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 = sour.........完整代码请登录后点击上方下载按钮下载查看
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