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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