webgl+canvas实现递归四面体三维变色动画效果代码
代码语言:html
所属分类:三维
代码描述:webgl+canvas实现递归四面体三维变色动画效果代码
代码标签: webgl canvas 递归 四面体 三维 变色 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 > <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; #define FC gl_FragCoord.xy #define R resolution #define T (time+12.) #define N normalize #define S smoothstep #define MN min(R.x,R.y) #define rot(a) mat2(cos((a)-vec4(0,11,33,0))) #define hue(a) (.25+.6*cos(6.3*(a)+vec3(0,83,21))) #define lum(a) dot(vec3(.21,.71,.07),a) float shape(vec3 p) { // See details at: // http://blog.hvidtfeldts.net/index.php/2011/08/distance-estimated-3d-fractals-iii-folding-space/ float offset=1.2, n=5.; for (float i=.0; i++<n;) { if(p.x+p.y<.0) p.xy=-p.yx; // fold 1 if(p.x+p.z<.0) p.xz=-p.zx; // fold 2 if(p.y+p.z<.0) p.zy=-p.yz; // fold 3 p=2.*p-offset; } return length(p)*pow(2.,-n)-.052; } vec2 map(vec3 p) { vec3 q=p; //p.y+=.5; //p.yz*=rot(-.955); //p.xz*=rot(-.78); vec2 a=vec2(shape(p),1), b=vec2(q.y+1.215,0); a=a.x<b.x?a:b; return a; } 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 ); } float calcAO(vec3 p, vec3 n) { float o=.0, s=1.; for(float i=.0; i++<5.;) { float h=.01+.12*i/4., d=map(p+h*n).x; o+=(h-d)*s; s*=.65; if(o>.5) break; } return clamp(1.-3.*o,.0,1.)*(.5+.5*n.y); } float shadow(vec3 p, vec3 lp) { float shd=1., maxd=length(lp-p); vec3 l=N(lp-p); for (float i=1e-3; i<maxd;) { float d=map(p+l*i).x; if (d<1e-3) { shd=.0; break; } shd=min(shd,48.*d/i); i+=d; } return shd; } void cam(inout vec3 p) { p.yz*=rot(-(sin(1.5707-move.y*6.3/MN)*.5-.5)+(cos(T*.1)*.5+.5)); p.xz*=rot(-move.x*6.3/MN+(sin(T*.2)*.5)); } float box(vec3 p) { p=abs(p); return max(max(p.x,p.y),p.z); } void main() { vec2 uv=(FC-.5*R)/MN; vec3 col=vec3(0), p=vec3(0,0,-10), rd=N(vec3(uv,3.-exp(-cos(T*.05)*.3))); cam(p); cam(rd); float dd=.0; for (float i=.0; i++<400.;) { vec2 d=map(p); if (abs(d.x)<1e-3) { vec3 n=norm(p), lp=vec3(-1,4,-5), l=N(lp-p); float shd=shadow(p+n*3e-3,lp), occ=calcAO(p+n*3e-3,n), diff=clamp(dot(l,n),.0,1.), ref=pow(dot(reflect(rd,n),l),64.); col+=.2+diff*shd*occ; // In the next line change box to either length or shape and see what happens col*=1.2*hue(box(p*(d.y>.0?.65:.1))+(d.y>.0?.6-T*.05:-T*.05)); if (d.y>.0) col+=sqrt(max(.0,lum(col))); if (ref>.0 && d.y>.0) col+=ref; col/=1.+exp(-col); col=sqrt(col); break; } if (d.x>200.) break; p+=rd*d.x; dd+=d.x; } col=mix(vec3(0),col,exp(-125e-5*dd*dd)); O=vec4(col,1); }</script> <script id="rendered-js" > /********* * 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.........完整代码请登录后点击上方下载按钮下载查看
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