canvas+webgl实现立方体层叠漩涡动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas+webgl实现立方体层叠漩涡动画效果代码
代码标签: canvas webgl 立方体 层叠 漩涡 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"> <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 vec2 resolution; uniform float time; #define FC gl_FragCoord.xy #define R resolution #define T (.5*time) #define S smoothstep #define N normalize #define rot(a) mat2(cos((a)-vec4(0,11,33,0))) vec3 palette(float k) { vec3 a=vec3(.5), b=vec3(.5), c=vec3(1), d=vec3(0,.1,.2); return a+b*cos(6.28318*(c*k+d)); } void cam(inout vec3 p) { p.xy*=rot(T*.25); } float box(vec3 p, float s) { p=abs(p)-1.; return length(max(p,.0))+min(.0,max(max(p.x,p.y),p.z)); } float tor(vec3 p, vec2 s) { vec2 c=vec2(length(p.xy)-s.x,p.z); return length(c)-s.y; } float glow=.0; vec4 map(vec3 p) { float t=T*.25, pt=10.; const float k=8.; p.xy*=rot(-p.z*.01); vec3 id=floor(p/k); p=mod(p,k)-k*.5; p.xy*=rot(t); float d=box(p,1.), b=tor(p+vec3(0,0,.8),vec2(.7,.05)); d=max(d,-b); glow+=.05/(.05+b*b*80.); return vec4(d,id); } 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 ); } vec3 dir(vec2 uv, vec3 p, vec3 t, float z) { vec3 up=vec3(0,1,0), f=N(p-t), r=N(cross(up,f)), u=cross(f,r), c=f*z, i=c+uv.x*r+uv.y*u, d=N(i); return d; } void main(void) { float t=T*.25, tt=mod(T,50.)*25.; vec2 uv=(FC-.5*R)/min(R.x,R.y); vec3 col=vec3(0), p=vec3(3.*sin(T*.2),0,tt), rd=dir(uv,p,vec3(3.*sin(T*.1),0,-tt),exp(cos(floor(t)+pow(S(.0,1.,fract(t)),10.)))); cam(p); cam(rd); const float steps=90., maxd=6.; float bnz=.0, dd=.0; for (float i=.0; i<steps; i++) { vec4 d=map(p); if (abs(d.x)<1e-3) { if (bnz++>.0) break; vec3 n=norm(p), r=reflect(rd,n), lp=vec3(0,0,-1), l=N(lp); col=mix(col,vec3(clamp(dot(l,n),.0,1.)),d.x); col=mix(col,palette(.5+.5*sin(d.y+d.z+d.w)),.3); rd=r; d.x=6e-3; } if (d.x>maxd) break; p+=rd*d.x; dd+=d.x; } col=mix(vec3(1),sqrt(col),max(.0,dd/100.)); col+=vec3(.95,.4,.8)*glow; 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 = .5 // 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 = 'It Is All Just a Reflection' 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.updateMove(pointers.move) 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.mouseMove = [0, 0] 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() } updateMove(deltas) { this.mouseMove = deltas } 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.error(gl.getShaderInfoLog(shader)) this.canvas.dispatchEvent(new CustomEvent('shader-error', { detail: gl.getShaderInfoLog(shader) })) } } test(source) { let result = null const gl = this.gl const shader = gl.createShader(gl.FRAGMENT_SHADER) gl.shaderSource(shader, source) gl.compileShader(shader) if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { result = gl.getShaderInfoLog(shader) } if (gl.getShaderParameter(shader, gl.DELETE_STATUS)) { gl.deleteShader(shader) } return result } reset() { const { gl, program, vs, fs } = this if (!program || gl.getProgramParameter(program, gl.DELETE_STATUS)) return if (gl.getShaderParameter(vs, gl.DELETE_STATUS)) { gl.detachShader(program, vs) gl.deleteShader(vs) } if (gl.getShaderParameter(fs, gl..........完整代码请登录后点击上方下载按钮下载查看
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