=norm(p)*side, l=N(vec3(0,4,3)), r=reflect(rd,n); if (dot(l,n)<.0) l=-l; if (d.y > .0) { col=max(col,pattern(p.xy,21.+sign(n.z))*abs(n.z))*material; col=max(col,pattern(p.yz,19.+sign(n.x))*abs(n.x))*material; col=max(col,pattern(p.xz,22.)*abs(n.y))*material; } if (d.y > -1.) { vec3 diff=.8*clamp(dot(rd.xz,n.xz)*.5+.5,.0,1.)*diffuseLight, spec=.3*max(.0001,pow(dot(reflect(-l,n),-N(rd)),32.))*specularLight, ambt=.25*mix(vec3(.4,.6,.8),vec3(0),dot(n,vec3(0,1,0))*.5+.5)*ambientLight, phong=diff+spec+ambt; col+=max(phong*a,.001); a*=k; } if (d.y < .0) { vec3 diff=.15*clamp(dot(rd.xz,n.xz)*.5+.5,.0,1.)*diffuseLight; col+=a*diff; side=-side; rd=refract(rd,n,1.+.25*side); d.x=.02; } else { rd=r; d.x=3e-3; } vec3 q=rd*2.3; q.yz*=rot(.45); col+=a*max(.25*effect(q.xz*5.)*n.y,.0); } if (d.x>maxd) break; p+=rd*d.x; dd+=d.x; at+=.05*(.05/dd); } col=mix(mix(vec3(.6,.8,.9),vec3(.35,.5,.65),length(rd.xy)*.75),col,S(2.2,.2,length(uv))); at*=6.; col+=at*at; 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 = 1 // 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) { .........完整代码请登录后点击上方下载按钮下载查看
网友评论0