webgl实现逼真粗略三维小球旋转动画效果代码

代码语言:html

所属分类:三维

代码描述:webgl实现逼真粗略三维小球旋转动画效果代码

代码标签: webgl 逼真 粗略 三维 小球 旋转 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;
  z-index: -1;
}
.editor,
.overlay,
#error {
  font-family: 'Courier New', Courier, monospace;
  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
#define N normalize
#define S smoothstep
#define SE(v,s,l) S(s+l/MN,s-l/MN,v)
#define MN min(R.x,R.y)
#define MAXD 10.
#define rot(a) mat2(cos((a)-vec4(0,11,33,0)))
#define sepia(a) vec3(dot(a,vec3(.4,.8,.28)),dot(a,vec3(.3,.7,.24)),dot(a,vec3(.2,.6,.18)))
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 map(vec3 p) {
	return length(p)-1.;
}
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;
}
// by nimitz: https://www.shadertoy.com/view/4lfXDM
float texh(vec2 p, float s) {
	float d=1.;
	for (float i=.0; i<10.; i++) {
		float n=noise(p*vec2(1.25,25));
		n=S(-s*.1,2.3-s*.1,n);
		d=min(d,1.-n);
		p+=.07;
		p*=1.2;
		p=p.yx;
		if (s<i) break;
	}
	return 1.-d;
}
vec3 render(inout vec3 p, vec3 rd, inout vec3 lp) {
	vec3 col=vec3(0);
	float d=march(p,rd);
	if (d<MAXD) {
		vec3 n=N(p), l=N(lp-p);
		float dif=clamp(dot(l,n),.0,1.), spec=pow(clamp(dot(reflect(rd,n),l),.0,1.),8.),
		fres=pow(clamp(1.+dot(rd,n),.0,1.),5.);
		float msk=1.3-SE(sin(p.y*12.),.0,MN*.2);
		p*=6.;
		col+=msk*texh(p.xy,dif)*abs(n.z);
		col+=msk*texh(p.xz,dif)*abs(n.y);
		col+=msk*texh(p.yz,dif)*abs(n.x);
		col*=.2+dif+spec*.5;
		col+=.5*spec*(1.-msk);
		col=mix(col,vec3(0),fres);
	} else {
		// create gradient (diagonal) for the background
		vec2 uv=(FC-.5*R)/MN;
		uv+=vec2(1.8,1.15);
		uv*=1.5;
		float s=noise(12.+uv+noise(uv*5.+noise(uv*15.)));
		s+=distance(uv.x*.5,uv.y*.85);
		col=sin(vec3(((FC-.5*R)/MN)+.25,4.))+(1.-s);
		// add hatch texture along the gradient
		col*=texh((uv*.5)*rot(.67)*60.,s);
	}
	return col;
}
void cam(inout vec3 p) {
	p.yz*=rot(-.42);
	p.xz*=rot(-T*.2);
}
void main() {
	vec2 uv=(FC-.5*R)/MN;
	vec3 col=vec3(0),
	p=vec3(0,0,-4),
	lp=vec3(3,3,-3),
	rd=N(vec3(uv,1));
	cam(rd); cam(p); cam(lp);
	col=mix(col,render(p,rd,lp),min(time*.3,1.));
	col=sepia(col);
	col=max(col,mix(.0,.08,min(time*.3,1.)));
	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 = 'GgRXvbw'
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 * windo.........完整代码请登录后点击上方下载按钮下载查看

网友评论0