webgl实现跟随鼠标交互的宇宙黑洞效果代码

代码语言:html

所属分类:其他

代码描述:webgl实现跟随鼠标交互的宇宙黑洞效果代码

代码标签: webgl 跟随 鼠标 交互 宇宙 黑洞

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>
html, body {
	position: absolute;
	top: 0px;
	left: 0px;
	right: 0px;
	bottom: 0px;
	padding: 0px;
	//cursor: none;
	margin: 0px;
	overflow: hidden;
	display: flex;
	height: 100%;
	width: 100%;
	background-color: #000;
}

canvas {
	margin: auto auto;
}
</style>


  
  
</head>

<body translate="no">
  <script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[

// Look below at line 23 for realism.

#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

uniform sampler2D u_image;
varying vec2 v_texCoord;

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_mass;
uniform float u_time;
uniform float u_clickedTime;

vec2 rotate(vec2 mt, vec2 st, float angle){
	float cos = cos((angle + u_clickedTime) * PI); // try replacing * 1.0 with * PI
	float sin = sin(angle * 0.0); // try removing the * 0.0
	
	// Uncomment these two lines for realism
	//float cos = cos(angle) * (u_time * 0.3);
	//float sin = sin(angle) * (u_time * 0.3);
	
	float nx = (cos * (st.x - mt.x)) + (sin * (st.y - mt.y)) + mt.x;
	float ny = (cos * (st.y - mt.y)) - (sin * (st.x - mt.x)) + mt.y;
	return vec2(nx, ny);
}

void main() {
     vec2 st = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y)/u_resolution;
	vec2 mt = vec2(u_mouse.x, u_resolution.y - u_mouse.y)/u_resolution;

	float dx = st.x - mt.x;
	float dy = st.y - mt.y;

	float dist = sqrt(dx * dx + dy * dy);
	float pull = u_mass / (dist * dist);
	
     vec3 color = vec3(0.0);
	
	vec2 r = rotate(mt,st,pull);
	vec4 imgcolor = texture2D(u_image, r);
	color = vec3(
		(imgcolor.x - (pull * 0.25)),
		(imgcolor.y - (pull * 0.25)), 
		(imgcolor.z - (pull * 0.25))
	);
	

     gl_FragColor = vec4(color,1.);
}
// ]]></script>
<script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[
	attribute vec2 a_position;
	attribute vec2 a_texCoord;
	
	varying vec2 v_texCoord;
	void main() {
		gl_Position = vec4(a_position, 0, 1);
		v_texCoord = a_texCoord;
	}
	// ]]></script>
<canvas id="glscreen"></canvas>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/jquery-3.2.1.min.js"></script>
      <script  >
var bgUrl = '//repo.bfw.wiki/bfwrepo/image/665a539c3f82e.png';

var blackholeMass = 5500;
var curblackholeMass = 0;

var canvas, gl; // canvas and webgl context

var shaderScript;
var shaderSource;
var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on
var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces" on a 3d model.
var buffer;

/* Variables holding the location of uniform variables in the WebGL. We use this to send info to the WebGL script. */
var locationOfTime;
var locationOfResolution;
var locationOfMouse;
var locationOfMass;
var locationOfclickedTime;

var originY = window.innerHeight,
originX = window.innerWidth;

var mouse, targetMouse;

var startTime = new Date().getTime(); // Get start time for animating
var currentTime = 0;

var clicked = false,
clickedTime = 0;

$(document).mousedown(function () {
  clicked = true;
});
$(document).mouseup(function () {
  clicked = false;
});

function init(image) {
  // standard canvas setup here, except get webgl context
  canvas = document.getElementById('glscreen');
  gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
  canvas.width = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;
  canvas.height = window.innerWidth >= window.innerHeight ? window.innerWidth : window.innerHeight;

  mouse = { x: originX / 2, y: -(originY / 2) + canvas.height, moved: false };
  targetMouse = { x: mouse.x, y: mouse.y }; // Initialize targetMouse
  $(document).mousemove(function (e) {
    targetMouse.x = e.pageX; // Update target mouse position
    targetMouse.y = -e.pageY + canvas.height;
    mouse.moved = true;
  });

  // give WebGL it's viewport
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

  // kind of back-end stuff
  buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(
  gl.ARRAY_BUFFER,
  new Float32Array([
  -1.0, -1.0,
  1.0, -1.0,
  -1.0, 1.0,
  -1.0, 1.0,
  1.0, -1.0,
  1.0, 1.0]),
  gl.STATIC_DRAW);
  // ^^ That up there sets up the vertex's used to draw onto. I think at least, I haven't payed much attention to vertex's yet, for all I know I'm wrong.

  shaderScript = document.getEle.........完整代码请登录后点击上方下载按钮下载查看

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