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
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