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javascript - 使用 webgl 和 meatballs.js 的响应式 Canvas

转载 作者:行者123 更新时间:2023-12-01 16:17:22 26 4
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我正在尝试实现 this codepen作为我个人网站的背景。我对 WebGL 没有真正的了解,所以请耐心等待。我临时添加了一个事件监听器,用于在调整页面大小时更新 Canvas 的宽度和高度。我可以说这是有效的,因为当气泡开始越界时,它们会继续前进并且不会从页面边缘反弹,所以我知道它有点像我想要的那样工作。定义片段着色器源时,它还定义了宽度和高度,我不确定之后如何更改这些变量。我尝试使用新的宽度和高度重新定义、重新编译和重新附加片段着色器源代码。这显然是行不通的,因为在创建 Canvas 时气泡不会呈现超过页面大小。我不确定我是否以正确的方式进行此操作,如果是这样,我做错了什么?感谢所有/任何帮助,谢谢。

我修改的代码:

var canvas = document.createElement("canvas");
var width = canvas.width = window.innerWidth * 0.75;
var height = canvas.height = window.innerHeight * 0.75;
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl');

var mouse = {x: 0, y: 0};

var numMetaballs = 30;
var metaballs = [];

var first = true

window.addEventListener('resize', function(){
width = canvas.width = window.innerWidth * 0.75;
height = canvas.height = window.innerHeight * 0.75;
shaderStuff()
})

function shaderStuff(){
if(!first) {
gl.detachShader(program, gl.getAttachedShaders(program)[1])
}
first = false

var fragmentShaderSrc = `
precision highp float;

const float WIDTH = ` + (width >> 0) + `.0;
const float HEIGHT = ` + (height >> 0) + `.0;

uniform vec3 metaballs[` + numMetaballs + `];

void main(){
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;

float sum = 0.0;
for (int i = 0; i < ` + numMetaballs + `; i++) {
vec3 metaball = metaballs[i];
float dx = metaball.x - x;
float dy = metaball.y - y;
float radius = metaball.z;

sum += (radius * radius) / (dx * dx + dy * dy);
}

if (sum >= 0.99) {
gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0);
return;
}

gl_FragColor = vec4(0, 0, 0, 0);
}

`;

var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER);
gl.attachShader(program, fragmentShader);
}

for (var i = 0; i < numMetaballs; i++) {
var radius = Math.random() * 60 + 10;
metaballs.push({
x: Math.random() * (width - 2 * radius) + radius,
y: Math.random() * (height - 2 * radius) + radius,
vx: (Math.random() - 0.5) * 3,
vy: (Math.random() - 0.5) * 3,
r: radius * 0.75
});
}

var vertexShaderSrc = `
attribute vec2 position;

void main() {
// position specifies only x and y.
// We set z to be 0.0, and w to be 1.0
gl_Position = vec4(position, 0.0, 1.0);
}
`;



var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER);


var program = gl.createProgram();
gl.attachShader(program, vertexShader);
shaderStuff()
gl.linkProgram(program);
gl.useProgram(program);

整个项目https://meatballsjs.000webhostapp.com/

原文https://codepen.io/TC5550/pen/WNNWoaO

最佳答案

最简单的方法是将所有后台创建代码放在一个函数中,并在每次调整页面大小时调用它。

您还需要添加一些代码来停止之前的后台循环,并且您应该添加一些限制以防止一次创建太多后台。

这有点低效,但大多数用户不希望应用程序在调整大小时具有极快的响应能力,并且调整大小是一种不常见的操作。

我添加了一个代码片段,它似乎可以工作,但是我无法让我的更改在 codepen 中工作。我相信这是因为 codepen 以某种破坏代码的方式检测和修改代码(jsbin 具有类似的行为来防止无限循环,并将其沙盒化)。然而,我只在一个 .html 文件中测试了我的更改,它们似乎在那里工作,所以它们应该在您的网站上工作。

附带说明一下,WebGL 的使用非常酷!

var nextBackgroundId = 1;
var currentBackgroundId = 0;

setupBackground(currentBackgroundId);
window.addEventListener("resize", () => {
var ourBackgroundId = nextBackgroundId++;
currentBackgroundId = ourBackgroundId;
setTimeout(() => {
setupBackground(ourBackgroundId);
}, 100);
});

function setupBackground(ourBackgroundId) {
if (currentBackgroundId !== ourBackgroundId) {
return;
}

var prevCanvas = document.getElementById("blob-canvas");
if (prevCanvas) {
prevCanvas.remove();
}

var canvas = document.createElement("canvas");
canvas.id = "blob-canvas";
var mouse = { x: 0, y: 0 };

canvas.onmousemove = function (e) {
mouse.x = e.clientX;
mouse.y = e.clientY;
}

var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl');

var numMetaballs = 30;
var metaballs = [];

for (var i = 0; i < numMetaballs; i++) {
var radius = Math.random() * 60 + 10;
metaballs.push({
x: Math.random() * (width - 2 * radius) + radius,
y: Math.random() * (height - 2 * radius) + radius,
vx: (Math.random() - 0.5) * 3,
vy: (Math.random() - 0.5) * 3,
r: radius * 0.75
});
}

var vertexShaderSrc = `
attribute vec2 position;

void main() {
// position specifies only x and y.
// We set z to be 0.0, and w to be 1.0
gl_Position = vec4(position, 0.0, 1.0);
}
`;

var fragmentShaderSrc = `
precision highp float;

const float WIDTH = ` + (width >> 0) + `.0;
const float HEIGHT = ` + (height >> 0) + `.0;

uniform vec3 metaballs[` + numMetaballs + `];

void main(){
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;

float sum = 0.0;
for (int i = 0; i < ` + numMetaballs + `; i++) {
vec3 metaball = metaballs[i];
float dx = metaball.x - x;
float dy = metaball.y - y;
float radius = metaball.z;

sum += (radius * radius) / (dx * dx + dy * dy);
}

if (sum >= 0.99) {
gl_FragColor = vec4(mix(vec3(x / WIDTH, y / HEIGHT, 1.0), vec3(0, 0, 0), max(0.0, 1.0 - (sum - 0.99) * 100.0)), 1.0);
return;
}

gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}

`;

var vertexShader = compileShader(vertexShaderSrc, gl.VERTEX_SHADER);
var fragmentShader = compileShader(fragmentShaderSrc, gl.FRAGMENT_SHADER);

var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);

var vertexData = new Float32Array([
-1.0, 1.0, // top left
-1.0, -1.0, // bottom left
1.0, 1.0, // top right
1.0, -1.0, // bottom right
]);
var vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);

var positionHandle = getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,
2, // position is a vec2
gl.FLOAT, // each component is a float
gl.FALSE, // don't normalize values
2 * 4, // two 4 byte float components per vertex
0 // offset into each span of vertex data
);

var metaballsHandle = getUniformLocation(program, 'metaballs');

loop();
function loop() {
if (currentBackgroundId !== ourBackgroundId) {
return;
}
for (var i = 0; i < numMetaballs; i++) {
var metaball = metaballs[i];
metaball.x += metaball.vx;
metaball.y += metaball.vy;

if (metaball.x < metaball.r || metaball.x > width - metaball.r) metaball.vx *= -1;
if (metaball.y < metaball.r || metaball.y > height - metaball.r) metaball.vy *= -1;
}

var dataToSendToGPU = new Float32Array(3 * numMetaballs);
for (var i = 0; i < numMetaballs; i++) {
var baseIndex = 3 * i;
var mb = metaballs[i];
dataToSendToGPU[baseIndex + 0] = mb.x;
dataToSendToGPU[baseIndex + 1] = mb.y;
dataToSendToGPU[baseIndex + 2] = mb.r;
}
gl.uniform3fv(metaballsHandle, dataToSendToGPU);

//Draw
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

requestAnimationFrame(loop);
}

function compileShader(shaderSource, shaderType) {
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);

if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw "Shader compile failed with: " + gl.getShaderInfoLog(shader);
}

return shader;
}

function getUniformLocation(program, name) {
var uniformLocation = gl.getUniformLocation(program, name);
if (uniformLocation === -1) {
throw 'Can not find uniform ' + name + '.';
}
return uniformLocation;
}

function getAttribLocation(program, name) {
var attributeLocation = gl.getAttribLocation(program, name);
if (attributeLocation === -1) {
throw 'Can not find attribute ' + name + '.';
}
return attributeLocation;
}
}
body {
font-family: 'Alatsi', sans-serif;
margin: 0;
overflow: hidden;
background: black;
}

.container {
display: flex;
justify-content: center;
align-items: center;

position: absolute;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
}

.title {
font-size: 10vw;
color: white;
}

canvas {
width: 100%;
}
<div class="container">
<span class="title">MEATBALLS</span>
</div>

关于javascript - 使用 webgl 和 meatballs.js 的响应式 Canvas ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62494355/

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