webgl实现canvas三维木碗木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canvas三维木碗木球旋转动画效果代码,右上角可设置速度。
代码标签: webgl canvas 三维 木碗 木球 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">
<meta name="viewport" content="width=device-width, initial-scale=1">
<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;
uniform vec2 touch;
uniform int pointerCount;
#define mouse (touch/R)
#define P pointerCount
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define S smoothstep
#define N normalize
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
float smin(float a, float b, float k) {
float h=clamp(.5+.5*(b-a)/k,.0,1.);
return mix(b,a,h)-k*h*(1.-h);
}
vec2 map(vec3 p) {
p.y+=.25;
float
bwl=smin(abs(length(p)-1.)-.1, (p.y-.25), -.025),
bl0=length(p-vec3(0,.5,0))-.5,
bl1=length(p-vec3(sin(T),1.5,0))-.25,
bl2=length(p-vec3(0,2.125,cos(T)*.5))-.125;
vec2
a=vec2(bwl,0),
b=vec2(bl0,1),
c=vec2(bl1,2),
d=vec2(bl2,3);
a=a.x<b.x?a:b;
a=a.x<c.x?a:c;
a=a.x<d.x?a:d;
return a;
}
vec3 norm(vec3 p) {
float h=1e-3; vec2 k=vec2(-1,1);
return N(
k.xyy*map(p+k.xyy*h).x+
k.yxy*map(p+k.yxy*h).x+
k.yyx*map(p+k.yyx*h).x+
k.xxx*map(p+k.xxx*h).x
);
}
float rnd(vec2 p) { return fract(sin(dot(p,vec2(12.9898,78.233)))*345678.); }
float noise(vec2 p) {
vec2 f=fract(p), i=floor(p), u=S(.0,1.,f);
float
a=rnd(i),
b=rnd(i+vec2(1,0)),
c=rnd(i+vec2(0,1)),
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=.5;
for (int i=0; i<5; i++) {
t+=a*noise(p);
p*=2.;
a*=.5;
}
return t;
}
float pattern(vec2 p) {
float d=1.;
p.y+=.085;
for (float i=.0; i<3.; i++) {
float
a=fbm(p*d),
b=fbm((p*mat2(1.6,-1.2,1.2,-1.6))*8.*d);
d=a+b-a*b;
p*=2.;
}
return tanh(d*d);
}
float calcAO(vec3 p, vec3 n) {
float occ=.0, sca=1.;
for (float i=.0; i<5.; i++) {
float
h=.01+i*.04,
d=map(p+h*n).x;
occ+=(h-d)*sca;
sca*=.55;
if (occ>.35) break;
}
return clamp(1.-3.*occ,.0,1.)*(.5+.5*n.y);
}
float shadow(vec3 ro,vec3 rd,float mind,float maxd) {
float shd = 1.;
for (int i=0; i<24; i++) {
float
d = map(ro+rd*mind).x;
shd = min(shd,clamp(12.*d/mind,.0,1.));
mind += clamp(d,.01,.2);
if (abs(shd)<1e-3 || mind>maxd) break;
}
return S(.0,1.,shd);
}
void cam(inout vec3 p) {
if (P>0) {
p.yz*=rot(-mouse.y*6.3+3.14);
p.xz*=rot(3.14-mouse.x*6.3);
} else {
float t=T*.2;
t+=sin(t)*.5+.5;
p.yz*=rot(exp((cos(t)*.5-.75)-.5));
p.xz*=rot((sin(t)*.5+.5)*.2+t);
}
}
void main() {
vec2 uv=(FC-.5*R)/min(R.x,R.y);
float t=T*.2;
t+=sin(t)*.5+.5;
vec3 col=vec3(0),
p=vec3(0,0,exp(-cos(t))*1.5-9.),
rd=N(vec3(uv,1.9));
cam(p); cam(rd);
const float steps=400., maxd=12.;
for (float i=.0; i<steps; i++) {
vec2 d=map(p);
if (abs(d.x)<1e-3) {
vec3 n=norm(p),
r=reflect(rd,n),
l=N(vec3(0,10,0));
float
diff=clamp(dot(l,n)*.5+.5,.0,1.), fres=pow(S(1.,.0,dot(rd,n)),2.), spec=pow(r.y*.5+.5,7.);
col+=diff*fres*calcAO(p,n)+spec;
col=1.5*mix(.55*col,col,clamp(shadow(p+n*5e-2,l,5e-3,2.5),.0,1.));
col*=mix(vec3(.9,.5,.3),vec3(.9,.4,.1),n.y*.5+.5);
vec3 q=p;
if (d.y == 2.) q.x-=sin(T);
else if (d.y == 3.) { q.z-=cos(T)*.5; q*=.8; }
q.xz*=rot(1.5707*d.y);
q.y-=clamp(round(q.y/.5),-2.,2.)*.5;
q.yz=round(q.yz*.8);
q.xz*=.15;
n=norm(q);
col=mix(col,vec3(1)*max(max(
pattern(q.xy)*abs(n.z),
pattern(q.yz)*abs(n.x)),
pattern(q.xz)*abs(n.y)
),.5);
col=tanh(col*col*col*col);
break;
}
if (d.x>maxd) break;
p+=rd*d.x;
}
col=pow(col,vec3(.4545));
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 .........完整代码请登录后点击上方下载按钮下载查看
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