webgl+canvas实现交互式城市顶部鸟瞰俯视效果代码

代码语言:html

所属分类:其他

代码描述:webgl+canvas实现交互式城市顶部鸟瞰俯视效果代码

代码标签: webgl canvas 交互式 城市 顶部 鸟瞰 俯视

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>
*, *::before, *::after {
    margin: 0;
    padding: 0;
    border: 0;
    box-sizing: border-box;
}

*:focus {
    outline: none;
}

body {
    display: flex;
    align-items: center;
    justify-content: center;
    height: 100vh;
    background-color: rgb( 0, 0, 0 );
}

canvas {
    touch-action: none;
}
</style>


  
</head>

<body translate="no">
  
  
      <script >
'use strict';

//---

console.clear();

//---

let w = 0;
let h = 0;
let initialWidth = w;
let initialHeight = h;

let animationFrame = null;
let isTouchDevice = false;

const fov = 600;

const lightVector = { x: -fov * 0.25, y: 0, z: -fov * 0.5 };
const cameraVector = { x: 0, y: 0, z: -fov };

const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2') || canvas.getContext('experimental-webgl2');

const center = { x: w / 2, y: h / 2 };
const border = { left: 1, top: 1, right: w, bottom: h };
const borderDistance = 0;

const pointerDistance = 25;
let pointer = { x: 0, y: 0 };
let pointerInitialPos = { x: 0, y: 0 };
let pointerPos = { x: center.x, y: center.y };
let pointerDownButton = -1;
let pointerActive = false;

//---

let shaderProgram = null;

let webgl_vertices = [];
let webgl_faces = [];
let webgl_uvs = [];
let webgl_layers = [];

const buffers = {};

//---

const vertexCode = `#version 300 es

    in vec2 a_position;
    in vec2 a_texcoord;
    in float a_layer;

    uniform vec2 u_resolution;

    out vec2 v_texcoord;
    out float v_layer;

    void main(void) {

        v_texcoord = a_texcoord;
        v_layer = a_layer;

        vec2 pos2d = a_position.xy;
        vec2 zeroToOne = pos2d / u_resolution;
        vec2 zeroToTwo = zeroToOne * 2.0;
        vec2 clipSpace = zeroToTwo - 1.0;

        gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

    }
    
`;

const fragmentCode = `#version 300 es

    precision lowp float;
    precision lowp sampler2DArray;

    in vec2 v_texcoord;
    in float v_layer;

    uniform sampler2DArray u_textureArray;

    out vec4 fragColor;

    void main(void) {

        fragColor = texture(u_textureArray, vec3(v_texcoord, v_layer));

    }
    
`;

//---

let gridTileSize = 0;
let gridTileSizeHalf = 0;
let gridStartPositionX = 0;
let gridStartPositionY = 0;
let gridEndPositionX = 0;
let gridEndPositionY = 0;
let gridDotsPerRow = 0;
let gridDotsPerColumn = 0;
let gridWidth = 0;
let gridHeight = 0;
let gridMaxTileSize = 4;
let gridBuildingTileSizes = [{ x: 4, y: 4 }, { x: 3, y: 4 }, { x: 2, y: 4 }, { x: 4, y: 3 }, { x: 4, y: 2 }, { x: 3, y: 3 }, { x: 2, y: 3 }, { x: 3, y: 2 }, { x: 1, y: 3 }, { x: 3, y: 1 }, { x: 2, y: 2 }, { x: 1, y: 2 }, { x: 2, y: 1 }, { x: 1, y: 1 }];
let gridStreetTileTypes = ['empty', '1x1_vertical', '1x1_horizontal', '1x1_crossing', '2x1l_vertical', '2x1r_vertical', '1x2t_horizontal', '1x2b_horizontal', '1x2r_crossing', '1x2l_crossing', '2x1t_crossing', '2x1b_crossing', '2x2tl_crossing', '2x2tr_crossing', '2x2bl_crossing', '2x2br_crossing', '1x1l_horizontal_crosswalk', '1x1r_horizontal_crosswalk', '1x1b_vertical_crosswalk', '1x1t_vertical_crosswalk', '1x2lt_horizontal_crosswalk', '1x2lb_horizontal_crosswalk', '1x2rt_horizontal_crosswalk', '1x2rb_horizontal_crosswalk', '2x1tl_vertical_crosswalk', '2x1tr_vertical_crosswalk', '2x1bl_vertical_crosswalk', '2x1br_vertical_crosswalk'];
let gridTileHolder = [];
let gridCubeHolder = [];
let gridStreetHolder = [];
let gridMovementSaveXPos = 0;
let gridMovementSaveYPos = 0;

const dotsRadius = 1;
const dotsDistance = 10;
const dotsDiameter = dotsRadius * 2;
let dotsHolder = [];

let streetsCountVertical = 0;
let streetsCountHorizontal = 0;

let debugBorderElement = null;
let debugBorderElementColor = 'transparent';

//---

const texturesBuildingsCount = 64;
const textureWidth = 64;
const textureHeight = 64;

let textureHolder = [];
let promiseHolder = [];
let textureAtlas = {};
let textureArray = null;
let texture = null;
const texturesBuildingRoofsTiles = 9;
let texturesCountBuildingRoofs = 0;
let texturesCountBuildingWalls = 0;
let texturesCountStreets = 0;

const textureCubeNormals = [

{ x: 0, y: 0, z: -1 }, // front
{ x: -1, y: 0, z: 0 }, // left
{ x: 0, y: -1, z: 0 }, // top
{ x: 1, y: 0, z: 0 }, // right
{ x: 0, y: 1, z: 0 } // bottom
];


const textureBuildingColors = [

{ cWa: { r: 254, g: 236, b: 214 }, cWi: { r: 67, g: 49, b: 37 } },
{ cWa: { r: 244, g: 250, b: 240 }, cWi: { r: 13, g: 39, b: 52 } },
{ cWa: { r: 244, g: 250, b: 240 }, cWi: { r: 26, g: 36, b: 48 } },
{ cWa: { r: 228, g: 231, b: 222 }, cWi: { r: 73, g: 79, b: 79 } },
{ cWa: { r: 228, g: 231, b: 222 }, cWi: { r: 103, g: 93, b: 94 } },
{ cWa: { r: 184, g: 187, b: 196 }, cWi: { r: 38, g: 56, b: 66 } },
{ cWa: { r: 219, g: 226, b: 230 }, cWi: { r: 32, g: 45, b: 54 } },
{ cWa: { r: 249, g: 244, b: 225 }, cWi: { r: 63, g: 53, b: 61 } },
{ cWa: { r: 240, g: 243, b: 234 }, cWi: { r: 19, g: 36, b: 46 } },
{ cWa: { r: 255, g: 255, b: 255 }, cWi: { r: 22, g: 34, b: 40 } },
{ cWa: { r: 230, g: 214, b: 201 }, cWi: { r: 63, g: 68, b: 74 } },
{ cWa: { r: 213, g: 212, b: 202 }, cWi: { r: 59, g: 75, b: 72 } },
{ cWa: { r: 243, g: 237, b: 237 }, cWi: { r: 94, g: 92, b: 81 } },
{ cWa: { r: 228, g: 228, b: 203 }, cWi: { r: 63, g: 52, b: 44 } },
{ cWa: { r: 233, g: 222, b: 216 }, cWi: { r: 39, g: 46, b: 54 } },
{ cWa: { r: 238, g: 219, b: 192 }, cWi: { r: 77, g: 87, b: 88 } },
{ cWa: { r: 238, g: 230, b: 225 }, cWi: { r: 55, g: 71, b: 84 } },
{ cWa: { r: 239, g: 211, b: 196 }, cWi: { r: 95, g: 87, b: 85 } },
{ cWa: { r: 243, g: 242, b: 238 }, cWi: { r: 32, g: 42, b: 51 } },
{ cWa: { r: 243, g: 233, b: 223 }, cWi: { r: 61, g: 72, b: 74 } },
{ cWa: { r: 230, g: 228, b: 225 }, cWi: { r: 30, g: 47, b: 55 } },
{ cWa: { r: 218, g: 226, b: 230 }, cWi: { r: 15, g: 29, b: 38 } },
{ cWa: { r: 244, g: 238, b: 224 }, cWi: { r: 99, g: 92, b: 89 } },
{ cWa: { r: 242, g: 219, b: 191 }, cWi: { r: 120, g: 111, b: 73 } },
{ cWa: { r: 233, g: 239, b: 245 }, cWi: { r: 80, g: 82, b: 91 } },
{ cWa: { r: 237, g: 225, b: 211 }, cWi: { r: 47, g: 40, b: 32 } },
{ cWa: { r: 211, g: 207, b: 198 }, cWi: { r: 55, g: 46, b: 39 } },
{ cWa: { r: 223, g: 222, b: 213 }, cWi: { r: 41, g: 41, b: 39 } }];



//---

function init() {

  gl.enable(gl.SCISSOR_TEST);

  shaderProgram = createShaderProgram(gl, vertexCode, fragmentCode);

  //---

  isTouchDevice = 'ontouchstart' in window || navigator.maxTouchPoints > 0 || navigator.msMaxTouchPoints > 0;

  if (isTouchDevice === true) {

    canvas.addEventListener('touchmove', cursorMoveHandler, false);
    canvas.addEventListener('touchend', cursorLeaveHandler, false);
    canvas.addEventListener('touchcancel ', cursorLeaveHandler, false);

  } else {

    canvas.addEventListener('pointermove', cursorMoveHandler, false);
    canvas.addEventListener('pointerdown', cursorDownHandler, false);
    canvas.addEventListener('pointerup', cursorUpHandler, false);
    canvas.addEventListener('pointerleave', cursorLeaveHandler, false);

  }

  //---

  document.body.appendChild(canvas);

  //---

  debugBorderElement = document.createElement('div');

  debugBorderElement.style.border = '1px solid ' + debugBorderElementColor;
  debugBorderElement.style.position = 'absolute';
  debugBorderElement.style.margin = 'auto';
  debugBorderElement.style.pointerEvents = 'none';

  document.body.appendChild(debugBorderElement);

  //---

  createTextures().then(() => {

    window.addEventListener('resize', onResize, false);

    restart();

  });

}

function onResize(event) {

  restart();

}

function restart() {

  const innerWidth = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
  const innerHeight = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;

  //---

  w = innerWidth;
  h = innerHeight;

  //---

  canvas.width = w;
  canvas.height = h;

  gl.viewport(0, 0, w, h);

  //---

  center.x = w / 2;
  center.y = h / 2;

  pointerPos.x = center.x;
  pointerPos.y = center.y;

  pointer.x = center.x + pointerDistance;
  pointer.y = center.y - pointerDistance;
  pointerInitialPos.x = center.x + pointerDistance;
  pointerInitialPos.y = center.y - pointerDistance;

  //---

  border.left = borderDistance;
  border.top = borderDistance;
  border.right = w - borderDistance;
  border.bottom = h - borderDistance;

  console.log('border: ', border, w, h);

  //---

  debugBorderElement.style.left = borderDistance + 'px';
  debugBorderElement.style.right = borderDistance + 'px';
  debugBorderElement.style.top = borderDistance + 'px';
  debugBorderElement.style.bottom = borderDistance + 'px';

  //---

  gl.scissor(border.left, border.top, border.right - border.left, border.bottom - border.top);

  buffers.positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'a_position');
  buffers.texcoordAttributeLocation = gl.getAttribLocation(shaderProgram, 'a_texcoord');
  buffers.resolutionUniformLocation = gl.getUniformLocation(shaderProgram, 'u_resolution');
  buffers.layerAttributeLocation = gl.getAttribLocation(shaderProgram, 'a_layer');

  gl.enableVertexAttribArray(buffers.positionAttributeLocation);
  gl.enableVertexAttribArray(buffers.texcoordAttributeLocation);
  gl.enableVertexAttribArray(buffers.layerAttributeLocation);

  gl.vertexAttribPointer(buffers.positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
  gl.vertexAttribPointer(buffers.texcoordAttributeLocation, 2, gl.FLOAT, false, 0, 0);
  gl.vertexAttribPointer(buffers.layerAttributeLocation, 1, gl.FLOAT, false, 0, 0);

  gl.uniform2f(buffers.resolutionUniformLocation, w, h);

  //---

  gridTileHolder = [];
  gridCubeHolder = [];
  gridStreetHolder = [];

  webgl_vertices = [];
  webgl_faces = [];
  webgl_uvs = [];
  webgl_layers = [];

  textureHolder = [];
  promiseHolder = [];

  //---

  removeGrid();
  addGrid();

  //---

  if (animationFrame != null) {

    cancelAnimFrame(animationFrame);

  }

  render();

}

//---

function createTextures() {

  return new Promise(async (resolve, reject) => {

    texturesCountBuildingRoofs = 0;

    for (let i = 0; i < texturesBuildingsCount; i++) {

      const color = addColorVariance(textureBuildingColors[Math.floor(Math.random() * textureBuildingColors.length)].cWa, 2);
      const colorWall = calcFaceNormalColor(color, textureCubeNormals[0]);

      const textureRowsAndCols = Math.sqrt(texturesBuildingRoofsTiles);
      const textures = createRoofTexture(0, colorWall, textureWidth, textureHeight, textureRowsAndCols, textureRowsAndCols);

      for (let j = 0; j < texturesBuildingRoofsTiles; j++) {

        const texture = textures[j];

        textureHolder.push(texture.image);
        promiseHolder.push(texture.promise);

        texturesCountBuildingRoofs++;

      }

    }

    //---

    texturesCountBuildingWalls = 0;

    const wallTexturesCount = Math.floor(texturesBuildingsCount / 6);

    const createWalls = (tP, cWa, cWi, wR, rX, rY, p) => {

      for (let i = 1, l = textureCubeNormals.length; i < l; i++) {

        const cubeNormal = textureCubeNormals[i];
        const colorWall = calcFaceNormalColor(cWa, cubeNormal);
        const colorWindows = calcFaceNormalColor(cWi, cubeNormal);

        const texture = createWallTexture(tP, colorWall, colorWindows, wR, rX, rY, p, textureWidth, textureHeight);

        textureHolder.push(texture.image);
        promiseHolder.push(texture.promise);

        texturesCountBuildingWalls++;

      }

    };

    for (let i = 0; i < wallTexturesCount * 0.5; i++) {

      const colors = textureBuildingColors[Math.floor(Math.random() * textureBuildingColors.length)];
      const cWa = addColorVariance(colors.cWa, 3);
      const cWi = addColorVariance(colors.cWi, 3);
      const windowRatio = Math.random() * 0.3 + 0.1;
      const repeatX = 1;
      const repeatY = Math.floor(Math.random() * 1) + 3;
      const padding = 0;

      createWalls(0, cWa, cWi, windowRatio, repeatX, repeatY, padding);

    }

    for (let i = 0; i < wallTexturesCount * 0.5; i++) {

      const colors = textureBuildingColors[Math.floor(Math.random() * textureBuildingColors.length)];
      const cWa = addColorVariance(colors.cWa, 3);
      const cWi = addColorVariance(colors.cWi, 3);
      const windowRatio = Math.random() * 0.5 + 0.15;
      const repeatX = Math.floor(Math.random() * 1) + 4;
      const repeatY = 1;
      const padding = 0;

      createWalls(1, cWa, cWi, windowRatio, repeatX, repeatY, padding);

    }

    for (let i = 0; i < wallTexturesCount; i++) {

      const colors = textureBuildingColors[Math.floor(Math.random() * textureBuildingColors.length)];
      const cWa = addColorVariance(colors.cWa, 3);
      const cWi = addColorVariance(colors.cWi, 3);
      const windowRatio = Math.random() * 0.5 + 0.25;
      const re.........完整代码请登录后点击上方下载按钮下载查看

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