webgl实现跟随鼠标交互的宇宙黑洞效果代码

代码语言:html

所属分类:其他

代码描述:webgl实现跟随鼠标交互的宇宙黑洞效果代码

代码标签: webgl 跟随 鼠标 交互 宇宙 黑洞

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>
html
, body {
       
position: absolute;
       
top: 0px;
       
left: 0px;
       
right: 0px;
       
bottom: 0px;
       
padding: 0px;
       
//cursor: none;
       
margin: 0px;
       
overflow: hidden;
       
display: flex;
       
height: 100%;
       
width: 100%;
       
background-color: #000;
}

canvas
{
       
margin: auto auto;
}
</style>


 
 
</head>

<body translate="no">
 
<script id="2d-fragment-shader" type="x-shader/x-fragment">// <![CDATA[

// Look below at line 23 for realism.

#ifdef GL_ES
precision mediump
float;
#endif

#define PI 3.14159265359

uniform sampler2D u_image
;
varying vec2 v_texCoord
;

uniform vec2 u_resolution
;
uniform vec2 u_mouse
;
uniform
float u_mass;
uniform
float u_time;
uniform
float u_clickedTime;

vec2 rotate
(vec2 mt, vec2 st, float angle){
       
float cos = cos((angle + u_clickedTime) * PI); // try replacing * 1.0 with * PI
       
float sin = sin(angle * 0.0); // try removing the * 0.0
       
       
// Uncomment these two lines for realism
       
//float cos = cos(angle) * (u_time * 0.3);
       
//float sin = sin(angle) * (u_time * 0.3);
       
       
float nx = (cos * (st.x - mt.x)) + (sin * (st.y - mt.y)) + mt.x;
       
float ny = (cos * (st.y - mt.y)) - (sin * (st.x - mt.x)) + mt.y;
       
return vec2(nx, ny);
}

void main() {
     vec2 st
= vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y)/u_resolution;
        vec2 mt
= vec2(u_mouse.x, u_resolution.y - u_mouse.y)/u_resolution;

       
float dx = st.x - mt.x;
       
float dy = st.y - mt.y;

       
float dist = sqrt(dx * dx + dy * dy);
       
float pull = u_mass / (dist * dist);
       
     vec3 color
= vec3(0.0);
       
        vec2 r
= rotate(mt,st,pull);
        vec4 imgcolor
= texture2D(u_image, r);
        color
= vec3(
               
(imgcolor.x - (pull * 0.25)),
               
(imgcolor.y - (pull * 0.25)),
               
(imgcolor.z - (pull * 0.25))
       
);
       

     gl_FragColor
= vec4(color,1.);
}
// ]]></script>
<script id="2d-vertex-shader" type="x-shader/x-vertex">// <![CDATA[
        attribute vec2 a_position
;
        attribute vec2 a_texCoord
;
       
        varying vec2 v_texCoord
;
       
void main() {
                gl_Position
= vec4(a_position, 0, 1);
                v_texCoord
= a_texCoord;
       
}
       
// ]]></script>
<canvas id="glscreen"></canvas>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/jquery-3.2.1.min.js"></script>
     
<script  >
var bgUrl = '//repo.bfw.wiki/bfwrepo/image/665a539c3f82e.png';

var blackholeMass = 5500;
var curblackholeMass = 0;

var canvas, gl; // canvas and webgl context

var shaderScript;
var shaderSource;
var vertexShader; // Vertex shader. Not much happens in that shader, it just creates the vertex's to be drawn on
var fragmentShader; // this shader is where the magic happens. Fragment = pixel. Vertex = kind of like "faces" on a 3d model.
var buffer;

/* Variables holding the location of uniform variables in the WebGL. We use this to send info to the WebGL script. */
var locationOfTime;
var locationOfResolution;
var locationOfMouse;
var locationOfMass;
var locationOfclickedTime;

var originY = window.innerHeight,
originX = window.innerWidth;

var mouse, tar.........完整代码请登录后点击上方下载按钮下载查看

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