webgl实现星际迷航飞船陨石太空飞行拖影动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现星际迷航飞船陨石太空飞行拖影动画效果代码
代码标签: webgl 星际 迷航 飞船 陨石 太空 飞行 拖影 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) * * To explore strange new worlds, to seek out new life * and new civilizations, to boldly go where no man has * gone before. */ precision highp float; out vec4 O; uniform vec2 resolution; uniform float time; uniform sampler2D pebbles; #define FC gl_FragCoord.xy #define T time #define R resolution #define MN min(R.x,R.y) // Returns a pseudo random number for a given point (white noise) float rnd(vec2 p) { p=fract(p*vec2(12.9898,78.233)); p+=dot(p,p+34.56); return fract(p.x*p.y); } // Returns a pseudo random number for a given point (value noise) float noise(in vec2 p) { vec2 i=floor(p), f=fract(p), u=f*f*(3.-2.*f); float a=rnd(i), b=rnd(i+vec2(1,0)), c=rnd(i+vec2(0,1)), d=rnd(i+1.); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); } // Returns a pseudo random number for a given point (fractal noise) float fbm(vec2 p) { float t=.0, a=1.; mat2 m=mat2(1.,-.5,.2,1.2); for (int i=0; i<5; i++) { t+=a*noise(p); p*=2.*m; a*=.5; } return t; } float clouds(vec2 p) { float d=1., t=.0; for (float i=.0; i<3.; i++) { float a=d*fbm(i*10.+p.x*.2+.2*(1.+i)*p.y+d+i*i+p); t=mix(t,d,a); d=a; p*=2./(i+1.); } return t; } void main(void) { vec2 uv=(FC-.5*R)/MN,st=uv*vec2(2,1); vec3 col=vec3(0); float bg=clouds(vec2(st.x+T*.5,-st.y)); uv*=1.-.3*(sin(T*.2)*.5+.5); for (float i=1.; i<12.; i++) { uv+=.1*cos(i*vec2(.1+.01*i, .8)+i*i+T*.5+.1*uv.x); vec2 p=uv; float d=length(p); col+=.00125/d*(cos(sin(i)*vec3(1,2,3))+1.); float b=noise(i+p+bg*1.731); col+=.002*b/length(max(p,vec2(b*p.x*.02,p.y))); col=mix(col,vec3(bg*.25,bg*.137,bg*.05),d); } 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 = 'Star Treck' 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) .........完整代码请登录后点击上方下载按钮下载查看
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