在WebGL中创建图像变形效果& three.js所

时间:2016-08-18 01:50:39

标签: javascript three.js webgl

我正在学习three.js,试图尝试转换图像。

我非常喜欢显示here.

的效果

我可以采取哪些步骤来转换与此类似的图像?

到目前为止,我有:

// instantiate a loader
var loader = new THREE.TextureLoader();

// load a resource
loader.load(
    // resource URL
    'clouds.jpg',
    // Function when resource is loaded
    function (texture) {
        init(new THREE.MeshBasicMaterial({
            map: texture
        }));
    },
    // Function called when download progresses
    function (xhr) {
        console.log((xhr.loaded / xhr.total * 100) + '% loaded');
    },
    // Function called when download errors
    function (xhr) {
        console.log('An error happened');
    }
);

var init = function(material) {
    var scene = new THREE.Scene();
    var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);

    var rectLength = window.innerHeight;
    var rectWidth = window.innerWidth;
    var rectShape = new THREE.Shape();
    rectShape.moveTo(0,0);
    rectShape.lineTo(0, rectWidth);
    rectShape.lineTo(rectLength, rectWidth);
    rectShape.lineTo(rectLength, 0);
    rectShape.lineTo(0, 0);
    var geometry = new THREE.ShapeGeometry(rectShape);
    var cube = new THREE.Mesh(geometry, material);
    scene.add(cube);

    camera.position.z = 1;

    var render = function () {
        requestAnimationFrame(render);
        renderer.render(scene, camera);
    };

    render();
}

这使我的图像呈现为平面2D形状,但我仍然坚持如何将效果应用于图像。猜测这需要在render内进行,但不确定如何。

或者我最好在普通的WebGL中做这件事吗?

非常感谢任何提示/建议/教程!

2 个答案:

答案 0 :(得分:13)

有没有理由在WebGL中执行此操作?当然,您可以在WebGL中执行类似的操作,但您也可以在2D画布中执行此操作



var img = new Image();
img.onload = start;
img.src = "https://i.imgur.com/v38pV.jpg";

function start() {

  var canvas = document.querySelector("canvas");
  var ctx = canvas.getContext("2d");

  function mix(a, b, l) {
    return a + (b - a) * l;
  }
  
  function upDown(v) {
    return Math.sin(v) * 0.5 + 0.5;
  }
  
  function render(time) {
    time *= 0.001;

    resize(canvas);

    var t1 = time;
    var t2 = time * 0.37;

    // for each line in the canvas
    for (var dstY = 0; dstY < canvas.height; ++dstY) {
      
      // v is value that goes 0 to 1 down the canvas
      var v = dstY / canvas.height;
      
      // compute some amount to offset the src
      var off1 = Math.sin((v + 0.5) * mix(3, 12, upDown(t1))) * 300;
      var off2 = Math.sin((v + 0.5) * mix(3, 12, upDown(t2))) * 300;
      var off = off1 + off2;
      
      // compute what line of the source image we want
      // NOTE: if off = 0 then it would just be stretching
      // the image down the canvas.
      var srcY = dstY * img.height / canvas.height + off;
      
      // clamp srcY to be inside the image
      srcY = Math.max(0, Math.min(img.height - 1, srcY));

      // draw a single line from the src to the canvas
      ctx.drawImage(
        img, 
        0, srcY, img.width, 1, 
        0, dstY, canvas.width, 1);
    }    
    
    requestAnimationFrame(render);
  }
  requestAnimationFrame(render);

  function resize(canvas) {
    var width = canvas.clientWidth;
    var height = canvas.clientHeight;
    if (width != canvas.width || height != canvas.height) {
      canvas.width = width;
      canvas.height = height;
    }
  }
}
&#13;
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
&#13;
<canvas></canvas>
&#13;
&#13;
&#13;

我不知道他们的确切公式是什么,但显然这项技术的灵感来自slit scan

在WebGL中执行此操作可能会允许更疯狂的变形,因为您可以轻松扭曲每个像素而不是每行(画布API中的每个像素太慢)。 Three.js没问题,但没有理由使用这么大的图书馆来实现这么小的效果

这是一个twgl版本

&#13;
&#13;
var vs = `
attribute vec4 position;

varying vec2 v_texcoord;

void main() {
  gl_Position = position;
  v_texcoord = position.xy * .5 + .5;
}
`;

var fs1 = `
precision mediump float;

uniform float time;
uniform sampler2D tex;

varying vec2 v_texcoord;

float upDown(float v) {
  return sin(v) * .5 + .5;
}

void main() {
  float t1 = time;
  float t2 = time * 0.37;

  float v = v_texcoord.y;

  float off1 = sin((v + 0.5) * mix(1., 6., upDown(t1))) * .2;
  float off2 = sin((v + 0.5) * mix(1., 3., upDown(t2))) * .2;
  float off = off1 + off2;

  // like the canvas2d example if off = 0 then the image will just
  // be flattly stretched down the canvas. "off" is an offset in
  // texture coordinates of which part of the source image to use
  // for the current destination. 
 
  // In the canvas example off was in pixels since in +1 means use the
  // src image 1 pixel lower than we would have used and -1 = one pixel higher

  // In shaders we work in texture coords which go from 0 to 1 regardless
  // of the size of the texture. So for example if the texture was 100 pixels
  // tall then off = 0.01 would offset by 1 pixel. We didn't pass in
  // the size of the canvas nor the size of the texture but of course we
  // we could if we thought that was important.

  vec2 uv = vec2(
     v_texcoord.x,
     1. - (v + off));

  gl_FragColor = texture2D(tex, uv);
}
`;

var fs2 = `
precision mediump float;

uniform float time;
uniform sampler2D tex;

varying vec2 v_texcoord;

float upDown(float v) {
  return sin(v) * .5 + .5;
}

#define PI radians(180.)

mat2 rot(float a) {
  float c = cos(a);
  float s = sin(a); 
  return mat2(c, s, -s, c);
}

float bounce(float v) {
  v = fract(v * .2);
  return mix(v, 2. - v, step(1., v));
}

void main() {
  float t1 = time;
  float t2 = time * 0.37;
  float t3 = time * 0.1;
  float t4 = time * 1.23;

  vec2 tc = rot(time * 0.1) * (v_texcoord - 0.25) ;
  vec2 xy = fract(tc * mix(.5, 3., upDown(t4))) * 2. - 1.;
  float a  = fract(abs(atan(xy.x, xy.y)) / PI + t3);
  float r  = bounce(length(xy) + t1);

  r = pow(r, mix(0.2, 1., upDown(t2)));
  
  vec2 uv = vec2(a, r);

  gl_FragColor = texture2D(tex, uv);
}
`;

var gl = document.querySelector("canvas").getContext("webgl");
var programInfo1 = twgl.createProgramInfo(gl, [vs, fs1]);
var programInfo2 = twgl.createProgramInfo(gl, [vs, fs2]);
var bufferInfo = twgl.createBufferInfoFromArrays(gl, {
  position: {
    numComponents: 2,
    data: [
      -1, -1, 
       1, -1,
      -1,  1,
      -1,  1,
       1, -1,
       1,  1,
    ],
  },
});
      
var texture = twgl.createTexture(gl, { 
  src: "https://i.imgur.com/v38pV.jpg",
  crossOrigin: '',
});

var uniforms = {
  tex: texture,
  time: 0,
};
  
var programIndex = 0;
var programInfos = [
  programInfo1,
  programInfo2,
];
    
function nextProgram() {
  programIndex = (programIndex + 1) % programInfos.length;
}
window.addEventListener('keydown', nextProgram);
window.addEventListener('mousedown', nextProgram);
window.addEventListener('touchstart', nextProgram);
  
      
function render(time) {
  uniforms.time = time * 0.001;

  twgl.resizeCanvasToDisplaySize(gl.canvas);
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  var programInfo = programInfos[programIndex];
  gl.useProgram(programInfo.program);
      
  twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
  twgl.setUniforms(programInfo, uniforms);
  twgl.drawBufferInfo(gl, gl.TRIANGLES, bufferInfo);
      
  requestAnimationFrame(render);
}
requestAnimationFrame(render);
&#13;
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
.top { position: absolute; left: 5px; top: 5px; color: white; }
&#13;
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<canvas></canvas>
<div class="top">click to switch effects</div>
&#13;
&#13;
&#13;

答案 1 :(得分:0)

使用WebGL Shaders很可能是创建效果最高效的方法,就像引用的效果一样。您可能需要搜索Texture Shader示例或you could check out a Three.js example here