webgl实现流体液态文字模拟交互动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现流体液态文字模拟交互动画效果代码,鼠标从文字上方划过看看效果。
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> body, html { padding: 0; margin: 0; } canvas { position: fixed; top: 0; left: 0; width: 100%; height: 100%; } .lil-gui { --width: 450px; max-width: 90%; --widget-height: 20px; font-size: 15px; --input-font-size: 15px; --padding: 10px; --spacing: 10px; --slider-knob-width: 5px; --background-color: rgba(5, 0, 15, .8); --widget-color: rgba(255, 255, 255, .3); --focus-color: rgba(255, 255, 255, .4); --hover-color: rgba(255, 255, 255, .5); --font-family: monospace; } </style> </head> <body translate="no"> <canvas></canvas> <script type="x-shader/x-fragment" id="vertShader"> precision highp float; varying vec2 vUv; attribute vec2 a_position; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 u_texel; void main () { vUv = .5 * (a_position + 1.); vL = vUv - vec2(u_texel.x, 0.); vR = vUv + vec2(u_texel.x, 0.); vT = vUv + vec2(0., u_texel.y); vB = vUv - vec2(0., u_texel.y); gl_Position = vec4(a_position, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderAdvection"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_velocity_texture; uniform sampler2D u_input_texture; uniform vec2 u_texel; uniform float u_dt; uniform float u_use_text; uniform sampler2D u_text_texture; vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { vec2 st = uv / tsize - 0.5; vec2 iuv = floor(st); vec2 fuv = fract(st); vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); } void main () { vec2 coord = vUv - u_dt * bilerp(u_velocity_texture, vUv, u_texel).xy * u_texel; float text = texture2D(u_text_texture, vec2(vUv.x, 1. - vUv.y)).r; float dissipation = (.96 + text * .04 * u_use_text); gl_FragColor = dissipation * bilerp(u_input_texture, coord, u_texel); gl_FragColor.a = 1.; } </script> <script type="x-shader/x-fragment" id="fragShaderDivergence"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_velocity_texture; void main () { float L = texture2D(u_velocity_texture, vL).x; float R = texture2D(u_velocity_texture, vR).x; float T = texture2D(u_velocity_texture, vT).y; float B = texture2D(u_velocity_texture, vB).y; float div = .6 * (R - L + T - B); gl_FragColor = vec4(div, 0., 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderPressure"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_pressure_texture; uniform sampler2D u_divergence_texture; uniform sampler2D u_text_texture; void main () { float text = texture2D(u_text_texture, vec2(vUv.x, 1. - vUv.y)).r; float L = texture2D(u_pressure_texture, vL).x; float R = texture2D(u_pressure_texture, vR).x; float T = texture2D(u_pressure_texture, vT).x; float B = texture2D(u_pressure_texture, vB).x; float C = texture2D(u_pressure_texture, vUv).x; float divergence = texture2D(u_divergence_texture, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; pressure += (.2 * text); gl_FragColor = vec4(pressure, 0., 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderGradientSubtract"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_pressure_texture; uniform sampler2D u_velocity_texture; uniform sampler2D u_text_texture; void main () { float L = texture2D(u_pressure_texture, vL).x; float R = texture2D(u_pressure_texture, vR).x; float T = texture2D(u_pressure_texture, vT).x; float B = texture2D(u_pressure_texture, vB).x; vec2 velocity = texture2D(u_velocity_texture, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderPoint"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_input_texture; uniform float u_ratio; uniform vec3 u_point_value; uniform vec2 u_point; uniform float u_point_size; uniform sampler2D u_text_texture; void main () { vec2 p = vUv - u_point.xy; p.x *= u_ratio; vec3 splat = pow(2., -dot(p, p) / u_point_size) * u_point_value; float text = texture2D(u_text_texture, vec2(vUv.x, 1. - vUv.y)).r; splat *= (.7 + .2 * text); vec3 base = texture2D(u_input_texture, vUv).xyz; gl_FragColor = vec4(base + splat, 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderOutputShader"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_output_texture; uniform sampler2D u_text_texture; void main () { vec3 C = texture2D(u_output_texture, vUv).rgb; float text = texture2D(u_text_texture, vec2(vUv.x, 1. - vUv.y)).r; float a = max(C.r, max(C.g, C.b)); a += text; gl_FragColor = vec4(vec3(1.) - C, a); } </script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; const canvasEl = document.querySelector("canvas"); const textureEl = document.createElement("canvas"); const textureCtx = textureEl.getContext("2d"); const fontOptions = { "Arial": "Arial, sans-serif", "Verdana": "Verdana, sans-serif", "Tahoma": "Tahoma, sans-serif", "Times New Roman": "Times New Roman, serif", "Georgia": "Georgia, serif", "Garamond": "Garamond, serif", "Courier New": "Courier New, monospace", "Brush Script MT": "Brush Script MT, cursive" }; const params = { fontName: "Verdana", isBold: false, fontSize: 80, text: "bfw", pointerSize: null, color: { r: 1., g: .0, b: .5 } }; const pointer = { x: 0, y: 0, dx: 0, dy: 0, moved: false }; let outputColor, velocity, divergence, pressure, canvasTexture; let isPreview = true; const gl = canvasEl.getContext("webgl"); gl.getExtension("OES_texture_float"); const vertexShader = createShader( document.getElementById("vertShader").innerHTML, gl.VERTEX_SHADER); const splatProgram = createProgram("fragShaderPoint"); const divergenceProgram = createProgram("fragShaderDivergence"); const pressureProgram = createProgram("fragShaderPressure"); const gradientSubtractProgram = createProgram("fragShaderGradientSubtract"); const advectionProgram = createProgram("fragShaderAdvection"); const outputShaderProgram = createProgram("fragShaderOutputShader"); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); createTextCanvasTexture(); initFBOs(); createControls(); setupEvents(); resizeCanvas(); window.addEventListener("resize", resizeCanvas); render(); function createTextCanvasTexture() { canvasTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, canvasTexture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri.........完整代码请登录后点击上方下载按钮下载查看
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