canvas实现webgl三维多面玻璃晶体穿梭飞行动画效果代码

代码语言:html

所属分类:三维

代码描述:canvas实现webgl三维多面玻璃晶体穿梭飞行动画效果代码

代码标签: canvas webgl 三维 多面 玻璃 晶体 穿梭 飞行 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>
* {
    box-sizing: border-box;
  }
  
  html, body {
    margin: 0;
    min-height: 100vh;
    overflow: hidden;
    
    background:
    repeating-radial-gradient(
    circle at center,
      #444 0 10%,
      #111 10% 20%
    );
    
    touch-action: none;
  }
  
  canvas {
    width: 100%;
    height: auto;
    object-fit: contain;
  }
</style>

</head>

<body>
  <canvas id="canvas"></canvas>

      <script  >

const canvas = window.canvas;
const gl = canvas.getContext("webgl2");
const dpr = Math.max(1, .5 * window.devicePixelRatio);
/** @type {Map<string,PointerEvent>} */
const touches = new Map();

const vertexSource = `#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

in vec2 position;

void main(void) {
    gl_Position = vec4(position, 0., 1.);
}
`;
const fragmentSource = `#version 300 es
/*********
* made by Matthias Hurrle (@atzedent)
*/

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

out vec4 fragColor;

uniform vec2 resolution;
uniform vec2 touch;
uniform float time;
uniform int pointerCount;

#define mouse (touch/resolution)

#define TAU 6.2831853
#define ESN 1.5707963
#define PI 3.141592
#define N .3
#define T time
#define S smoothstep
#define P pointerCount
#define doubleplane(p,o,n) max(dot(p-o,n),dot(-p-o,n))

const float PHI = (.5 + .5 * sqrt(5.));
const float INV_PHI = PHI - 1.;
const vec3 tint = vec3(.85, .9, 1);

mat2 rot(float a) {
  float s = sin(a),
  c = cos(a); return mat2(c, -s, s, c);
}

vec3 pattern(vec2 p, float t) {
  float a = ESN,
	proc = pow(S(.0, 1., -cos(t*.25)*.5+.5), 8.),
	anim = -cos(ESN+t*.125)*.5+.5,
	scene = S(.0, 1., anim);

  p = mod(vec2(log(length(p)) - t, atan(p.y, p.x) / TAU * 6.), 1.) - .5;
  p *= rot(floor(atan(p.y, p.x) / a + .5) * a);
  p = p.y < .0 ? -p: p;
  a = abs(p.x + p.y - N);
  a = a > N ? abs(p.x - p.y + N): a;

  vec3
	col = mix(vec3(1. - exp(-a * 9.)), tint, .25),
	glo = mix(mix(vec3(3,1,2), vec3(1,2,3), scene), tint*.1, pow(col, vec3(.4545)));

  return mix(col, glo, proc);
}

float icosa(vec3 p, float s) {
  float n = 1. / sqrt(3.);

  vec3
  a = n * vec3(1, 1, 1),
  b = n * vec3(-1, 1, 1),
  c = n * vec3(-1, 1, -1),
  d = n * vec3(1, 1, -1),
  e = n * vec3(0, INV_PHI, PHI),
  f = n * vec3(0, INV_PHI, -PHI);

  float
  dist = doubleplane(p, s * a, a);
  dist = max(doubleplane(p, s * b, b), dist);
  dist = max(doubleplane(p, s * c, c), dist);
  dist = max(doubleplane(p, s * d, d), dist);
  dist = max(doubleplane(p, s * e, e), dist);
  dist = max(doubleplane(p, s * f, f), dist);
  dist = max(doubleplane(p, s * e.zxy, e.zxy), dist);
  dist = max(doubleplane(p, s * e.yzx, e.yzx), dist);
  dist = max(doubleplane(p, s * f.zxy, f.zxy), dist);
  dist = max(doubleplane(p, s * f.yzx, f.yzx), dist);

  return dist;
}

vec2 map(vec3 p) {
  vec3 q = p;
  q.yz *= rot(T);
  q.xz *= rot(-T);

  vec2
  a = vec2(length(p - vec3(0, -1010, 0)) - 1008., 0),
  b = vec2(icosa(q, .75), 1);

  a = a.x < b.x ? a: b;

  return a;
}

vec3 norm(vec3 p) {
  vec2 e = vec2(45e-3, 0);
  float d = map(p).x;
  vec3 n = d - vec3(
    map(p - e.xyy).x,
    map(p - e.yxy).x,
    map(p - e.yyx).x
  );

  return normalize(n);
}

void cam(inout vec3 p) {
  if (P > 0) {
    p.yz *= rot(-clamp(mouse.y, -.5, .65) * PI + ESN);
    p.xz *= rot(PI - mouse.x * TAU);
  } else {
    p.xy *= rot(TAU * exp(cos(T * .05)));
    p.yz *= rot(ESN - .9 + exp(-cos(-T * .2)) * .15);
  }
}

void mai.........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