webgl实现图片鼠标交互液态扭曲涟漪波纹动画效果代码
代码语言:html
所属分类:动画
代码描述:webgl实现图片鼠标交互液态扭曲涟漪波纹动画效果代码
代码标签: webgl 图片 鼠标 交互 液态 扭曲 涟漪 波纹 动画
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> body, html { margin: 0; padding: 0; } canvas { position: fixed; top: 0; left: 0; width: 100%; } .lil-gui { --width: 400px; --widget-height: 20px; font-size: 15px; --input-font-size: 15px; --padding: 10px; --spacing: 10px; --slider-knob-width: 5px; --background-color: rgba(5, 0, 15, .9); --widget-color: rgba(255, 255, 255, .3); --focus-color: rgba(255, 255, 255, .4); --hover-color: rgba(255, 255, 255, .5); --font-family: monospace; z-index: 1; } </style> </head> <body translate="no"> <input id="image-selector-input" style="visibility:hidden;" type="file"> <canvas></canvas> <script type="x-shader/x-fragment" id="vertShader"> precision highp float; varying vec2 vUv; attribute vec2 a_position; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 u_texel; void main () { vUv = .5 * (a_position + 1.); vL = vUv - vec2(u_texel.x, 0.); vR = vUv + vec2(u_texel.x, 0.); vT = vUv + vec2(0., u_texel.y); vB = vUv - vec2(0., u_texel.y); gl_Position = vec4(a_position, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderAdvection"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_velocity_texture; uniform sampler2D u_input_texture; uniform vec2 u_texel; uniform vec2 u_output_textel; uniform float u_dt; uniform float u_dissipation; vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) { vec2 st = uv / tsize - 0.5; vec2 iuv = floor(st); vec2 fuv = fract(st); vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize); vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize); vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize); vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize); return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y); } void main () { vec2 coord = vUv - u_dt * bilerp(u_velocity_texture, vUv, u_texel).xy * u_texel; vec4 velocity = bilerp(u_input_texture, coord, u_output_textel); gl_FragColor = u_dissipation * velocity; } </script> <script type="x-shader/x-fragment" id="fragShaderDivergence"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_velocity_texture; void main () { float L = texture2D(u_velocity_texture, vL).x; float R = texture2D(u_velocity_texture, vR).x; float T = texture2D(u_velocity_texture, vT).y; float B = texture2D(u_velocity_texture, vB).y; float div = .25 * (R - L + T - B); gl_FragColor = vec4(div, 0., 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderPressure"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_pressure_texture; uniform sampler2D u_divergence_texture; void main () { float L = texture2D(u_pressure_texture, vL).x; float R = texture2D(u_pressure_texture, vR).x; float T = texture2D(u_pressure_texture, vT).x; float B = texture2D(u_pressure_texture, vB).x; float C = texture2D(u_pressure_texture, vUv).x; float divergence = texture2D(u_divergence_texture, vUv).x; float pressure = (L + R + B + T - divergence) * .25; gl_FragColor = vec4(pressure, 0., 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderGradientSubtract"> precision highp float; precision highp sampler2D; varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp vec2 vB; uniform sampler2D u_pressure_texture; uniform sampler2D u_velocity_texture; void main () { float L = texture2D(u_pressure_texture, vL).x; float R = texture2D(u_pressure_texture, vR).x; float T = texture2D(u_pressure_texture, vT).x; float B = texture2D(u_pressure_texture, vB).x; vec2 velocity = texture2D(u_velocity_texture, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0., 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderPoint"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform sampler2D u_input_texture; uniform float u_ratio; uniform float u_img_ratio; uniform vec3 u_point_value; uniform vec2 u_point; uniform float u_point_size; void main () { vec2 p = vUv - u_point.xy; p.x *= u_ratio; vec3 splat = .6 * pow(2., -dot(p, p) / u_point_size) * u_point_value; vec3 base = texture2D(u_input_texture, vUv).xyz; gl_FragColor = vec4(base + splat, 1.); } </script> <script type="x-shader/x-fragment" id="fragShaderOutputShader"> precision highp float; precision highp sampler2D; varying vec2 vUv; uniform float u_ratio; uniform float u_img_ratio; uniform float u_disturb_power; uniform sampler2D u_output_texture; uniform sampler2D u_velocity_texture; uniform sampler2D u_text_texture; uniform vec2 u_point; vec2 get_img_uv() { vec2 img_uv = vUv; img_uv -= .5; if (u_ratio > u_img_ratio) { img_uv.x = img_uv.x * u_ratio / u_img_ratio; } else { img_uv.y = img_uv.y * u_img_ratio / u_ratio; } float scale_factor = 1.4; img_uv *= scale_factor; img_uv += .5; return img_uv; } float get_img_frame_alpha(vec2 uv, float img_frame_width) { float img_frame_alpha = smoothstep(0., img_frame_width, uv.x) * smoothstep(1., 1. - img_frame_width, uv.x); img_frame_alpha *= smoothstep(0., img_frame_width, uv.y) * smoothstep(1., 1. - img_frame_width, uv.y); return img_frame_alpha; } void main () { float offset = texture2D(u_output_texture, vUv).r; vec2 velocity = texture2D(u_velocity_texture, vUv).xy; velocity += .001; // velocity = normalize(velocity); vec2 img_uv = get_img_uv(); img_uv -= u_disturb_power * normalize(velocity) * offset; img_uv -= u_disturb_power * normalize(velocity) * offset; vec3 img = texture2D(u_text_texture, vec2(img_uv.x, 1. - img_uv.y)).rgb; float opacity = get_img_frame_alpha(img_uv, .004); gl_FragColor = vec4(img, opacity); } </script> <script type="module"> import GUI from "//repo.bfw.wiki/bfwrepo/js/lil-gui.esm.js"; const canvasEl = document.querySelector("canvas"); const imgInput = document.querySelector("#image-selector-input"); const params = { cursorSize: 3, cursorPower: 50, distortionPower: .5, loadMyImage: () => { imgInput.click(); } }; imgInput.onchange = () => { const [file] = imgInput.files; if (file) { const reader = new FileReader(); reader.onload = e => { loadImage(e.target.result); }; reader.readAsDataURL(file); } }; const pointer = { x: .65 * window.innerWidth, y: .5 * window.innerHeight, dx: 0, dy: 0, moved: false }; const res = { w: null, h: null }; let outputColor, velocity, divergence, pressure, imageTexture, imgRatio; let isPreview = false; const gl = canvasEl.getContext("webgl"); gl.getExtension("OES_texture_float"); const vertexShader = createShader( document.getElementById("vertShader").innerHTML, gl.VERTEX_SHADER); const splatProgram = createProgram("fragShaderPoint"); const divergenceProgram = createProgram("fragShaderDivergence"); const pressureProgram = createProgram("fragShaderPressure"); const gradientSubtractProgram = createProgram("fragShaderGradientSubtract"); const advectionProgram = createProgram("fragShaderAdvection"); const displayProgram = createProgram("fragShaderOutputShader"); resizeCanvas(); initFBOs(); createControls(); setupEvents(); render(); window.addEventListener("resize", () => { resizeCanvas(); initFBOs(); gl.bindTexture(gl.TEXTURE_2D, imageTexture); }); loadImage("//repo.bfw.wiki/bfwrepo/image/635f4245169a2.jpeg"); function setupEvents() { canvasEl.addEventListener("click", e => { isPreview = false; updatePointerPosition(e.pageX, e.pageY); }); canvasEl.addEventListener("mousemove", e => { isPreview = false; updatePointerPosition(e.pageX, e.pageY); }); canvasEl.addEv.........完整代码请登录后点击上方下载按钮下载查看
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