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在一些涡动位移的干扰下(Eddy displacement)

程序员文章站 2022-04-01 17:03:42
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在一些涡动位移的干扰下(Eddy displacement)


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示例

在一些涡动位移的干扰下(Eddy displacement)

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
    void main() {
        gl_Position = vec4( position, 1.0 );
    }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D u_noise;
  
  #define PI 3.141592653589793
  #define TAU 6.283185307179586

  vec2 hash2(vec2 p)
  {
    vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
    return o;
  }
  vec4 hash24(vec2 p)
  {
    vec4 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 );
    return o;
  }
  vec3 hash23(vec2 p)
  {
    vec3 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).rgb;
    return o;
  }
  
  //	<https://www.shadertoy.com/view/Xd23Dh>
  //	by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm>
  //
  float iqnoise( in vec2 x, float u, float v ){
    vec2 p = floor(x);
    vec2 f = fract(x);

    float k = 1.0+63.0*pow(1.0-v,4.0);

    float va = 0.0;
    float wt = 0.0;
    for( int j=-2; j<=2; j++ )
    for( int i=-2; i<=2; i++ )
    {
      vec2 g = vec2( float(i),float(j) );
      vec3 o = hash23( p + g )*vec3(u,u,1.0);
      vec2 r = g - f + o.xy;
      float d = dot(r,r);
      float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
      va += o.z*ww;
      wt += ww;
    }

    return va/wt;
  }
  
  vec3 hsb2rgb( in vec3 c ){
    vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
                             6.0)-3.0)-1.0,
                     0.0,
                     1.0 );
    rgb = rgb*rgb*(3.0-2.0*rgb);
    return c.z * mix( vec3(1.0), rgb, c.y);
  }
  
  vec3 domain(vec2 z){
    return vec3(hsb2rgb(vec3(atan(z.y,z.x)/TAU,1.,1.)));
  }
  vec3 colour(vec2 z) {
      return domain(z);
  }

  void main() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
    
    uv *= 5.;
    
    float noise = iqnoise(uv + vec2(0., 0.), .9, 0.5 + (sin(u_time) * .5));
    
    uv.x += u_time;
    uv -= .5;
    uv += sin(noise*5.);
    
    vec2 id = floor(uv);
    vec2 p = fract(uv);
    
    vec4 rand = hash24(id);
    
    vec3 fragcolour = colour(sin(rand.xz*3.5));
    fragcolour = mix(fragcolour, vec3(0.+(1.-sin(length(p-.5)*3.) * .5)*.5), smoothstep(.3, .32, length(p-.5)));

    gl_FragColor = vec4(fragcolour,1.0);
  }
</script>


<div id="container" touch-action="none"></div>



CSS

body {
  margin: 0;
  padding: 0;
}

#container {
  position: fixed;
  touch-action: none;
}


JS

/*
Most of the stuff in here is just bootstrapping. Essentially it's just
setting ThreeJS up so that it renders a flat surface upon which to draw 
the shader. The only thing to see here really is the uniforms sent to 
the shader. Apart from that all of the magic happens in the HTML view
under the fragment shader.
*/

let container;
let camera, scene, renderer;
let uniforms;

let loader=new THREE.TextureLoader();
let texture;
loader.setCrossOrigin("anonymous");
loader.load(
  'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
  function do_something_with_texture(tex) {
    texture = tex;
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.minFilter = THREE.LinearFilter;
    init();
    animate();
  }
);

function init() {
  container = document.getElementById( 'container' );

  camera = new THREE.Camera();
  camera.position.z = 1;

  scene = new THREE.Scene();

  var geometry = new THREE.PlaneBufferGeometry( 2, 2 );

  uniforms = {
    u_time: { type: "f", value: 1.0 },
    u_resolution: { type: "v2", value: new THREE.Vector2() },
    u_noise: { type: "t", value: texture },
    u_mouse: { type: "v2", value: new THREE.Vector2() }
  };

  var material = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader: document.getElementById( 'vertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  } );
  material.extensions.derivatives = true;

  var mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );

  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( window.devicePixelRatio );

  container.appendChild( renderer.domElement );

  onWindowResize();
  window.addEventListener( 'resize', onWindowResize, false );

  document.addEventListener('pointermove', (e)=> {
    let ratio = window.innerHeight / window.innerWidth;
    uniforms.u_mouse.value.x = (e.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
    uniforms.u_mouse.value.y = (e.pageY - window.innerHeight / 2) / window.innerHeight * -1;
    
    e.preventDefault();
  });
}

function onWindowResize( event ) {
  renderer.setSize( window.innerWidth, window.innerHeight );
  uniforms.u_resolution.value.x = renderer.domElement.width;
  uniforms.u_resolution.value.y = renderer.domElement.height;
}

function animate(delta) {
  requestAnimationFrame( animate );
  render(delta);
}






let capturer = new CCapture( { 
  verbose: true, 
  framerate: 60,
  // motionBlurFrames: 4,
  quality: 90,
  format: 'webm',
  workersPath: 'js/'
 } );
let capturing = false;

isCapturing = function(val) {
  if(val === false && window.capturing === true) {
    capturer.stop();
    capturer.save();
  } else if(val === true && window.capturing === false) {
    capturer.start();
  }
  capturing = val;
}
toggleCapture = function() {
  isCapturing(!capturing);
}

window.addEventListener('keyup', function(e) { if(e.keyCode == 68) toggleCapture(); });

let then = 0;
function render(delta) {
  
  uniforms.u_time.value = delta * 0.0005;
  renderer.render( scene, camera );
  
  if(capturing) {
    capturer.capture( renderer.domElement );
  }
}

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