我遇到了这个WebGL演示:
(function(){
/**
* Most of the WebGL-related code in this demo
* comes from this tutorial by Dennis Ippel (thanks!) :
* http://www.rozengain.com/blog/2010/02/22/beginning-webgl-step-by-step-tutorial/
*
*/
var offset = 0,
deadTimeOut = 1000,
i, n,
connectDiv,
canvas, gl,
ratio,
vertices,
velocities,
colorLoc,
cw,
ch,
cr = 0, cg = 0, cb = 0,
tr, tg, tb,
rndX = 0,
rndY = 0,
rndOn = false,
rndSX = 0,
rndSY = 0,
lastUpdate = 0,
IDLE_DELAY = 6000,
touches = [],
totalLines = 60000,
renderMode = 0,
numLines = totalLines;
// setup webGL
loadScene();
// add listeners
window.addEventListener( "resize", onResize, false )
document.addEventListener( "mousedown", onMouseDown, false );
document.addEventListener( "keydown", onKey, false );
onResize();
// start animation
animate();
function onResize(e) {
cw = window.innerWidth;
ch = window.innerHeight;
}
function normalize(px, py){
touches[0] = (px/cw-.5)*3;
touches[1] = (py/ch-.5)*-2;
}
function onMouseDown(e){
normalize(e.pageX,e.pageY);
document.addEventListener( "mousemove", onMouseMove );
document.addEventListener( "mouseup", onMouseUp );
e.preventDefault();
}
function onMouseMove(e) {
normalize(e.pageX,e.pageY);
}
function onMouseUp(e) {
touches.length = 0;
document.removeEventListener( "mousemove", onMouseMove );
document.removeEventListener( "mouseup", onMouseUp );
}
function animate() {
requestAnimationFrame( animate );
redraw();
}
function redraw()
{
// declarations
var player, dx, dy, d,
tx, ty, bp, p,
i = 0, nt, j,
now = new Date().getTime();
nt = touches.length;
// animate color
cr = cr * .99 + tr * .01;
cg = cg * .99 + tg * .01;
cb = cb * .99 + tb * .01;
gl.uniform4f( colorLoc, cr, cg, cb, .5 );
// animate and attract particles
for( i = 0; i < numLines; i+=2 )
{
bp = i*3;
// copy old positions
vertices[bp] = vertices[bp+3];
vertices[bp+1] = vertices[bp+4];
// inertia
velocities[bp] *= velocities[bp+2];
velocities[bp+1] *= velocities[bp+2];
// horizontal
p = vertices[bp+3];
p += velocities[bp];
if ( p < -ratio ) {
p = -ratio;
velocities[bp] = Math.abs(velocities[bp]);
} else if ( p > ratio ) {
p = ratio;
velocities[bp] = -Math.abs(velocities[bp]);
}
vertices[bp+3] = p;
// vertical
p = vertices[bp+4];
p += velocities[bp+1];
if ( p < -1 ) {
p = -1;
velocities[bp+1] = Math.abs(velocities[bp+1]);
} else if ( p > 1 ) {
p = 1;
velocities[bp+1] = -Math.abs(velocities[bp+1]);
}
vertices[bp+4] = p;
if ( nt ) // attraction when touched
{
for( j=0; j<nt; j+=2 )
{
dx = touches[j] - vertices[bp];
dy = touches[j+1] - vertices[bp+1];
d = Math.sqrt(dx * dx + dy * dy);
if ( d < 2 )
{
if ( d < .03 )
{
//vertices[bp] = vertices[bp+3] = (Math.random() * 2 - 1)*ratio;
//vertices[bp+1] = vertices[bp+4] = Math.random() * 2 - 1;
vertices[bp] = (Math.random() * 2 - 1)*ratio;
vertices[bp+1] = Math.random() * 2 - 1;
vertices[bp+3] = (vertices[bp+3] + vertices[bp]) * .5;
vertices[bp+4] = (vertices[bp+4] + vertices[bp+1]) * .5;
velocities[bp] = Math.random()*.4-.2;
velocities[bp+1] = Math.random()*.4-.2;
} else {
dx /= d;
dy /= d;
d = ( 2 - d ) / 2;
d *= d;
velocities[bp] += dx * d * .01;
velocities[bp+1] += dy * d * .01;
}
}
}
}
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
switch( renderMode ) {
case 0 :
gl.lineWidth(1);
gl.drawArrays( gl.LINES, 0, numLines );
break;
case 1:
gl.drawArrays( gl.TRIANGLE_STRIP, 0, numLines );
break;
case 2 :
gl.lineWidth(1);
gl.drawArrays( gl.LINE_STRIP, 0, numLines );
break;
case 3:
gl.drawArrays( gl.TRIANGLE_FAN, 0, numLines );
break;
}
gl.flush();
}
var colorTimeout;
function switchColor() {
var a = .5,
c1 = .3+Math.random()*.2,
c2 = Math.random()*.06+0.01,
c3 = Math.random()*.06+0.02;
switch( Math.floor( Math.random() * 3 ) ) {
case 0 :
//gl.uniform4f( colorLoc, c1, c2, c3, a );
tr = c1;
tg = c2;
tb = c3;
break;
case 1 :
//gl.uniform4f( colorLoc, c2, c1, c3, a );
tr = c2;
tg = c1;
tb = c3;
break;
case 2 :
//gl.uniform4f( colorLoc, c3, c2, c1, a );
tr = c3;
tg = c2;
tb = c1;
break;
}
if ( colorTimeout ) clearTimeout( colorTimeout );
colorTimeout = setTimeout( switchColor, 500 + Math.random() * 4000 );
}
function loadScene()
{
connectDiv = document.getElementById("connectImg");
// Get the canvas element
canvas = document.getElementById("webGLCanvas");
// Get the WebGL context
gl = canvas.getContext("experimental-webgl");
// Check whether the WebGL context is available or not
// if it's not available exit
if(!gl)
{
alert("There's no WebGL context available.");
return;
}
// Set the viewport to the canvas width and height
cw = window.innerWidth;
ch = window.innerHeight;
canvas.width = cw;
canvas.height = ch;
gl.viewport(0, 0, canvas.width, canvas.height);
// Load the vertex shader that's defined in a separate script
// block at the top of this page.
// More info about shaders: http://en.wikipedia.org/wiki/Shader_Model
// More info about GLSL: http://en.wikipedia.org/wiki/GLSL
// More info about vertex shaders: http://en.wikipedia.org/wiki/Vertex_shader
// Grab the script element
var vertexShaderScript = document.getElementById("shader-vs");
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderScript.text);
gl.compileShader(vertexShader);
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
alert("Couldn't compile the vertex shader");
gl.deleteShader(vertexShader);
return;
}
// Load the fragment shader that's defined in a separate script
// More info about fragment shaders: http://en.wikipedia.org/wiki/Fragment_shader
//var fragmentShaderScript = document.getElementById("shader-fs");
var fragmentShaderScript = document.getElementById("shader-fs");
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderScript.text);
gl.compileShader(fragmentShader);
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
alert("Couldn't compile the fragment shader");
gl.deleteShader(fragmentShader);
return;
}
// Create a shader program.
gl.program = gl.createProgram();
gl.attachShader(gl.program, vertexShader);
gl.attachShader(gl.program, fragmentShader);
gl.linkProgram(gl.program);
if (!gl.getProgramParameter(gl.program, gl.LINK_STATUS)) {
alert("Unable to initialise shaders");
gl.deleteProgram(gl.program);
gl.deleteProgram(vertexShader);
gl.deleteProgram(fragmentShader);
return;
}
// Install the program as part of the current rendering state
gl.useProgram(gl.program);
// get the color uniform location
colorLoc = gl.getUniformLocation( gl.program, "color" );
gl.uniform4f( colorLoc, 0.4, 0.01, 0.08, 0.5 );
// Get the vertexPosition attribute from the linked shader program
var vertexPosition = gl.getAttribLocation(gl.program, "vertexPosition");
// Enable the vertexPosition vertex attribute array. If enabled, the array
// will be accessed an used for rendering when calls are made to commands like
// gl.drawArrays, gl.drawElements, etc.
gl.enableVertexAttribArray(vertexPosition);
// Clear the color buffer (r, g, b, a) with the specified color
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear the depth buffer. The value specified is clamped to the range [0,1].
// More info about depth buffers: http://en.wikipedia.org/wiki/Depth_buffer
gl.clearDepth(1.0);
// Enable depth testing. This is a technique used for hidden surface removal.
// It assigns a value (z) to each pixel that represents the distance from this
// pixel to the viewer. When another pixel is drawn at the same location the z
// values are compared in order to determine which pixel should be drawn.
//gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
// Specify which function to use for depth buffer comparisons. It compares the
// value of the incoming pixel against the one stored in the depth buffer.
// Possible values are (from the OpenGL documentation):
// GL_NEVER - Never passes.
// GL_LESS - Passes if the incoming depth value is less than the stored depth value.
// GL_EQUAL - Passes if the incoming depth value is equal to the stored depth value.
// GL_LEQUAL - Passes if the incoming depth value is less than or equal to the stored depth value.
// GL_GREATER - Passes if the incoming depth value is greater than the stored depth value.
// GL_NOTEQUAL - Passes if the incoming depth value is not equal to the stored depth value.
// GL_GEQUAL - Passes if the incoming depth value is greater than or equal to the stored depth value.
// GL_ALWAYS - Always passes.
//gl.depthFunc(gl.LEQUAL);
// Now create a shape.
// First create a vertex buffer in which we can store our data.
var vertexBuffer = gl.createBuffer();
// Bind the buffer object to the ARRAY_BUFFER target.
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
//
vertices = [];
ratio = cw / ch;
velocities = [];
for ( var i=0; i<totalLines; i++ )
{
vertices.push( 0, 0, 1.83 );
velocities.push( (Math.random() * 2 - 1)*.05, (Math.random() * 2 - 1)*.05, .93 + Math.random()*.02 );
}
vertices = new Float32Array( vertices );
velocities = new Float32Array( velocities );
// Creates a new data store for the vertices array which is bound to the ARRAY_BUFFER.
// The third paramater indicates the usage pattern of the data store. Possible values are
// (from the OpenGL documentation):
// The frequency of access may be one of these:
// STREAM - The data store contents will be modified once and used at most a few times.
// STATIC - The data store contents will be modified once and used many times.
// DYNAMIC - The data store contents will be modified repeatedly and used many times.
// The nature of access may be one of these:
// DRAW - The data store contents are modified by the application, and used as the source for
// GL drawing and image specification commands.
// READ - The data store contents are modified by reading data from the GL, and used to return
// that data when queried by the application.
// COPY - The data store contents are modified by reading data from the GL, and used as the source
// for GL drawing and image specification commands.
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
// Clear the color buffer and the depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Define the viewing frustum parameters
// More info: http://en.wikipedia.org/wiki/Viewing_frustum
// More info: http://knol.google.com/k/view-frustum
var fieldOfView = 30.0;
var aspectRatio = canvas.width / canvas.height;
var nearPlane = 1.0;
var farPlane = 10000.0;
var top = nearPlane * Math.tan(fieldOfView * Math.PI / 360.0);
var bottom = -top;
var right = top * aspectRatio;
var left = -right;
// Create the perspective matrix. The OpenGL function that's normally used for this,
// glFrustum() is not included in the WebGL API. That's why we have to do it manually here.
// More info: http://www.cs.utk.edu/~vose/c-stuff/opengl/glFrustum.html
var a = (right + left) / (right - left);
var b = (top + bottom) / (top - bottom);
var c = (farPlane + nearPlane) / (farPlane - nearPlane);
var d = (2 * farPlane * nearPlane) / (farPlane - nearPlane);
var x = (2 * nearPlane) / (right - left);
var y = (2 * nearPlane) / (top - bottom);
var perspectiveMatrix = [
x, 0, a, 0,
0, y, b, 0,
0, 0, c, d,
0, 0, -1, 0
];
// Create the modelview matrix
// More info about the modelview matrix: http://3dengine.org/Modelview_matrix
// More info about the identity matrix: http://en.wikipedia.org/wiki/Identity_matrix
var modelViewMatrix = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
// Get the vertex position attribute location from the shader program
var vertexPosAttribLocation = gl.getAttribLocation(gl.program, "vertexPosition");
// colorLoc = gl.getVaryingLocation(gl.program, "vColor");
// alert("color loc : " + colorLoc );
// Specify the location and format of the vertex position attribute
gl.vertexAttribPointer(vertexPosAttribLocation, 3.0, gl.FLOAT, false, 0, 0);
//gl.vertexAttribPointer(colorLoc, 4.0, gl.FLOAT, false, 0, 0);
// Get the location of the "modelViewMatrix" uniform variable from the
// shader program
var uModelViewMatrix = gl.getUniformLocation(gl.program, "modelViewMatrix");
// Get the location of the "perspectiveMatrix" uniform variable from the
// shader program
var uPerspectiveMatrix = gl.getUniformLocation(gl.program, "perspectiveMatrix");
// Set the values
gl.uniformMatrix4fv(uModelViewMatrix, false, new Float32Array(perspectiveMatrix));
gl.uniformMatrix4fv(uPerspectiveMatrix, false, new Float32Array(modelViewMatrix));
// gl.varyingVector4fv(
// Draw the triangles in the vertex buffer. The first parameter specifies what
// drawing mode to use. This can be GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP,
// GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP,
// GL_QUADS, and GL_POLYGON
switchColor();
}
function onKey( e ) {
setRenderMode( ++renderMode % 4 );
}
function setRenderMode( n ) {
renderMode = n;
switch(renderMode) {
case 0: // lines
numLines = totalLines;
break;
case 1: // triangle strip
numLines = 600;
break;
case 2: // lines strip
numLines = 7000;
break;
case 3: // quad strip
numLines = 400;
break;
}
}
}());
&#13;
html, body { height: 100%; }
body {
margin: 0px;
padding: 0px;
overflow: hidden;
background: #000;
}
canvas {
z-index: 2;
width: 100%;
height: 100%;
position: absolute;
-webkit-transform: translateZ(0);
cursor: crosshair;/*NW-resize;*/
}
#connectImg {
position: absolute;
top: 0px;
left: 0px;
right: 0px;
height: 44px;
background: url("../img/join.png") no-repeat center;
-webkit-transition: all .5s ease-in-out;
z-index: 5;
}
#connectImg.closed {
top: -45px;
}
#connect {
position: absolute;
top: 0px;
left: 0px;
right: 0px;
padding: 10px;
background: rgba(0,0,0,0.5);
color: #FFF;
text-align: center;
font-family: "DaxCompact-Medium";
font-size: 16px;
-webkit-transition: all .5s ease-out;
z-index: 5;
}
#connect img {
vertical-align: middle;
margin-right: 20px;
}
#connect.closed {
top: -60px !important;
}
.wifi, .url {
font-weight: bold;
background: #666;
display: inline-block;
padding: 3px 8px;
-webkit-border-radius: 10px;
-moz-border-radius: 10px;
border-radius: 10px;
background: #989898;
background: -moz-linear-gradient(top, #989898 0%, #757575 36%, #282828 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#989898), color-stop(36%,#757575), color-stop(100%,#282828));
background: -webkit-linear-gradient(top, #989898 0%,#757575 36%,#282828 100%);
background: -o-linear-gradient(top, #989898 0%,#757575 36%,#282828 100%);
background: -ms-linear-gradient(top, #989898 0%,#757575 36%,#282828 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#989898', endColorstr='#282828',GradientType=0 );
background: linear-gradient(top, #989898 0%,#757575 36%,#282828 100%);
}
#instructions {
position: absolute;
left: 0px;
right: 0px;
bottom: 0px;
padding: 5px;
color: white;
text-align: center;
font-family: Helvetica;
font-size: 14px;
z-index: 5;
}
&#13;
<title>FLUID - WebGL demo by boblemarin (https://github.com/boblemarin/FLU)</title>
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform vec4 color;
void main(void) {
gl_FragColor = color;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 vertexPosition;
uniform mat4 modelViewMatrix;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * modelViewMatrix * vec4(vertexPosition, 1.0);
}
</script>
<canvas id="webGLCanvas"></canvas>
<div id="instructions">Click and drag to animate particles, press any key to switch between rendering modes</div>
&#13;
我对实施感兴趣并开始探索它。除了这个特殊时刻,我理解一切:导致粒子消失的原因是什么?
起初我认为在 redraw()方法中,在循环遍历所有顶点时,我们删除了最后一个:
for( i = 0; i < numLines; i+=2 ){
bp = i*3;
// copy old positions
vertices[bp] = vertices[bp+3];
vertices[bp+1] = vertices[bp+4];
...
}
......只有当我们按下鼠标时,我们才用另一个替换它。现在我觉得我错了,因为在这种情况下所有粒子都不会平滑消失。
这些粒子只有在失去速度时才会消失,所以我的第二个理论是,如果我们不按鼠标,它们会获得Z速度,但不是 - 我们不会改变它们完全是Z坐标。着色器也与粒子速度无关。
现在我真的很困惑这一切,有人可以给我任何提示吗?
答案 0 :(得分:1)
粒子逐渐消失,因为它们由线条表示,线条的起点和终点之间的距离减小,默认情况下在webgl中打开抗锯齿。
该线的第一点是第二点之前的位置。使用相应的速度矢量移动第二点。当速度矢量为零时,该点消失,因为在该情况下该线的起点和终点处于相同位置。如果线条没有填满整个像素,则可能会显示不透明度降低。
但是,浏览器和图形卡都不需要支持反诽谤。用于反攻击的算法在不同的浏览器,驱动程序和图形卡之间也可能不同。这可能无法在某些计算机上按预期工作。