【圣诞节】飘雪圣诞树

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

在这里插入图片描述

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();

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_mouse: {
            type: "v2",
            value: new THREE.Vector2()
        }
    };

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

    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.onmousemove = function(e) {
        uniforms.u_mouse.value.x = e.pageX
        uniforms.u_mouse.value.y = e.pageY
    }
}

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

function render() {
    uniforms.u_time.value += 0.05;
    renderer.render(scene, camera);
}

Html:

<div id="container"></div>

<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;

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 TAO 6.283
const int MAX_ITER = 100;
float PI=3.14159265;
//--------------------------------------------------
#define time u_time

vec3 getNormal(in vec3 p);

//Освещение
//-------------------------------------------------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.)
      return vec3(0.4662, 0.4565, 0.4488);
   else if (mat == 1.)
      return vec3(1.0, 1.0, 1.0);   
   else if (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;         
   }
    else if (mat == 3.) // ствол
      return vec3(0.7218, 0.4581, 0.0983);  
   else if (mat == 4.) // иглы
      return vec3(0.5, 0.6, 0.2);     
   
   else   
      return vec3(0.3, 0.9,0.5);
}

//------------------------------------------------
//Объекты
//----------------------------------------------------
vec2 rotate1(vec2 v, float angle) 
{return cos(angle)*v+sin(angle)*vec2(v.y,-v.x);}

vec2 kaleido(vec2 v, float power)
{return rotate1(v,floor(.5+atan(v.x,-v.y)*power/TAO)*TAO/power);}

vec2 kaleido6(vec2 v)
{return rotate1(v,floor(0.5+atan(v.x,-v.y)*0.95493)*1.0472);}

vec2 kaleido12(vec2 v)
{return rotate1(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 );               // Ветки
   if(trunk<d)
   {
      d=trunk;
      material = 3.;
   }
   else
   {
      material = 4.;
   }
   float result = max(0.0,max(d,max(pos.y,-pos.y-2.0)));
   return vec2(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);
  return vec2(dot(p,normalize(vec3(2.0,1,3.0))) / 10.0, 2.);
  } else return vec2((l-1.9)/4.0, 2.0);
}
//----------------------------------------------------
//Snow
float makeshowflake(vec3 p)
{
  return length(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);
  return makeshowflake(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));

  return vec2(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 основания по X  */
    i/maxl * 2.1, /*Высота конуса */
    cos(i*PI*2.0*7.0/maxl) * 0.75 * (1.0-i/maxl),  /* Ширина основания по 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;
  return
    normalize
    (
      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)
{return 0.1+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 Фонгу
    else 
       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));
  return vec4(color.rgb, 1.0);
}
//-------------------------------------------------

void main()
{
  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); // гирлянда
//-----------------------------

     gl_FragColor =color + moon + swagMy; 

}

</script>

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