一、前言
马上2023年的圣诞节🎄要到了,作为一个程序员,没什么可以送给大家的,就给大家画一个圣诞树🎄,作为礼物来送给大家吧。
二、创意名
明月当空飘雪圣诞树
三、效果展示
四、实现步骤
主要是利用three.js和shader来动态实现飘雪粒子。
五、编码实现
CSS:
body {
margin: 0;
}
JavaScript:
var container;var camera, scene, renderer;var uniforms;init();animate();functioninit(){
container = document.getElementById('container');
camera =newTHREE.Camera();
camera.position.z =1;
scene =newTHREE.Scene();var geometry =newTHREE.PlaneBufferGeometry(2,2);
uniforms ={u_time:{type:"f",value:1.0},u_resolution:{type:"v2",value:newTHREE.Vector2()},u_mouse:{type:"v2",value:newTHREE.Vector2()}};var material =newTHREE.ShaderMaterial({uniforms: uniforms,vertexShader: document.getElementById('vertexShader').textContent,fragmentShader: document.getElementById('fragmentShader').textContent
});var mesh =newTHREE.Mesh(geometry, material);
scene.add(mesh);
renderer =newTHREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);onWindowResize();
window.addEventListener('resize', onWindowResize,false);
document.onmousemove=function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}}functiononWindowResize(event){
renderer.setSize(window.innerWidth, window.innerHeight);
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;}functionanimate(){requestAnimationFrame(animate);render();}functionrender(){
uniforms.u_time.value +=0.05;
renderer.render(scene, camera);}
Html:
<divid="container"></div><scriptid="vertexShader"type="x-shader/x-vertex">voidmain(){
gl_Position =vec4( position,1.0);}</script><scriptid="fragmentShader"type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec3 camUp =vec3(0.0,1.0,0.0);
vec3 camDir=vec3(0.0,0.0,1.0);
vec3 camPos=vec3(0.0,-0.96,-1.76);
vec3 lightPos=vec3(-2.36,5.75,-7.3);
#define TAO6.283const int MAX_ITER=100;
float PI=3.14159265;//--------------------------------------------------
#define time u_time
vec3 getNormal(in vec3 p);//ОÑвещение//-------------------------------------------------Ламберт
vec3 getlightingLambert(in vec3 pos,in vec3 normal,in vec3 lightDir,in vec3 color){// const vec3 diffColor = vec3 ( 0.5, 0.0, 0.0 );
vec3 n2 =normalize( normal);
vec3 l2 =normalize( lightDir-pos );
vec3 diff = color *max(dot( n2, l2 ),0.0);return diff;}//-------------------------------------------------по Фонгу
vec3 getlightingPhong(in vec3 pos,in vec3 normal,in vec3 lightDir,in vec3 color){
vec3 specColor =vec3(1.0,0.97,0.94);
float specPower =36.0;
vec3 l =normalize(lightDir-pos);
vec3 v =normalize(pos-pos);
vec3 n =normalize(normal);
vec3 r =reflect(-l, n );
vec3 diff = color *max(dot( n, l ),0.0);
vec3 spec = specColor *pow(max(dot( l, r ),0.0), specPower );return diff + spec;}//------------------------------------------
vec2 rot(vec2 p,float r){
vec2 ret;
ret.x=p.x*cos(r)-p.y*sin(r);
ret.y=p.x*sin(r)+p.y*cos(r);return ret;}//------------------------------------------
vec2 rotsim(vec2 p,float s){
vec2 ret=p;
ret=rot(p,-PI/(s*2.0));
ret=rot(p,floor(atan(ret.x,ret.y)/PI*s)*(PI/s));return ret;}//------------------------------------------
vec3 sim(vec3 p,float s){
vec3 ret=p;
ret=p+s/2.0;
ret=fract(ret/s)*s-s/2.0;return ret;}//------------------------------------------------//Примитивы//--------------------------------------------------
float trunkCone(vec3 p, float c){
float q =length(p.xz);return q + p.y * c;}//----------------------------------------------------
vec3 background(vec3 rd){
float sky =max(0.0,-dot(rd,vec3(0.0,1.0,0.0)));
float ground =max(0.0,-dot(rd,vec3(0.0,6.7,2.0)));
vec3 bFon =pow(ground,0.5)*vec3(0.4,0.3,0.2)+pow(sky,1.)*vec3(0.4,0.3,0.2);return bFon ;}//--------------------------------------------------
vec3 getmaterial(in vec3 p,in float mat){
vec3 pos = p;
vec3 color =vec3(1.);
vec3 colorObject =vec3(0.5,0.4,0.3);
vec3 colorObject1;if(mat ==0.)returnvec3(0.4662,0.4565,0.4488);elseif(mat ==1.)returnvec3(1.0,1.0,1.0);elseif(mat ==2.){
float r =pow(colorObject.r,cos(u_time *0.5));
float g =pow(colorObject.g,cos(u_time *0.3));
float b =pow(colorObject.b,cos(u_time *0.7));
colorObject1 =vec3(r, g, b);return colorObject1;}elseif(mat ==3.)// Ñтволreturnvec3(0.7218,0.4581,0.0983);elseif(mat ==4.)// иглыreturnvec3(0.5,0.6,0.2);elsereturnvec3(0.3,0.9,0.5);}//------------------------------------------------//Объекты//----------------------------------------------------
vec2 rotate1(vec2 v, float angle){returncos(angle)*v+sin(angle)*vec2(v.y,-v.x);}
vec2 kaleido(vec2 v, float power){returnrotate1(v,floor(.5+atan(v.x,-v.y)*power/TAO)*TAO/power);}
vec2 kaleido6(vec2 v){returnrotate1(v,floor(0.5+atan(v.x,-v.y)*0.95493)*1.0472);}
vec2 kaleido12(vec2 v){returnrotate1(v,floor(0.5+atan(v.x,-v.y)*1.90986)*0.5236);}
mat2 r45=mat2(0.7071,0.7071,-0.7071,0.7071);
mat2 r30=mat2(0.866,0.5,-0.5,0.866);
mat2 rtrn=mat2(0.9689,-0.2474,0.2474,0.9689);//----------------------------------------------------Ветки ёлки
float branch(in vec3 pos, inout float trunk){
float d =1.0;for(int i=0;i<2;i++){
vec3 z=pos;
float c=floor(z.y*4.);
z.yz=rotate1(z.yz,-z.z*0.79*(1.0+c*0.1));
float bm =-z.y -2.0;
z.y=mod(z.y,0.25)-0.05;if(i==1)
z.xz=z.xz*rtrn;
z.xz=kaleido(z.xz,2.0-c);
z.yz=rtrn*z.yz;
bm=max(bm,-z.z+c*0.086);
trunk=min(trunk,max(max(abs(z.x),abs(z.y)),bm))-0.001-z.z*0.003;
float c2=floor(z.z *16.0);
z.z=mod(z.z,0.0625)-0.049;
z.xy=rotate1(z.xy,c2*0.25);
z.xy=kaleido12(z.xy);
z.yz=z.yz*r30;
d=min(d,max(max(max(abs(z.x),abs(z.z)),-z.y-0.05+c*0.005),bm));}return d;}//----------------------------------------------------
vec2 tree(in vec3 pos){
float d=1.;
float material =0.;
float trunk =trunkCone( pos,0.025);// Ствол
d =branch(pos, trunk );// Веткиif(trunk<d){
d=trunk;
material =3.;}else{
material =4.;}
float result =max(0.0,max(d,max(pos.y,-pos.y-2.0)));returnvec2(result, material);}//----------------------------------------------------//Star
vec2 star(vec3 p){
p.y=p.y -0.07;
p= p *10.0;
float l=length(p);if(l <2.0){
p.xy=rotsim(p.xy,5.0);
p.y=p.y-2.0;
p.z=abs(p.z);
p.x=abs(p.x);returnvec2(dot(p,normalize(vec3(2.0,1,3.0)))/10.0,2.);}elsereturnvec2((l-1.9)/4.0,2.0);}//----------------------------------------------------//Snow
float makeshowflake(vec3 p){returnlength(p)-0.02;}//----------------------------------------------------
float makeShow(vec3 p,float tx,float ty,float tz){
p.y=p.y+time*tx;
p.x=p.x+time*ty;
p.z=p.z+time*tz;
p=sim(p,8.0);returnmakeshowflake(p);}//----------------------------------------------------
vec2 show(vec3 p){
float f=makeShow(p,1.11,1.03,1.38);
f=min(f,makeShow(p,1.72,0.74,1.06));
f=min(f,makeShow(p,1.93,0.75,1.35));returnvec2(f,1.0);}//----------------------------------------------------
vec4 swag(vec2 pos){
vec3 camSide =cross(camDir, camUp);
mat4 cm=mat4(
camUp.x, camUp.y, camUp.z,-dot(camUp,camPos),
camSide.x, camSide.y, camSide.z,-dot(camSide,camPos),
camDir.x, camDir.y, camDir.z,-dot(camDir,camPos),0.0,0.0,0.0,1.0);
vec4 pc=vec4(0,0,0,0);const float maxl=64.0;for(float i=0.0;i<maxl;i++){
vec4 pt=vec4(sin(i*PI*2.0*7.0/maxl)*0.75*(1.0-i/maxl),/* Ширина оÑÐ½Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¿Ð¾ X */
i/maxl *2.1,/*Ð’Ñ‹Ñота конуÑа */cos(i*PI*2.0*7.0/maxl)*0.75*(1.0-i/maxl),/* Ширина оÑÐ½Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¿Ð¾ Z */1.0);
pt=pt*cm;
vec2 vPos = pos;
vPos.y +=1.28;
vec2 xy=(pt/(-pt.z )).yx + vPos;
float c;
c=0.2/length(xy);
pc+=vec4((sin(i*5.0+time*10.0)*0.5+0.5)* c,(cos(i*3.0+time*8.0)*0.5+0.5)* c,(sin(i*6.0+time*9.0)*0.5+0.5)* c ,0.0);}
pc=pc/maxl;
pc=smoothstep(0.0,1.0,pc);return pc;}//----------------------------------------------------// вывод объекта
vec2 renderFunction(in vec3 pos){
vec2 result;
vec3 pos1 = pos;// pos1 = rotationCoord(pos, 3.);
vec2 treeMy =tree(pos1);
vec2 starMy =star(pos1);
vec2 showMy =show(pos1);if(treeMy.x < starMy.x)
result = treeMy;else
result = starMy;if(result.x > showMy.x)
result = showMy;return result;}//-------------------------------------------------
vec3 getNormal(in vec3 p){const float e =0.0001;returnnormalize(vec3(renderFunction(p+vec3(e,0.0,0.0)).x -renderFunction(p+vec3(-e,0.0,0.0)).x,renderFunction(p+vec3(0.0,e,0.0)).x -renderFunction(p+vec3(0.0,-e,0.0)).x,renderFunction(p+vec3(0.0,0.0,e)).x -renderFunction(p+vec3(0.0,0.0,-e)).x
));}//-------------------------------------------------
float rndStart(vec2 co){return0.1+0.9*fract(sin(dot(co,vec2(123.42,117.853)))*412.453);}//-------------------------------------------------
vec4 render(in vec3 posOnRay,in vec3 camPos,in vec3 rayDir, out vec2 object){
vec4 color =vec4(0.0);
float t =0.0;
vec3 normal;
vec3 lightDir = lightPos;
vec4 colorMirror =vec4(0.);//--------------Цвет фона
vec3 bcol =background(rayDir);for(int i=0; i<MAX_ITER;++i){
object =renderFunction(posOnRay);// Объект и его цвет//------------------ if(abs(object.x)<0.004){
normal =normalize(getNormal(posOnRay));//-----------------
vec3 materialColor =getmaterial(posOnRay.xyz, object.y);if(object.y ==2.0)
color.rgb =getlightingPhong(posOnRay, normal, lightDir, materialColor);// По Фонгуelse
color.rgb =getlightingLambert(posOnRay, normal, lightDir, materialColor);return color;}//------------------
t = object.x;
posOnRay = posOnRay + t*rayDir;}
color.rgb+=bcol*(1.0-clamp(color.w,0.0,1.0));returnvec4(color.rgb,1.0);}//-------------------------------------------------voidmain(){
vec2 pos =(2.0* gl_FragCoord.xy - u_resolution.xy )/ u_resolution.y;
vec3 camSide =cross(camDir, camUp);
vec3 rayDir =normalize(camSide*pos.x + camUp*pos.y + camDir);
float t =0.0, s =0.1;
vec2 object =vec2(1.,1.);//------------------------------
vec3 posOnRay = camPos;//------------------------------
vec4 color =vec4(0.);
color=render(posOnRay, camPos, rayDir, object);//------------------------------
vec3 light_color =vec3(0.9,0.5,0.1);
float c =0.075/(length(pos -vec2(0.48,0.66)));//луна
vec4 moon =smoothstep(0.95,1.05,c)*vec4(1.0)+vec4(vec3(c)* light_color,1.0);//-----------------------------
vec4 swagMy =swag(pos);// гирлÑнда//-----------------------------
gl_FragColor =color + moon + swagMy;}</script>
本文转载自: https://blog.csdn.net/weixin_44427181/article/details/128407336
版权归原作者 编程初体验 所有, 如有侵权,请联系我们删除。
版权归原作者 编程初体验 所有, 如有侵权,请联系我们删除。