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!
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; }
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<canvas></canvas>
&#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
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);
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body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
.top { position: absolute; left: 5px; top: 5px; color: white; }
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<script src="https://twgljs.org/dist/twgl.min.js"></script>
<canvas></canvas>
<div class="top">click to switch effects</div>
&#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。