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
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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