【视觉基础篇】14 # 如何使用片元着色器进行几何造型?

简介: 【视觉基础篇】14 # 如何使用片元着色器进行几何造型?

说明

【跟月影学可视化】学习笔记。



如何用片元着色器控制局部颜色?

把图片绘制为纯黑色:

const fragment = `
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vUv;
    void main() {
        gl_FragColor = vec4(0, 0, 0, 1);
    }
`;


eec48edc55884071b2ddf5d5ee54d736.png

根据纹理坐标值来绘制,让某个图案的颜色,从左到右由黑向白过渡

const fragment = `
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vUv;
    void main() {
        gl_FragColor.rgb = vec3(vUv.x);
        gl_FragColor.a = 1.0;
    }
`;


d3a8e4082348401a84dc66d727a38e19.png


使用乘法创造一个 10*10 的方格,让每个格子左上角是绿色,右下角是红色,中间是过渡色。

const fragment = `
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vUv;
    void main() {
        vec2 st = vUv * 10.0;
        gl_FragColor.rgb = vec3(fract(st), 0.0);
        gl_FragColor.a = 1.0;
    }
`;


37a95307f9a9479587dc828a71186f6f.png


通过 idx = floor(st) 获取网格的索引,判断网格索引除以 2 的余数(奇偶性),根据它来决定是否翻转网格内的 x、y 坐标。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>如何用片元着色器控制局部颜色?</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            // // 把图片绘制为纯黑色
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         gl_FragColor = vec4(0, 0, 0, 1);
            //     }
            // `;
            // // 根据纹理坐标值来绘制,让某个图案的颜色,从左到右由黑向白过渡
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         gl_FragColor.rgb = vec3(vUv.x);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // // 使用乘法创造一个 10*10 的方格,让每个格子左上角是绿色,右下角是红色,中间是过渡色。
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         vec2 st = vUv * 10.0;
            //         gl_FragColor.rgb = vec3(fract(st), 0.0);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // 通过 idx = floor(st) 获取网格的索引,判断网格索引除以 2 的余数(奇偶性),根据它来决定是否翻转网格内的 x、y 坐标。
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                void main() {
                    vec2 st = vUv * 10.0;
                    vec2 idx = floor(st);
                    vec2 grid = fract(st);
                    vec2 t = mod(idx, 2.0);
                    if(t.x == 1.0) {
                        grid.x = 1.0 - grid.x;
                    }
                    if(t.y == 1.0) {
                        grid.y = 1.0 - grid.y;
                    }
                    gl_FragColor.rgb = vec3(grid, 0.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>


796885d48e39460b8f902b1df7e72c07.png



如何用片元着色器绘制圆、线段和几何图形


绘制圆

绘制一个模糊的圆

const fragment = `
  #ifdef GL_ES
  precision highp float;
  #endif
  varying vec2 vUv;
  void main() {
    floatd = distance(vUv, vec2(0.5));
    gl_FragColor.rgb = d * vec3(1.0);
    gl_FragColor.a = 1.0;
  }
`;

d31383c2c9c44dbaa9dd4269096bf178.png


绘制一个清晰的圆

const fragment = `
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vUv;
    void main() {
        float d = distance(vUv, vec2(0.5));
        gl_FragColor.rgb = step(d, 0.2) * vec3(1.0);
        gl_FragColor.a = 1.0;
    }
`;


238524c6e77b47f59d8299318e66eddb.png

因为浮点数计算的精度导致的锯齿现象。用 smoothstep 代替 step 即可解决这种问题。smoothstep 在 step-start 和 step-end 之间有一个平滑过渡的区间。

f95d3e2fab51407ba417e35089148cf3.png

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>片元着色器绘制圆</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            // // 模糊的圆
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         float d = distance(vUv, vec2(0.5));
            //         gl_FragColor.rgb = d * vec3(1.0);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // // 清晰的圆
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         float d = distance(vUv, vec2(0.5));
            //         gl_FragColor.rgb = step(d, 0.2) * vec3(1.0);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // 清晰的圆无锯齿
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                void main() {
                    float d = distance(vUv, vec2(0.5));
                    gl_FragColor.rgb = smoothstep(d, d + 0.01, 0.2) * vec3(1.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>

6256c73a46b34cf3b1d5e5eae1616a55.png


实现图片的渐显渐隐效果

上一节我们实现了图片粒子化,下面利用绘制圆实现图片的渐显渐隐效果

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>片元着色器绘制圆实现图片的渐显渐隐效果</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="1920" height="1080"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                uniform sampler2D tMap;
                uniform vec2 uResolution;
                uniform float uTime;
                varying vec2 vUv;
                float random (vec2 st) {
                    return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
                }
                void main() {
                    vec2 uv = vUv;
                    uv.y *= uResolution.y / uResolution.x;
                    vec2 st = uv * 100.0;
                    float d = distance(fract(st), vec2(0.5));
                    float p = uTime + random(floor(st));
                    float shading = 0.5 + 0.5 * sin(p);
                    d = smoothstep(d, d + 0.01, 1.0 * shading);
                    vec4 color = texture2D(tMap, vUv);
                    gl_FragColor.rgb = color.rgb * clamp(0.5, 1.3, d + 1.0 * shading);
                    gl_FragColor.a = color.a;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            (async function () {
                const texture = await renderer.loadTexture('./assets/img/flower.jpg');
                renderer.uniforms.tMap = texture;
                renderer.uniforms.uResolution = [canvas.width, canvas.height];
                renderer.uniforms.uTime = 0;
                // 将顶点数据送入缓冲区
                renderer.setMeshData([{
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [[0, 1, 2], [2, 0, 3]],
                }]);
                renderer.render();
                function update(t) {
                    renderer.uniforms.uTime = t / 500;
                    requestAnimationFrame(update);
                }
                update(0);
            }());
        </script>
    </body>
</html>


绘制线

计算点到直线(向量)的距离即可。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>片元着色器绘制圆</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            // 画出一条斜线
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                void main() {
                    vec3 line = vec3(1, 1, 0);
                    float d = abs(cross(vec3(vUv,0), normalize(line)).z); 
                    gl_FragColor.rgb = (1.0 - smoothstep(0.0, 0.01, d)) * vec3(1.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>

a01024c949864f3cb7336620b50d5bd6.png


用鼠标控制直线

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>用鼠标控制直线</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                uniform vec2 uMouse;
                uniform vec2 uOrigin;
                // 返回点到线段的距离
                float seg_distance(in vec2 st, in vec2 a, in vec2 b) {
                    vec3 ab = vec3(b - a, 0);
                    vec3 p = vec3(st - a, 0);
                    float l = length(ab);
                    float d = abs(cross(p, normalize(ab)).z);
                    float proj = dot(p, ab) / l;
                    if(proj >= 0.0 && proj <= l) return d;
                    return min(distance(st, a), distance(st, b));
                }
                void main() {
                    float d = seg_distance(vUv, uMouse, uOrigin); 
                    gl_FragColor.rgb = (1.0 - smoothstep(0.0, 0.01, d)) * vec3(1.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            renderer.uniforms.uMouse = [-1, -1];
            // 直线经过的固定点
            renderer.uniforms.uOrigin = [0.5, 0.5];
            canvas.addEventListener("mousemove", (e) => {
                const { x, y, width, height } =
                    e.target.getBoundingClientRect();
                    renderer.uniforms.uMouse = [
                        (e.x - x) / width,
                        1.0 - (e.y - y) / height,
                    ];
                }
            );
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>


image.gif


绘制三角形

点到三角形三条边的距离有三个,只要这三个距离的符号都相同,我们就能确定点在三角形内。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>片元着色器绘制三角形</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                float line_distance(in vec2 st, in vec2 a, in vec2 b) {
                    vec3 ab = vec3(b - a, 0);
                    vec3 p = vec3(st - a, 0);
                    float l = length(ab);
                    return cross(p, normalize(ab)).z;
                }
                float seg_distance(in vec2 st, in vec2 a, in vec2 b) {
                    vec3 ab = vec3(b - a, 0);
                    vec3 p = vec3(st - a, 0);
                    float l = length(ab);
                    float d = abs(cross(p, normalize(ab)).z);
                    float proj = dot(p, ab) / l;
                    if(proj >= 0.0 && proj <= l) return d;
                    return min(distance(st, a), distance(st, b));
                }
                float triangle_distance(in vec2 st, in vec2 a, in vec2 b, in vec2 c) {
                    float d1 = line_distance(st, a, b);
                    float d2 = line_distance(st, b, c);
                    float d3 = line_distance(st, c, a);
                    if(d1 >= 0.0 && d2 >= 0.0 && d3 >= 0.0 || d1 <= 0.0 && d2 <= 0.0 && d3 <= 0.0) {
                        return -min(abs(d1), min(abs(d2), abs(d3))); // 内部距离为负
                    }
                    return min(seg_distance(st, a, b), min(seg_distance(st, b, c), seg_distance(st, c, a))); // 外部为正
                }
                void main() {
                    float d = triangle_distance(vUv, vec2(0.3), vec2(0.5, 0.7), vec2(0.7, 0.3));
                    gl_FragColor.rgb = (1.0 - smoothstep(0.0, 0.01, d)) * vec3(1.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>

a03652fe14cd47488e6d2fb42c4f17a8.png


片元着色器绘图方法论:符号距离场渲染

在图形渲染中有一个专有的名称叫做符号距离场渲染Signed Distance Fields Rendering)。它本质上就是利用空间中的距离分布来着色的。


  • 第一步:定义距离。
  • 第二步:根据距离着色。



绘制平面分割线

constfragment = `
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vUv;
    void main() {
        vec3 line = vec3(1, 1, 0);
        float d = abs(cross(vec3(vUv,0), normalize(line)).z);
        d = fract(20.0 * d);
        gl_FragColor.rgb = (smoothstep(0.45, 0.5, d) - smoothstep(0.5, 0.55, d)) * vec3(1.0);
        gl_FragColor.a = 1.0;
    }
`;

c66c1c5809804b7bafc643f1809f0f95.png



绘制圆环

const fragment = `
  #ifdef GL_ES
  precision highp float;
  #endif
  varying vec2 vUv;
  void main() {
     float d = distance(vUv, vec2(0.5));
     d = fract(20.0 * d);
     gl_FragColor.rgb = (smoothstep(0.45, 0.5, d) - smoothstep(0.5, 0.55, d)) * vec3(1.0);
     gl_FragColor.a = 1.0;
  }
`;

image.png


绘制三角环

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>片元着色器绘图方法论:符号距离场渲染</title>
        <style>
            canvas {
                border: 1px dashed salmon;
            }
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;
                varying vec2 vUv;
                void main() {
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                }
            `;
            // // 绘制平面分割线
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         vec3 line = vec3(1, 1, 0);
            //         float d = abs(cross(vec3(vUv,0), normalize(line)).z);
            //         d = fract(20.0 * d);
            //         gl_FragColor.rgb = (smoothstep(0.45, 0.5, d) - smoothstep(0.5, 0.55, d)) * vec3(1.0);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // // 绘制圆环
            // const fragment = `
            //     #ifdef GL_ES
            //     precision highp float;
            //     #endif
            //     varying vec2 vUv;
            //     void main() {
            //         float d = distance(vUv, vec2(0.5));
            //         d = fract(20.0 * d);
            //         gl_FragColor.rgb = (smoothstep(0.45, 0.5, d) - smoothstep(0.5, 0.55, d)) * vec3(1.0);
            //         gl_FragColor.a = 1.0;
            //     }
            // `;
            // 绘制三角环
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif
                varying vec2 vUv;
                float line_distance(in vec2 st, in vec2 a, in vec2 b) {
                    vec3 ab = vec3(b - a, 0);
                    vec3 p = vec3(st - a, 0);
                    float l = length(ab);
                    return cross(p, normalize(ab)).z;
                }
                float seg_distance(in vec2 st, in vec2 a, in vec2 b) {
                    vec3 ab = vec3(b - a, 0);
                    vec3 p = vec3(st - a, 0);
                    float l = length(ab);
                    float d = abs(cross(p, normalize(ab)).z);
                    float proj = dot(p, ab) / l;
                    if(proj >= 0.0 && proj <= l) return d;
                    return min(distance(st, a), distance(st, b));
                }
                float triangle_distance(in vec2 st, in vec2 a, in vec2 b, in vec2 c) {
                    float d1 = line_distance(st, a, b);
                    float d2 = line_distance(st, b, c);
                    float d3 = line_distance(st, c, a);
                    if(d1 >= 0.0 && d2 >= 0.0 && d3 >= 0.0 || d1 <= 0.0 && d2 <= 0.0 && d3 <= 0.0) {
                        return -min(abs(d1), min(abs(d2), abs(d3))); // 内部距离为负
                    }
                    return min(seg_distance(st, a, b), min(seg_distance(st, b, c), seg_distance(st, c, a))); // 外部为正
                }
                void main() {
                    float d = triangle_distance(vUv, vec2(0.3), vec2(0.5, 0.7), vec2(0.7, 0.3));
                    d = fract(20.0 * abs(d));
                    // gl_FragColor.rgb = vec3(d); // vec3(d) 来渲染颜色
                    gl_FragColor.rgb = (smoothstep(0.45, 0.5, d) - smoothstep(0.5, 0.55, d)) * vec3(1.0);
                    gl_FragColor.a = 1.0;
                }
            `;
            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            // 加载片元着色器并创建程序
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            // 将顶点数据送入缓冲区
            renderer.setMeshData([
                {
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: {
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    },
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                },
            ]);
            // 渲染
            renderer.render();
        </script>
    </body>
</html>

775a79482cc04621b2b3c53e6bda2eb9.png


vec3(d) 来渲染颜色

0fdc4ac9404f48108259a98a8a4655a6.png



着色器绘制几何图形的用途

  • 实现图像的剪裁
  • 实现对图像的动态修饰
  • 可以在一些 3D 场景中修饰几何体



实现图像的剪裁

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>着色器造型实现图像的剪裁</title>
</head>
<body>
    <canvas width="1920" height="1080"></canvas>
    <script src="./common/lib/gl-renderer.js"></script>
    <script>
        const vertex = `
            attribute vec2 a_vertexPosition;
            attribute vec2 uv;
            varying vec2 vUv;
            void main() {
                gl_PointSize = 1.0;
                vUv = uv;
                gl_Position = vec4(a_vertexPosition, 1, 1);
            }
        `;
        const fragment = `
            #ifdef GL_ES
            precision highp float;
            #endif
            varying vec2 vUv;
            uniform sampler2D tMap;
            uniform float uTime;
            float line_distance(in vec2 st, in vec2 a, in vec2 b) {
                vec3 ab = vec3(b - a, 0);
                vec3 p = vec3(st - a, 0);
                float l = length(ab);
                return cross(p, normalize(ab)).z;
            }
            float seg_distance(in vec2 st, in vec2 a, in vec2 b) {
                vec3 ab = vec3(b - a, 0);
                vec3 p = vec3(st - a, 0);
                float l = length(ab);
                float d = abs(cross(p, normalize(ab)).z);
                float proj = dot(p, ab) / l;
                if(proj >= 0.0 && proj <= l) return d;
                return min(distance(st, a), distance(st, b));
            }
            float triangle_distance(in vec2 st, in vec2 a, in vec2 b, in vec2 c) {
                float d1 = line_distance(st, a, b);
                float d2 = line_distance(st, b, c);
                float d3 = line_distance(st, c, a);
                if(d1 >= 0.0 && d2 >= 0.0 && d3 >= 0.0 || d1 <= 0.0 && d2 <= 0.0 && d3 <= 0.0) {
                    return -min(abs(d1), min(abs(d2), abs(d3))); // 内部距离为负
                }
                return min(seg_distance(st, a, b), min(seg_distance(st, b, c), seg_distance(st, c, a))); // 外部为正
            }
            void main() {
                vec4 color = texture2D(tMap, vUv);
                vec2 uv = vUv - vec2(0.5);
                vec2 a = vec2(-0.577, 0) - vec2(0.5);
                vec2 b = vec2(0.5, 1.866) - vec2(0.5);
                vec2 c = vec2(1.577, 0) - vec2(0.5);
                float scale = min(1.0, 0.0005 * uTime);
                float d = triangle_distance(uv, scale * a, scale * b, scale * c);
                gl_FragColor.rgb = (1.0 - smoothstep(0.0, 0.01, d)) * color.rgb;
                gl_FragColor.a = 1.0;
            }
        `;
        const canvas = document.querySelector('canvas');
        const renderer = new GlRenderer(canvas);
        // load fragment shader and createProgram
        const program = renderer.compileSync(fragment, vertex);
        renderer.useProgram(program);
        (async function () {
            const texture = await renderer.loadTexture('./assets/img/flower.jpg');
            renderer.uniforms.tMap = texture;
            renderer.uniforms.uTime = 0;
            renderer.setMeshData([{
                positions: [
                    [-1, -1],
                    [-1, 1],
                    [1, 1],
                    [1, -1],
                ],
                attributes: {
                    uv: [
                        [0, 0],
                        [0, 1],
                        [1, 1],
                        [1, 0],
                    ],
                },
                cells: [[0, 1, 2], [2, 0, 3]],
            }]);
            renderer.render();
            function update(t) {
                renderer.uniforms.uTime = t / 2;
                requestAnimationFrame(update);
            }
            update(0);
        }());
    </script>
    </script>
</body>
</html>



实现对图像的动态修饰

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>实现对图像的动态修饰</title>
</head>
<body>
    <canvas width="1920" height="1080"></canvas>
    <script src="./common/lib/gl-renderer.js"></script>
    <script>
        const vertex = `
            attribute vec2 a_vertexPosition;
            attribute vec2 uv;
            varying vec2 vUv;
            void main() {
                gl_PointSize = 1.0;
                vUv = uv;
                gl_Position = vec4(a_vertexPosition, 1, 1);
            }
        `;
        const fragment = `
            #ifdef GL_ES
            precision highp float;
            #endif
            varying vec2 vUv;
            uniform sampler2D tMap;
            uniform float uTime;
            float line_distance(in vec2 st, in vec2 a, in vec2 b) {
                vec3 ab = vec3(b - a, 0);
                vec3 p = vec3(st - a, 0);
                float l = length(ab);
                return cross(p, normalize(ab)).z;
            }
            float seg_distance(in vec2 st, in vec2 a, in vec2 b) {
                vec3 ab = vec3(b - a, 0);
                vec3 p = vec3(st - a, 0);
                float l = length(ab);
                float d = abs(cross(p, normalize(ab)).z);
                float proj = dot(p, ab) / l;
                if(proj >= 0.0 && proj <= l) return d;
                return min(distance(st, a), distance(st, b));
            }
            float triangle_distance(in vec2 st, in vec2 a, in vec2 b, in vec2 c) {
                float d1 = line_distance(st, a, b);
                float d2 = line_distance(st, b, c);
                float d3 = line_distance(st, c, a);
                if(d1 >= 0.0 && d2 >= 0.0 && d3 >= 0.0 || d1 <= 0.0 && d2 <= 0.0 && d3 <= 0.0) {
                    return -min(abs(d1), min(abs(d2), abs(d3))); // 内部距离为负
                }
                return min(seg_distance(st, a, b), min(seg_distance(st, b, c), seg_distance(st, c, a))); // 外部为正
            }
            void main() {
                vec4 color = texture2D(tMap, vUv);
                vec2 uv = vUv - vec2(0.5);
                vec2 a = vec2(0, 1);
                float time = 0.0005 * uTime;
                vec2 b = vec2(sin(time), cos(time));
                float d = 0.0;
                float c0 = cross(vec3(b, 0.0), vec3(a, 0.0)).z;
                float c1 = cross(vec3(uv, 0.0), vec3(a, 0.0)).z;
                float c2 = cross(vec3(uv, 0.0), vec3(b, 0.0)).z;
                if(c0 > 0.0 && c1 > 0.0 && c2 < 0.0) {
                    d = 1.0;
                }
                if(c0 < 0.0 && (c1 >= 0.0 || c2 <= 0.0)) {
                    d = 1.0;
                }
                gl_FragColor.rgb = color.rgb;
                gl_FragColor.r *= mix(0.3, 1.0, d);
                gl_FragColor.a = mix(0.9, 1.0, d);
            }
        `;
        const canvas = document.querySelector('canvas');
        const renderer = new GlRenderer(canvas);
        // load fragment shader and createProgram
        const program = renderer.compileSync(fragment, vertex);
        renderer.useProgram(program);
        (async function () {
            const texture = await renderer.loadTexture('./assets/img/flower.jpg');
            renderer.uniforms.tMap = texture;
            renderer.uniforms.uTime = 0;
            renderer.setMeshData([{
                positions: [
                    [-1, -1],
                    [-1, 1],
                    [1, 1],
                    [1, -1],
                ],
                attributes: {
                    uv: [
                        [0, 0],
                        [0, 1],
                        [1, 1],
                        [1, 0],
                    ],
                },
                cells: [[0, 1, 2], [2, 0, 3]],
            }]);
            renderer.render();
            function update(t) {
                renderer.uniforms.uTime = 2*t;
                requestAnimationFrame(update);
            }
            update(0);
        }());
    </script>
    </script>
</body>
</html>


网络异常,图片无法展示
|




推荐网址


e95a024c1bd6481e813bfec8f785f892.png



7c53042467a14dd78be4faf534654108.png


目录
相关文章
|
22天前
Halcon 学习笔记十一:Halcon自定义算子封装
Halcon 学习笔记十一:Halcon自定义算子封装
82 0
|
22天前
|
机器学习/深度学习 计算机视觉 Python
【Python计算机视觉】项目实战之图像增强imguag对关键点变换、标注框变化(附源码 超详细必看)
【Python计算机视觉】项目实战之图像增强imguag对关键点变换、标注框变化(附源码 超详细必看)
84 0
|
数据可视化 异构计算
【视觉高级篇】19 # 如何用着色器实现像素动画?
【视觉高级篇】19 # 如何用着色器实现像素动画?
73 0
【视觉高级篇】19 # 如何用着色器实现像素动画?
【视觉高级篇】19 # 如何用着色器实现像素动画?2
【视觉高级篇】19 # 如何用着色器实现像素动画?
63 0
【视觉高级篇】19 # 如何用着色器实现像素动画?2
|
数据可视化
【视觉高级篇】20 # 如何用WebGL绘制3D物体?
【视觉高级篇】20 # 如何用WebGL绘制3D物体?
142 0
【视觉高级篇】20 # 如何用WebGL绘制3D物体?
|
算法 数据可视化
【视觉基础篇】16 # 如何使用噪声生成复杂的纹理?
【视觉基础篇】16 # 如何使用噪声生成复杂的纹理?
133 0
【视觉基础篇】16 # 如何使用噪声生成复杂的纹理?
|
前端开发 算法 计算机视觉
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?2
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?
103 0
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?2
|
存储 前端开发 数据可视化
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?
112 0
【视觉基础篇】12 # 如何使用滤镜函数实现美颜效果?
|
数据可视化 异构计算
【视觉基础篇】17 # 如何使用后期处理通道增强图像效果?
【视觉基础篇】17 # 如何使用后期处理通道增强图像效果?
70 0
【视觉基础篇】17 # 如何使用后期处理通道增强图像效果?

热门文章

最新文章