canvas+webgl实现三维机器之心旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:canvas+webgl实现三维机器之心旋转动画效果代码
代码标签: canvas webgl 三维 机器 之心 旋转 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 0.25rem); 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: 0.5em; 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: 0.5em 1.25em; background: #1111; border-radius: 4px; } .controls::before, .controls::after { content: ""; position: absolute; z-index: -1; inset: 0; transform: scale(0.95); 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(0.98); 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: 0.2; filter: saturate(0) invert(1); cursor: pointer; transition: opacity 200ms ease-in-out; padding: 0.25em 0.5em; } 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 move; uniform int pointerCount; #define P pointerCount #define FC gl_FragCoord.xy #define R resolution #define T time #define N normalize #define S smoothstep #define rot(a) mat2(cos(a-vec4(0,11,33,0))) 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); } vec3 smthng(vec3 a, vec3 b, float k) { vec3 h=clamp(.5+.5*(b/a),.0,1.); return mix(b,a,h)-k*h*(1.-h); } vec3 kifs(vec3 p) { for (int i=0; i<2; i++) { p.yz*=rot(T); p.xz*=rot(T); p=smthng(p,-p,-1.); p-=vec3(.26,.02,.1); } return p; } float box(vec3 p, vec3 s, float r) { p=abs(p)-(s-r); return length(max(p,.0))+min(.0,max(max(p.x,p.y),p.z))-r; } float mspo(vec3 p, vec3 s, float r, float l) { const float k=.25; float d=box(p,s,r), res=d, f=1., i=.0; for(; i++<l;) { vec3 a=mod(p*f,2.)-1., r=abs(1.-3.*abs(a)); f*=3.; float da=max(r.x,r.y), db=max(r.y,r.z), dc=max(r.z,r.x), c=(smin(da,smin(db,dc,k),k)-.75)/f; if(c>d) d=c, res = c; } return res; } float glow=.0; float map(vec3 p) { vec3 st=p; st=kifs(st); float t=T*2., k=.025, sp=length(st-vec3(.5*sin(t), .125*cos(t), -.5*(sin(T)*.125+.8)))-k; sp=min(sp,length(st-vec3(pow(.15*-cos(t*.7),2.), .125*-sin(t), 0))-k); sp=min(sp,length(st-vec3(pow(.125*cos(t*1.1),2.), .125*sin(t), .5*(cos(T)*.125+.8)))-k); glow+=.05/(.05+sp*sp*80.); return min(mspo(p, vec3(1),.005,3.), sp); } float calcAO(in vec3 pos, in vec3 nor) { float occ=.0, sca=1.; for(float i=.0; i++<5.;) { float h=.01+.12*float(i)/4., d=map(pos+h*nor); occ+=(h-d)*sca; sca*=.95; if(occ>.35) break; } return clamp(1.-3.*occ,.0,1.)*(.5+.5*nor.y); } vec3 norm(vec3 p) { float h=1e-3; vec2 k=vec2(-1,1); return N( k.xyy*map(p+k.xyy*h)+ k.yxy*map(p+k.yxy*h)+ k.yyx*map(p+k.yyx*h)+ k.xxx*map(p+k.xxx*h) ); } void cam(inout vec3 p) { p.yz*=rot(move.y*6.3/min(R.x,R.y)+(P>0?.0:sin(T*.5)*.5+.5)); p.xz*=rot(-move.x*6.3/min(R.x,R.y)+(P>0?.0:T*.7)); } void main() { vec2 uv=(FC-.5*R)/min(R.x,R.y); vec3 col=vec3(0), p=vec3(0,0,-(-S(-1.,-2.,log(2.*pow(sin(T*.2),2.))))-4.), ro=p, rd=N(vec3(uv,1)); cam(p); cam(rd); float dd=.0; for (float i=.0; i++<400.;) { float d=map(p); if (d<1e-3 || d>12.) break; p+=rd*d; dd+=d; } vec3 n=norm(p), lp=vec3(0,1,-3); cam(lp); vec3 l=N(lp-p); float falloff=.1+10./dot(lp-p,lp-p), diffuse=clamp(dot(l,n),.0,1.), occlusion=calcAO(p,n); col+=diffuse*occlusion*falloff; vec3 ambient=vec3(1,.95,.8); col+=.1*ambient; if (dd>12.) col=mix(vec3(0),vec3(.35,.5,.65),S(.7,.0,length(uv))); col+=vec3(.95,.4,.8)*glow*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 = 0.5; // 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 ? 0.5 : 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 === 0.5) { 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(sh.........完整代码请登录后点击上方下载按钮下载查看
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