webgl实现月球视角看宇宙效果代码

代码语言:html

所属分类:其他

代码描述:webgl实现月球视角看宇宙效果代码

代码标签: webgl 月球 视角 宇宙

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)
*/
precision highp float;
out vec4 O;
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T (time+360.)
#define N normalize
#define S smoothstep
#define SE(v,s,k) S(s+k/MN,s-k/MN,v)
#define MN min(R.x,R.y)
#define hue(a) (.24+.4*cos(6.3*(a)+vec3(0,83,21)))
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define MAXD 100.
#define ALPHA -.42
float rnd(vec2 p) {
	p=fract(p*vec2(12.9898,78.233));
	p+=dot(p,p+34.56);
	return fract(p.x*p.y);
}
float noise(vec2 p) {
	vec2 i=floor(p), f=fract(p), u=f*f*(3.-2.*f), k=vec2(1,0);
	float
	a=rnd(i),
	b=rnd(i+k),
	c=rnd(i+k.yx),
	d=rnd(i+1.);
	return mix(mix(a,b,u.x),mix(c,d,u.x),u.y);
}
float fbm(vec2 p) {
	float t=.0, a=1., h=.0;
	for (float i=.0; i<5.; i++) {
		t+=a*noise(p);
		p*=2.;
		a*=.5;
		h+=a;
	}
	return t/h;
}
vec3 sky(vec2 p, bool anim) {
	p*=rot(ALPHA);
	p.x-=.17-(anim?2e-4*T:.0);
	p*=500.;
	vec2 id=floor(p), gv=fract(p)-.5;
	float n=rnd(id), d=length(gv);
	if (n<.95) return vec3(0);
	return vec3(S(3e-2*n,1e-3*n,d*d));
}
float glow=.0;
float map(vec3 p) {
	float obj=length(p+vec3(0,-2,1))-1.;
	glow+=.0125/(.025+obj*obj*obj*80.);
	if (p.y>.0) return obj;
	vec2 st=vec2(p.x,p.z-T*.05);
	float
	f1=fbm(st*.5),
	n1=fbm(st+f1),
	n2=f1,
	n=abs(n1-n2);
	n=S(-.2,2.,(n-.1));
	n*=n;
	return p.y+(1.-mix(.0,.1*n,S(30.,.0,length(p.xz))));
}
vec3 norm(vec3 p) {
	float h=1e-3; vec2 k=vec2(-1,1);
	return N(
		k.xyy*map(p+k.xyy*h)+
		k.yxy*map(p+k.yxy*h)+
		k.yyx*map(p+k.yyx*h)+
		k.xxx*map(p+k.xxx*h)
	);
}
float march(inout vec3 p, vec3 rd) {
	float dd=.0;
	for (float i=.0; i<400.; i++) {
		float d=map(p);
		if (abs(d)<1e-3 || dd>MAXD) break;
		p+=rd*d;
		dd+=d;
	}
	return dd;
}
vec3 render(inout vec3 p, vec3 rd) {
	vec3 col=vec3(0);
	float d=march(p,rd);
	if (d<MAXD) {
		vec3 n=norm(p), lp=vec3(23,5,20), l=N(lp-p);
		float dif=clamp(dot(l,n),.0,1.);
		col+=dif;
		if (p.y>.9) {
			vec3 q=(p);
			q.xy*=rot(.42);
			vec2 sn=vec2(atan(q.x+2.7,q.z)*6./6.28318,q.y);
			col+=hue(vec3(0,1.25,.2)*fbm(sn+noise(6.*sn+vec2(T*.04,0))));
			col+=pow(clamp(dot(reflect(rd,n),l),.0,1.),2.);
			col=.08+tanh(col)*pow(clamp(1.-dot(rd,n),.0,1.),5.);
			col*=col;
		} else {
			float ldst = max(length(lp-p), 1e-3),
			fade=1./(1.+ldst*.125+ldst*ldst*.05);
			col*=hue(.1);
			col+=d*hue(.5+clamp(length(p.xz*.01),.0,.2))*fade;
		}
		col=mix(vec3(1),col,exp(-125e-7*d*d*d));
	} else {
		vec2 sn=.5+vec2(atan(rd.x,rd.z),atan(length(rd.xz),rd.y))/6.28318;
		col=vec3(sky(sn,true)+sky(sn*2.,true)+sky(sn*4.,false)+sky(sn*8.,false));
	}
	col=mix(col,mix(vec3(1),vec3(.3,.6,.9),S(-.2,.0,p.y+.86)),S(.08,.03,abs(p.y+.92)));
	col=mix(col,vec3(.1,.2,.3),S(.2,.0,abs(p.y+.799)));
	return col;
}
float rnd(float a) {
	vec2 p=fract(a*vec2(12.9898,78.233));
	p+=dot(p,p+34.56);
	return fract(p.x*p.y);
}
float curve(float t, float e) {
	t/=e;
	return mix(
		rnd(floor(t)),
		rnd(floor(t)+1.),
		pow(S(.0,1.,fract(t)),10.)
	);
}
float logo(vec2 p, float k) {
	p*=k;
	p*=rot(-1.57+3.1415*curve(T,.4));
	vec2 q=p;
	q.x=abs(abs(q.x)-.2);
	q.y+=q.x-.2;
	float d=.0;
	d+=SE(length(q),.1,k);
	d=max(d,SE(abs(length(p)-.225)-.025,.0,k));
	return d;
}
float placeLogo() {
	vec2 p=FC/R;
	p*=vec2(R.x/R.y,1);
	p-=vec2(R.x/R.y,0);
	p+=vec2(.075,-.05);
	return logo(p,24.);
}
void main() {
	vec2 uv=(FC-.5*R)/MN;
	uv*=rot(ALPHA);
	vec3 col=vec3(0),
	p=vec3(0,-.2,-10),
	rd=N(vec3(uv,1.7));
	col+=render(p,rd);
	col=pow(col,vec3(.4545));
	col=tanh(col*col);
	col+=.15*pow(glow,.15)*vec3(.8,.95,1);
	col=clamp(col+.1*placeLogo(),.08,1.);
	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
.........完整代码请登录后点击上方下载按钮下载查看

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