我试图找到可用于创建涂抹/液化效果的信息或示例,这些效果会持续动画回原始状态.
最初我正在考虑使用three.js或pixi.js渲染一些文本,然后使用鼠标事件和光线投射将网格拖出位置,我发现最接近的是这个.
https://codepen.io/shshaw/pen/qqVgbg
let renderer = PIXI.autoDetectRenderer(window.innerWidth,
window.innerHeight, { transparent: true });
我认为理想情况下我会将文本渲染为图像,然后涂抹效果将应用于像素,并且它们会慢慢地动画回原始状态.与此类似.
http://www.duhaihang.com/#/work/
我想我可能需要使用自定义的GLSL着色器和某种缓冲区来保持构成图像的像素的原始状态和当前状态.
任何帮助或方向将不胜感激.
解决方法:
两者似乎相对简单.
第一个,就像你提到的那样,你制作一个绘制平面的顶点网格(网格).您将纹理贴图到平面,当您拖动鼠标时,向鼠标触摸的每个顶点添加一个位移.随着时间的推移将位移重置为0(如0位移量)
这是一个例子:它只是将一个顶点移位一个随机数量而不是更可预测的东西.最后我只是节省了位移应该消失的时间,然后在着色器中我做了一个简单的线性lerp(可以使用更高级的lerp来反弹或者其他东西).这几乎是着色器中发生的一切.
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
const vs = `
attribute vec4 position;
attribute vec3 displacement;
uniform mat4 u_matrix;
uniform float u_time;
uniform float u_timeToGoBack;
varying vec2 v_texcoord;
void main() {
// because position goes -1 <-> 1 we can just use
// it for texture coords
v_texcoord = position.xy * .5 + .5;
// displacement.z is the time at which it should be undisplaced
float displaceTime = displacement.z - u_time;
float lerp = clamp(displaceTime / u_timeToGoBack, 0., 1.);
vec2 displace = displacement.xy * lerp;
gl_Position = u_matrix * (position + vec4(displace, 0, 0));
}
`;
const fs = `
precision mediump float;
uniform sampler2D texture;
varying vec2 v_texcoord;
void main() {
gl_FragColor = texture2D(texture, v_texcoord);
}
`;
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// create a grid of points in a -1 to +1 quad
const positions = [];
const displacements = [];
const indices = [];
const res = 100;
for (var y = 0; y < res; ++y) {
var v = (y / (res - 1)) * 2 - 1;
for (var x = 0; x < res; ++x) {
var u = (x / (res - 1)) * 2 - 1;
positions.push(u, v);
displacements.push(0, 0, 0);
}
}
for (var y = 0; y < res - 1; ++y) {
var off0 = (y + 0) * res;
var off1 = (y + 1) * res;
for (var x = 0; x < res - 1; ++x) {
indices.push(
off0 + x + 0, off0 + x + 1, off1 + x + 0,
off1 + x + 0, off0 + x + 1, off1 + x + 1
);
}
}
// create buffers and fills them in.
// (calls gl.createBuffer and gl.bufferData for each array)
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: { numComponents: 2, data: positions, },
displacement: { numComponents: 3, data: displacements, },
indices: indices,
});
// this will be replaced when the image has loaded;
var img = { width: 1, height: 1 };
const tex = twgl.createTexture(gl, {
src: 'https://farm6.staticflickr.com/5078/14032935559_8c13e9b181_z_d.jpg',
crossOrigin: '',
}, function(err, texture, source) {
img = source;
});
var currentTime = 0;
var currentMatrix;
const timeToGoBack = 2; // in seconds;
function render(time) {
time *= 0.001; // convert to seconds
currentTime = time;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(programInfo.program);
var aspect = img.width / img.height;
var mat = m4.ortho(0, gl.canvas.clientWidth, gl.canvas.clientHeight, 0, -1, 1);
mat = m4.translate(mat, [gl.canvas.clientWidth / 2, gl.canvas.clientHeight / 2, 0]);
mat = m4.scale(mat, [img.width * .25, img.height * .25, 1]);
currentMatrix = mat;
// calls gl.bindBuffer, gl.vertexAttribPointer to setup
// attributes
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, {
u_matrix: mat,
u_texture: tex,
u_time: currentTime,
u_timeToGoBack: timeToGoBack,
});
gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
const displace = new Float32Array(3);
gl.canvas.addEventListener('mousemove', function(event, target) {
target = target || event.target;
const rect = target.getBoundingClientRect();
const rx = event.clientX - rect.left;
const ry = event.clientY - rect.top;
const x = rx * target.width / target.clientWidth;
const y = ry * target.height / target.clientHeight;
// reverse project the mouse onto the image
var rmat = m4.inverse(currentMatrix);
var s = m4.transformPoint(
rmat, [x / target.width * 2 - 1, y / target.height * 2 - 1, 0]);
// s is now a point in the space of `position`
// lets just move closest point?
var gx = Math.round((s[0] * .5 + .5) * res);
var gy = Math.round((s[1] * .5 + .5) * res);
gx = clamp(gx, 0, res - 1);
gy = clamp(gy, 0, res - 1);
const offset = ((res - gy - 1) * res + gx) * 3 * 4;
displace[0] = rand(-.1, .1);
displace[1] = rand(-.1, .1);
displace[2] = currentTime + timeToGoBack;
gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.displacement.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER, offset, displace);
});
function rand(min, max) {
return Math.random() * (max - min) + min;
}
function clamp(v, min, max) {
return Math.max(min, Math.min(max, v));
}
body {
margin: 0;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
对于第二个而不是替换顶点,您创建一个位移纹理,随着时间的推移,您将该位移重置为0
您可以看到fading things out here的示例.如果您采用该样本而不是绘制随机方块,则在鼠标下绘制,然后使用该纹理作为主图像的位移.通过位移,我的意思是通常你会在像这样的片段着色器中查找纹理
vec4 color = texture2D(someTexture, someTextureCoords);
相反,你想用位移取代顶点坐标,就像这样
// assuming the displacement texture is the same size as
// the main texture you can use the same texture coords
// first look up the displacement and convert to -1 <-> 1 range
// we're only using the R and G channels which will become U and V
// displacements to our texture coordinates
vec2 displacement = texture2D(displacementTexture, someTextureCoords).rg * 2. - 1.;
vec2 uv = someTextureCoords + displacement * displacementRange;
vec4 color = texture2d(someTexture, uv);
这是上面链接的用于置换的样本
var vs = `
attribute vec4 position;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * position;
}
`;
var fs = `
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
`;
var vsQuad = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
var fsFade = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
uniform float u_mixAmount;
const float kEpsilon = 2./256.;
void main() {
// convert color from 0.->1. to -1. -> +1. so we can go adjust toward zero
vec4 color = texture2D(u_texture, v_texcoord) * 2. - 1.;
// figure out how much to adjust
vec4 adjust = -color * u_mixAmount;
// If the adjustment is too small (because the texture is only 8bits)
// the adjust the minimum amount.
// Could also solve this by using floating point textures
adjust = mix(adjust, sign(color) * -kEpsilon, step(abs(adjust), vec4(kEpsilon)));
// adjust it
color += adjust;
// write it back converting back to 0 -> 1
gl_FragColor = color * .5 + .5;
}
`;
var fsDisplace = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
uniform sampler2D u_displacementTexture;
uniform vec2 u_displacementRange;
void main() {
// assuming the displacement texture is the same size as
// the main texture you can use the same texture coords
// first look up the displacement and convert to -1 <-> 1 range
// we're only using the R and G channels which will become U and V
// displacements to our texture coordinates
vec2 displacement = texture2D(u_displacementTexture, v_texcoord).rg * 2. - 1.;
vec2 uv = v_texcoord + displacement * u_displacementRange;
gl_FragColor = texture2D(u_texture, uv);
}
`;
var $= document.querySelector.bind(document);
var mixAmount = 0.03;
var gl = $("canvas").getContext("webgl");
var m4 = twgl.m4;
var programInfo = twgl.createProgramInfo(gl, [vs, fs]);
var fadeProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsFade]);
var displaceProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsDisplace]);
// this will be replaced when the image has loaded;
var img = { width: 1, height: 1 };
const tex = twgl.createTexture(gl, {
src: 'https://farm6.staticflickr.com/5078/14032935559_8c13e9b181_z_d.jpg',
crossOrigin: '',
flipY: true,
}, function(err, texture, source) {
img = source;
});
// Creates a -1 to +1 quad
var quadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
// Creates 2 RGBA texture + depth framebuffers
var fadeAttachments = [
{ format: gl.RGBA, min: gl.NEAREST, max: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE, },
{ format: gl.DEPTH_STENCIL },
];
var fadeFbi1 = twgl.createFramebufferInfo(gl, fadeAttachments);
var fadeFbi2 = twgl.createFramebufferInfo(gl, fadeAttachments);
function drawThing(gl, x, y, rotation, scale, color) {
var matrix = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
matrix = m4.translate(matrix, [x, y, 0]);
matrix = m4.rotateZ(matrix, rotation);
matrix = m4.scale(matrix, [scale, scale, 1]);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, quadBufferInfo);
twgl.setUniforms(programInfo, {
u_matrix: matrix,
u_color: color,
});
twgl.drawBufferInfo(gl, quadBufferInfo);
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + Math.random() * (max - min);
}
function render(time) {
if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
// set the clear color to 0.5 which is 0 displacement
// for our shader
gl.clearColor(0.5, 0.5, 0.5, 0.5);
// resize the framebuffer's attachments so their the
// same size as the canvas
twgl.resizeFramebufferInfo(gl, fadeFbi1, fadeAttachments);
// clear the color buffer to 0.5
twgl.bindFramebufferInfo(gl, fadeFbi1);
gl.clear(gl.COLOR_BUFFER_BIT);
// resize the 2nd framebuffer's attachments so their the
// same size as the canvas
twgl.resizeFramebufferInfo(gl, fadeFbi2, fadeAttachments);
// clear the color buffer to 0.5
twgl.bindFramebufferInfo(gl, fadeFbi2);
gl.clear(gl.COLOR_BUFFER_BIT);
}
// fade by copying from fadeFbi1 into fabeFbi2 using mixAmount.
// fadeFbi2 will contain mix(fadeFb1, u_fadeColor, u_mixAmount)
twgl.bindFramebufferInfo(gl, fadeFbi2);
gl.useProgram(fadeProgramInfo.program);
twgl.setBuffersAndAttributes(gl, fadeProgramInfo, quadBufferInfo);
twgl.setUniforms(fadeProgramInfo, {
u_texture: fadeFbi1.attachments[0],
u_mixAmount: mixAmount,
});
twgl.drawBufferInfo(gl, quadBufferInfo);
// now draw new stuff to fadeFb2. Notice we don't clear!
twgl.bindFramebufferInfo(gl, fadeFbi2);
var x = rand(gl.canvas.width);
var y = rand(gl.canvas.height);
var rotation = rand(Math.PI);
var scale = rand(10, 20);
var color = [rand(1), rand(1), rand(1), 1];
drawThing(gl, x, y, rotation, scale, color);
// now use fadeFbi2 as a displacement while drawing tex to the canvas
twgl.bindFramebufferInfo(gl, null);
gl.useProgram(displaceProgramInfo.program);
twgl.setBuffersAndAttributes(gl, displaceProgramInfo, quadBufferInfo);
twgl.setUniforms(displaceProgramInfo, {
u_texture: tex,
u_displacementTexture: fadeFbi2.attachments[0],
u_displacementRange: [0.1, 0.1],
});
twgl.drawBufferInfo(gl, quadBufferInfo);
// swap the variables so we render to the opposite textures next time
var temp = fadeFbi1;
fadeFbi1 = fadeFbi2;
fadeFbi2 = temp;
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { display: block; width: 100vw; height: 100vh; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
所以剩下的就是让它在鼠标下绘制而不是随意绘制
var vs = `
attribute vec4 position;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * position;
}
`;
var fs = `
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
`;
var vsQuad = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = u_matrix * position;
v_texcoord = texcoord;
}
`;
var fsFade = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
uniform float u_mixAmount;
const float kEpsilon = 2./256.;
void main() {
vec4 color = texture2D(u_texture, v_texcoord) * 2. - 1.;
vec4 adjust = -color * u_mixAmount;
adjust = mix(adjust, sign(color) * -kEpsilon, step(abs(adjust), vec4(kEpsilon)));
color += adjust;
gl_FragColor = color * .5 + .5;
}
`;
var fsDisplace = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
uniform sampler2D u_displacementTexture;
uniform vec2 u_displacementRange;
void main() {
// assuming the displacement texture is the same size as
// the main texture you can use the same texture coords
// first look up the displacement and convert to -1 <-> 1 range
// we're only using the R and G channels which will become U and V
// displacements to our texture coordinates
vec2 displacement = texture2D(u_displacementTexture, v_texcoord).rg * 2. - 1.;
vec2 uv = v_texcoord + displacement * u_displacementRange;
gl_FragColor = texture2D(u_texture, uv);
}
`;
var $= document.querySelector.bind(document);
var mixAmount = 0.03;
var gl = $("canvas").getContext("webgl");
var m4 = twgl.m4;
var programInfo = twgl.createProgramInfo(gl, [vs, fs]);
var fadeProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsFade]);
var displaceProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsDisplace]);
// this will be replaced when the image has loaded;
var img = { width: 1, height: 1 };
const tex = twgl.createTexture(gl, {
src: 'https://farm6.staticflickr.com/5078/14032935559_8c13e9b181_z_d.jpg',
crossOrigin: '',
}, function(err, texture, source) {
img = source;
});
// Creates a -1 to +1 quad
var quadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
// Creates 2 RGBA texture + depth framebuffers
var fadeAttachments = [
{ format: gl.RGBA,
min: gl.NEAREST,
max: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
},
];
var fadeFbi1 = twgl.createFramebufferInfo(gl, fadeAttachments);
var fadeFbi2 = twgl.createFramebufferInfo(gl, fadeAttachments);
function drawThing(gl, x, y, rotation, scale, color) {
var matrix = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
matrix = m4.translate(matrix, [x, y, 0]);
matrix = m4.rotateZ(matrix, rotation);
matrix = m4.scale(matrix, [scale, scale, 1]);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, quadBufferInfo);
twgl.setUniforms(programInfo, {
u_matrix: matrix,
u_color: color,
});
twgl.drawBufferInfo(gl, quadBufferInfo);
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + Math.random() * (max - min);
}
var drawRect = false;
var rectX;
var rectY;
var currentMatrix;
function render(time) {
if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
// set the clear color to 0.5 which is 0 displacement
// for our shader
gl.clearColor(0.5, 0.5, 0.5, 0.5);
// resize the framebuffer's attachments so their the
// same size as the canvas
twgl.resizeFramebufferInfo(gl, fadeFbi1, fadeAttachments);
// clear the color buffer to 0.5
twgl.bindFramebufferInfo(gl, fadeFbi1);
gl.clear(gl.COLOR_BUFFER_BIT);
// resize the 2nd framebuffer's attachments so their the
// same size as the canvas
twgl.resizeFramebufferInfo(gl, fadeFbi2, fadeAttachments);
// clear the color buffer to 0.5
twgl.bindFramebufferInfo(gl, fadeFbi2);
gl.clear(gl.COLOR_BUFFER_BIT);
}
// fade by copying from fadeFbi1 into fabeFbi2 using mixAmount.
// fadeFbi2 will contain mix(fadeFb1, u_fadeColor, u_mixAmount)
twgl.bindFramebufferInfo(gl, fadeFbi2);
gl.useProgram(fadeProgramInfo.program);
twgl.setBuffersAndAttributes(gl, fadeProgramInfo, quadBufferInfo);
twgl.setUniforms(fadeProgramInfo, {
u_matrix: m4.identity(),
u_texture: fadeFbi1.attachments[0],
u_mixAmount: mixAmount,
});
twgl.drawBufferInfo(gl, quadBufferInfo);
if (drawRect) {
drawRect = false;
// now draw new stuff to fadeFb2. Notice we don't clear!
twgl.bindFramebufferInfo(gl, fadeFbi2);
var rotation = rand(Math.PI);
var scale = rand(10, 20);
var color = [rand(1), rand(1), rand(1), 1];
drawThing(gl, rectX, rectY, rotation, scale, color);
}
// now use fadeFbi2 as a displacement while drawing tex to the canvas
twgl.bindFramebufferInfo(gl, null);
var mat = m4.ortho(0, gl.canvas.clientWidth, gl.canvas.clientHeight, 0, -1, 1);
mat = m4.translate(mat, [gl.canvas.clientWidth / 2, gl.canvas.clientHeight / 2, 0]);
mat = m4.scale(mat, [img.width * 0.5, img.height * 0.5, 1]);
currentMatrix = mat;
gl.useProgram(displaceProgramInfo.program);
twgl.setBuffersAndAttributes(gl, displaceProgramInfo, quadBufferInfo);
twgl.setUniforms(displaceProgramInfo, {
u_matrix: mat,
u_texture: tex,
u_displacementTexture: fadeFbi2.attachments[0],
u_displacementRange: [0.05, 0.05],
});
twgl.drawBufferInfo(gl, quadBufferInfo);
// swap the variables so we render to the opposite textures next time
var temp = fadeFbi1;
fadeFbi1 = fadeFbi2;
fadeFbi2 = temp;
requestAnimationFrame(render);
}
requestAnimationFrame(render);
gl.canvas.addEventListener('mousemove', function(event, target) {
target = target || event.target;
const rect = target.getBoundingClientRect();
const rx = event.clientX - rect.left;
const ry = event.clientY - rect.top;
const x = rx * target.width / target.clientWidth;
const y = ry * target.height / target.clientHeight;
// reverse project the mouse onto the image
var rmat = m4.inverse(currentMatrix);
var clipspacePoint = [x / target.width * 2 - 1, -(y / target.height * 2 - 1), 0];
var s = m4.transformPoint(rmat, clipspacePoint);
// s is now a point in the space of the image's quad. The quad goes -1 to 1
// and we're going to draw into it using pixels because drawThing takes
// a pixel value and our displacement map is the same size as the canvas
drawRect = true;
rectX = ( s[0] * .5 + .5) * gl.canvas.width;
rectY = (-s[1] * .5 + .5) * gl.canvas.height;
});
body { margin: 0; }
canvas { display: block; width: 100vw; height: 100vh; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
获得第二个示例的确切效果看起来像通过某种噪声函数运行位移.您可以使用类似于WebGL Inspector或Shader Editor的内容查看着色器内部并查看它们正在执行的操作.
Here’s another example创建了一个位移纹理,该位移纹理比边缘向中心位移更多.
注意:我应该说清楚我没有看到你链接的例子如何工作的细节,我只是建议他们做类似的事情.找出他们真正做的事情的最好方法是查看他们的代码并运行前面段落中提到的工具来查看内部并查看正在发生的事情.也许他们没有使用直接位移,而是使用像法线这样的位移作为位移.也许不是绘制纯色(第2和第3个示例)或纹理(第4个示例),而是使用程序生成的图案绘制或使用基于屏幕的纹理坐标绘制重复纹理图案.也许位移纹理是一个单独的纹理,它们有一个“混合蒙版”,它们以白色绘制,淡入淡出以决定要应用多少位移纹理.在WebGL中有无数种方法可以做.