问题
I'm a beginner at WebGL programming.
I've made a web application in Three.JS that draws a sin wave onto a canvas with occasional noise. After they've been drawn, I fade them away. The final effect looks something like this:
I'm trying to make the application in WebGL because of speed issues with Three.JS. I am able to draw one plain sin wave in WebGL but don't know how to achieve the same effect where I can draw a single wave, keep it in the buffer somehow, and fade it away.
This is what I currently have (in WebGL):
Also, here is the relevant code:
this.gl;
try {
this.gl = this.canvas.getContext('experimental-webgl',{antialias: false});
} catch (e) {
alert('WebGL not supported.');
}
//set position of vertices in clip coordinates
this.vtxShaderSrc = "\n\
attribute vec2 position;\n\
uniform vec2 viewport;\n\
\n\
void main(void){\n\
\n\
gl_Position = vec4((position/viewport)*2.0-1.0, 0.0, 1.0);\n\
}";
//fragment shader returns the color of pixel
this.fmtShaderSrc = "\n\
precision mediump float;\n\
\n\
\n\
\n\
void main(void){\n\
int r = 255;\n\
int g = 255;\n\
int b = 255;\n\
gl_FragColor = vec4(r/255,g/255,b/255,1.);\n\
}";
this.getShader = function(source, type){
var shader = this.gl.createShader(type);
this.gl.shaderSource(shader, source);
this.gl.compileShader(shader);
return shader;
}
this.vtxShader = this.getShader(this.vtxShaderSrc, this.gl.VERTEX_SHADER);
this.fmtShader = this.getShader(this.fmtShaderSrc, this.gl.FRAGMENT_SHADER);
this.program = this.gl.createProgram();
//attach fragment and vertex shader to program
this.gl.attachShader(this.program, this.vtxShader);
this.gl.attachShader(this.program, this.fmtShader);
//link program to WebGL
this.gl.linkProgram(this.program);
//get position attribute and enable it in vertex shader
this._position = this.gl.getAttribLocation(this.program, 'position');
this.gl.enableVertexAttribArray(this._position);
//tell WebGL to use this program
this.gl.useProgram(this.program);
//create buffers
this.vertexBuffer = this.gl.createBuffer();
this.facesBuffer = this.gl.createBuffer();
this.lineVertices = [];
this.faceCount = [];
//bind them to WebGL
this.bindVertexBuffer = function(){
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(this.lineVertices), this.gl.STREAM_DRAW);
}
this.bindFacesBuffer = function(){
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.facesBuffer);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.faceCount), this.gl.STREAM_DRAW);
}
this.bindVertexBuffer();
this.bindFacesBuffer();
//set background color to black
this.gl.clearColor(0.0,0.0,0.0,1.0);
//draw on canvas
this.draw = function(){
this.gl.enable(this.gl.BLEND);
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
this.gl.vertexAttribPointer(this._position, 2, this.gl.FLOAT, false, 8*2, 0);
var loc = this.gl.getUniformLocation(this.program, 'viewport');
this.gl.uniform2f(loc, this.canvas.width, this.canvas.height);
//draw only if number of lines is greater than 0
if(this.faceCount.length > 0){
this.gl.drawElements(this.gl.LINE_STRIP, this.faceCount.length/4, this.gl.UNSIGNED_SHORT, 0);
}
this.gl.disable(this.gl.BLEND);
}
//update vertices and faces so next call to this.draw() updates the wave
this.update = function(newPts){
this.lineVertices = newPts;
this.bindVertexBuffer();
var faces = [];
for(var i = 0; i < this.lineVertices.length; i++) faces.push(i);
this.faceCount = faces;
this.bindFacesBuffer();
}
Any help/pointers are appreciated. Thanks
回答1:
It's hard to give an answer as there's an infinite number of ways to do it but basically WebGL is just a rasteration API so if you want something to fade out overtime you have to render it every frame and over time draw things you want to fade out with a more transparency.
In pseudo code
for each thing to draw
compute its age
draw more transparent the older it is
(optionally, delete it if it's too old)
Here's a canvas 2d version to keep it simple
var ctx = document.querySelector("canvas").getContext("2d")
var currentTime = 0; // in seconds
var ageLimit = 1; // 1 second
var birthDuration = 0.2; // 0.2 seconds
var birthTimer = 0;
var thingsToDraw = [];
function addThingToDraw() {
thingsToDraw.push({
timeOfBirth: currentTime,
x: Math.random(),
y: Math.random(),
});
}
function computeAge(thing) {
return currentTime - thing.timeOfBirth;
}
function removeOldThings() {
while(thingsToDraw.length > 0) {
var age = computeAge(thingsToDraw[0]);
if (age < ageLimit) {
break;
}
// remove thing that's too old
thingsToDraw.shift();
}
}
function drawThings() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
thingsToDraw.forEach(function(thing) {
var age = computeAge(thing);
var lerp = age / ageLimit;
var x = ctx.canvas.width * thing.x;
var y = ctx.canvas.height * thing.y;
var radius = 10 + lerp * 10; // 10 to 20
var color = makeCSSRGBAColor(0, 0, 0, 1. - lerp);
drawCircle(ctx, x, y, radius, color);
});
}
function drawCircle(ctx, x, y, radius, color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2, false);
ctx.fill();
}
function makeCSSRGBAColor(r, g, b, a) {
return "rgba(" + r + "," + g + "," + b + "," + a + ")";
}
var then = 0;
function process(time) {
currentTime = time * 0.001;
var deltaTime = currentTime - then;
then = currentTime;
birthTimer -= deltaTime;
if (birthTimer <= 0) {
addThingToDraw();
birthTimer = birthDuration;
}
removeOldThings();
drawThings();
requestAnimationFrame(process);
}
requestAnimationFrame(process);
canvas { border: 1px solid black; }
<canvas></canvas>
WebGL is no different, just replace ctx.clearRect with gl.clear and drawCircle with some function that draws a circle.
Here's the WebGL version of the same program
var gl = document.querySelector("canvas").getContext("webgl")
var currentTime = 0; // in seconds
var ageLimit = 1; // 1 second
var birthDuration = 0.2; // 0.2 seconds
var birthTimer = 0;
var thingsToDraw = [];
var vs = `
attribute vec4 position;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * position;
}
`;
var fs = `
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
`;
var program = twgl.createProgramFromSources(gl, [vs, fs]);
var positionLocation = gl.getAttribLocation(program, "position");
var colorLocation = gl.getUniformLocation(program, "u_color");
var matrixLocation = gl.getUniformLocation(program, "u_matrix");
// make a circle of triangles
var numAround = 60;
var verts = [];
for (var i = 0; i < numAround; ++i) {
addPoint(verts, i / numAround, 1);
addPoint(verts, (i + 1) / numAround, 1);
addPoint(verts, i / numAround, 0);
}
var numVerts = verts.length / 2;
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
function addPoint(verts, angleZeroToOne, radius) {
var angle = angleZeroToOne * Math.PI * 2;
verts.push(Math.cos(angle) * radius, Math.sin(angle) * radius);
}
function addThingToDraw() {
thingsToDraw.push({
timeOfBirth: currentTime,
x: Math.random(),
y: Math.random(),
});
}
function computeAge(thing) {
return currentTime - thing.timeOfBirth;
}
function removeOldThings() {
while(thingsToDraw.length > 0) {
var age = computeAge(thingsToDraw[0]);
if (age < ageLimit) {
break;
}
// remove thing that's too old
thingsToDraw.shift();
}
}
function drawThings() {
gl.clear(gl.CLEAR_BUFFER_BIT);
thingsToDraw.forEach(function(thing) {
var age = computeAge(thing);
var lerp = age / ageLimit;
var x = gl.canvas.width * thing.x;
var y = gl.canvas.height * thing.y;
var radius = 10 + lerp * 10; // 10 to 20
var color = [0, 0, 0, 1 - lerp];
drawCircle(gl, x, y, radius, color);
});
}
function drawCircle(gl, x, y, radius, color) {
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var matrix = [
2 / gl.canvas.width * radius, 0, 0, 0,
0, 2 / gl.canvas.height * radius, 0, 0,
0, 0, 1, 0,
x / gl.canvas.width * 2 - 1, y / gl.canvas.height * 2 - 1, 0, 1,
];
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
gl.uniformMatrix4fv(matrixLocation, false, matrix);
gl.uniform4fv(colorLocation, color);
gl.drawArrays(gl.TRIANGLES, 0, numVerts);
}
function ortho(width, height) {
return [
2 / (width), 0, 0, 0,
0, 2 / (height), 0, 0,
0, 0, 1, 0, 0,
(width) / (-width), (height) / (-height), -1, 1,
];
}
var then = 0;
function process(time) {
currentTime = time * 0.001;
var deltaTime = currentTime - then;
then = currentTime;
birthTimer -= deltaTime;
if (birthTimer <= 0) {
addThingToDraw();
birthTimer = birthDuration;
}
removeOldThings();
drawThings();
requestAnimationFrame(process);
}
requestAnimationFrame(process);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<canvas></canvas>
I didn't want to include a matrix library but you can read about matrices here and because almost everyone into issues when graduating from one shape/shader to 2 you probably want to read this about drawing multiple things
来源:https://stackoverflow.com/questions/38339215/webgl-smoothly-fade-lines-out-of-canvas