视觉高级篇19 # 如何用着色器实现像素动画?

Posted 凯小默

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说明

【跟月影学可视化】学习笔记。

如何用着色器实现固定帧动画

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>如何用着色器实现固定帧动画</title>
        <style>
            canvas 
                border: 1px dashed salmon;
            
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;

                varying vec2 vUv;

                void main() 
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                
            `;

            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif

                varying vec2 vUv;
                uniform sampler2D tMap;
                uniform float fWidth;
                uniform vec2 vFrames[3];
                uniform int frameIndex;

                void main() 
                    vec2 uv = vUv;
                    // 动画只有 3 帧,所以最多只需要循环 3 次。
                    for (int i = 0; i < 3; i++) 
                        // vFrames 是每一帧动画的图片起始 x 和结束 x 坐标
                        uv.x = mix(vFrames[i].x, vFrames[i].y, vUv.x) / fWidth;
                        if(float(i) == mod(float(frameIndex), 3.0)) break;
                    
                    vec4 color = texture2D(tMap, uv);
                    gl_FragColor = color;
                
            `;

            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);

            const textureURL = "./assets/img/bird.png";
            (async function () 
                const texture = await renderer.loadTexture(textureURL);
                const program = renderer.compileSync(fragment, vertex);
                renderer.useProgram(program);
                renderer.uniforms.tMap = texture;
                renderer.uniforms.fWidth = 272; // 图片的总宽度
                renderer.uniforms.vFrames = [2, 88, 90, 176, 178, 264];
                renderer.uniforms.frameIndex = 0;
                setInterval(() => 
                    renderer.uniforms.frameIndex++;
                , 200);
                const x = 43 / canvas.width;
                const y = 30 / canvas.height;
                renderer.setMeshData([
                    
                        positions: [
                            [-x, -y],
                            [-x, y],
                            [x, y],
                            [x, -y],
                        ],
                        attributes: 
                            uv: [
                                [0, 0],
                                [0, 1],
                                [1, 1],
                                [1, 0],
                            ],
                        ,
                        cells: [
                            [0, 1, 2],
                            [2, 0, 3],
                        ],
                    ,
                ]);
                renderer.render();
            )();
        </script>
    </body>
</html>

如何用着色器实现非固定帧动画

WebGL 有两种 Shader,分别是顶点着色器和片元着色器,它们都可以用来实现动画。在绘制一帧画面的时候,顶点着色器的运算量会大大少于片元着色器,所以使用顶点着色器消耗的性能更少。片元着色器可以使用重复、随机、噪声等技巧来绘制更加复杂的效果。

用顶点着色器实现非固定帧动画

在顶点着色器中,我们直接改变了顶点坐标,所以这样实现的旋转动画和 WebGL 坐标系(右手系)的方向一致,角度增大呈逆时针方向旋转。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>用顶点着色器实现非固定帧动画</title>
        <style>
            canvas 
                border: 1px dashed salmon;
            
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;

                varying vec2 vUv;
                uniform float rotation;

                void main() 
                    gl_PointSize = 1.0;
                    vUv = uv;
                    float c = cos(rotation);
                    float s = sin(rotation);
                    mat3 transformMatrix = mat3(
                        c, s, 0,
                        -s, c, 0,
                        0, 0, 1
                    );
                    vec3 pos = transformMatrix * vec3(a_vertexPosition, 1);
                    gl_Position = vec4(pos, 1);
                
            `;

            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif

                varying vec2 vUv;
                uniform vec4 color;

                void main() 
                    gl_FragColor = color;
                
            `;

            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            
            renderer.uniforms.color = [250/255, 128/255, 114/255, 1];
            renderer.uniforms.rotation = 0.0;

            renderer.setMeshData([
                
                    positions: [
                        [-0.5, -0.5],
                        [-0.5, 0.5],
                        [0.5, 0.5],
                        [0.5, -0.5],
                    ],
                    attributes: 
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    ,
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                ,
            ]);
            renderer.render();

            function update() 
                renderer.uniforms.rotation += 0.05;
                requestAnimationFrame(update);
            

            update();
        </script>
    </body>
</html>

用片元着色器实现非固定帧动画

在片元着色器中,我们的绘制原理是通过距离场着色来实现的,所以这里的旋转实际上改变的是距离场的角度而不是图形角度,最终绘制的图形也是相对于距离场的。又因为距离场逆时针旋转,所以图形就顺时针旋转了。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>用片元着色器实现非固定帧动画</title>
        <style>
            canvas 
                border: 1px dashed salmon;
            
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;

                varying vec2 vUv;

                void main() 
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                
            `;

            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif

                varying vec2 vUv;
                uniform vec4 color;
                uniform float rotation;

                void main() 
                    vec2 st = 2.0 * (vUv - vec2(0.5));
                    float c = cos(rotation);
                    float s = sin(rotation);
                    mat3 transformMatrix = mat3(
                        c, s, 0,
                        -s, c, 0,
                        0, 0, 1
                    );
                    vec3 pos = transformMatrix * vec3(st, 1.0);
                    float d1 = 1.0 - smoothstep(0.5, 0.505, abs(pos.x));
                    float d2 = 1.0 - smoothstep(0.5, 0.505, abs(pos.y));
                    gl_FragColor = d1 * d2 * color;
                
            `;

            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            
            renderer.uniforms.color = [250/255, 128/255, 114/255, 1];
            renderer.uniforms.rotation = 0.0;

            renderer.setMeshData([
                
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: 
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    ,
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                ,
            ]);
            renderer.render();

            function update() 
                renderer.uniforms.rotation += 0.05;
                requestAnimationFrame(update);
            

            update();
        </script>
    </body>
</html>

绘制大量重复的旋转正方形

利用网格实现了大量的重复动画,充分利用了 GPU 的并行效率,比用其他方式把图形一个一个地绘制出来性能要高得多。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>大量重复的旋转正方形</title>
        <style>
            canvas 
                border: 1px dashed salmon;
            
        </style>
    </head>
    <body>
        <canvas width="512" height="512"></canvas>
        <script src="./common/lib/gl-renderer.js"></script>
        <script>
            const vertex = `
                attribute vec2 a_vertexPosition;
                attribute vec2 uv;

                varying vec2 vUv;

                void main() 
                    gl_PointSize = 1.0;
                    vUv = uv;
                    gl_Position = vec4(a_vertexPosition, 1, 1);
                
            `;

            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif

                varying vec2 vUv;
                uniform float rotation;

                float random (vec2 st) 
                    return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
                

                vec3 hsb2rgb(vec3 c)
                    vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0);
                    rgb = rgb * rgb * (3.0 - 2.0 * rgb);
                    return c.z * mix(vec3(1.0), rgb, c.y);
                

                void main() 
                    vec2 f_uv = fract(vUv * 10.0);
                    vec2 i_uv = floor(vUv * 10.0);
                    vec2 st = 2.0 * (f_uv - vec2(0.5));
                    float c = 0.7 * cos(rotation);
                    float s = 0.7 * sin(rotation);
                    mat3 transformMatrix = mat3(
                        c, s, 0,
                        -s, c, 0,
                        0, 0, 1
                    );
                    vec3 pos = transformMatrix * vec3(st, 1.0);
                    float d1 = 1.0 - smoothstep(0.5, 0.505, abs(pos.x));
                    float d2 = 1.0 - smoothstep(0.5, 0.505, abs(pos.y));
                    gl_FragColor = d1 * d2 * vec4(hsb2rgb(vec3(random(i_uv), 1.0, 1.0)), 1.0);
                
            `;

            const canvas = document.querySelector("canvas");
            const renderer = new GlRenderer(canvas);
            const program = renderer.compileSync(fragment, vertex);
            renderer.useProgram(program);
            
            renderer.uniforms.rotation = 0.0;

            renderer.setMeshData([
                
                    positions: [
                        [-1, -1],
                        [-1, 1],
                        [1, 1],
                        [1, -1],
                    ],
                    attributes: 
                        uv: [
                            [0, 0],
                            [0, 1],
                            [1, 1],
                            [1, 0],
                        ],
                    ,
                    cells: [
                        [0, 1, 2],
                        [2, 0, 3],
                    ],
                ,
            ]);
            renderer.render();

            function update() 
                renderer.uniforms.rotation += 0.05;
                requestAnimationFrame(update);
            

            update();
        </script>
    </body>
</html>

如何在着色器中实现缓动函数与非线性插值

实现轨迹动画

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