【墨色特效——中国之美,国粹之绝(效果+源代码)2024

this.program = gl.createProgram();

gl.attachShader(this.program, vertexShader);

gl.attachShader(this.program, fragmentShader);

gl.linkProgram(this.program);

if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);

var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);

for (var i = 0; i < uniformCount; i++) {

var uniformName = gl.getActiveUniform(this.program, i).name;

this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);

}

}

GLProgram.prototype.bind = function bind() {

gl.useProgram(this.program);

};

return GLProgram;

}();

function compileShader(type, source) {

var shader = gl.createShader(type);

gl.shaderSource(shader, source);

gl.compileShader(shader);

if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);

return shader;

};

var baseVertexShader = compileShader(gl.VERTEX_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n’);

var displayShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n’);

var splatShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n’);

var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n’);

var advectionShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n }\n’);

var divergenceShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n’);

var curlShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n’);

var vorticityShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).y;\n float R = texture2D(uCurl, vR).y;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), abs® - abs(L));\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n’);

var pressureShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n’);

var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ‘\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n’);

var blit = function () {

gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());

gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);

gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());

gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);

gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

gl.enableVertexAttribArray(0);

return function (destination) {

gl.bindFramebuffer(gl.FRAMEBUFFER, destination);

gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);

};

}();

function clear(target) {

gl.bindFramebuffer(gl.FRAMEBUFFER, target);

gl.clear(gl.COLOR_BUFFER_BIT);

}

function createFBO(texId, w, h, internalFormat, format, type, param) {

gl.activeTexture(gl.TEXTURE0 + texId);

var texture = gl.createTexture();

gl.bindTexture(gl.TEXTURE_2D, texture);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);

var fbo = gl.createFramebuffer();

gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);

gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);

gl.viewport(0, 0, w, h);

gl.clear(gl.COLOR_BUFFER_BIT);

return [texture, fbo, texId];

}

function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {

var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);

var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);

return {

get first() {

return fbo1;

},

get second() {

return fbo2;

},

swap: function swap() {

var temp = fbo1;

fbo1 = fbo2;

fbo2 = temp;

}

};

}

var textureWidth = undefined;

var textureHeight = undefined;

var density = undefined;

var velocity = undefined;

var divergence = undefined;

var curl = undefined;

var pressure = undefined;

function initFramebuffers() {

textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE;

textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE;

var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;

var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;

var formatRG = isWebGL2 ? gl.RG : gl.RGBA;

var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;

density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);

velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);

divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

}

initFramebuffers();

var displayProgram = new GLProgram(baseVertexShader, displayShader);

var splatProgram = new GLProgram(baseVertexShader, splatShader);

var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);

var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);

var curlProgram = new GLProgram(baseVertexShader, curlShader);

var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);

var pressureProgram = new GLProgram(baseVertexShader, pressureShader);

var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);

function pointerPrototype() {

this.id = -1;

this.x = 0;

this.y = 0;

this.dx = 0;

this.dy = 0;

this.down = false;

this.moved = false;

this.color = [30, 0, 300];

}

var pointers = [];

pointers.push(new pointerPrototype());

for (var i = 0; i < 10; i++) {

var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];

var x = canvas.width * Math.random();

var y = canvas.height * Math.random();

var dx = 1000 * (Math.random() - 0.5);

var dy = 1000 * (Math.random() - 0.5);

splat(x, y, dx, dy, color);

}

var lastTime = Date.now();

Update();

function Update() {

resizeCanvas();

var dt = Math.min((Date.now() - lastTime) / 1000, 0.016);

lastTime = Date.now();

gl.viewport(0, 0, textureWidth, textureHeight);

advectionProgram.bind();

gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);

gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);

gl.uniform1f(advectionProgram.uniforms.dt, dt);

gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION);

blit(velocity.second[1]);

velocity.swap();

gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);

gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);

gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION);

blit(density.second[1]);

density.swap();

for (var i = 0; i < pointers.length; i++) {

var pointer = pointers[i];

if (pointer.moved) {

splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);

pointer.moved = false;

}

}

curlProgram.bind();

gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]);

blit(curl[1]);

vorticityProgram.bind();

gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]);

gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);

gl.uniform1f(vorticityProgram.uniforms.curl, CURL);

gl.uniform1f(vorticityProgram.uniforms.dt, dt);

blit(velocity.second[1]);

velocity.swap();

divergenceProgram.bind();

gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);

blit(divergence[1]);

clear(pressure.first[1]);

pressureProgram.bind();

gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);

for (var i = 0; i < PRESSURE_ITERATIONS; i++) {

gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);

blit(pressure.second[1]);

pressure.swap();

}

gradienSubtractProgram.bind();

gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);

gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);

blit(velocity.second[1]);

velocity.swap();

gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

displayProgram.bind();

gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);

blit(null);

requestAnimationFrame(Update);

}

function splat(x, y, dx, dy, color) {

splatProgram.bind();

gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);

gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);

gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);

gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);

gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS);

blit(velocity.second[1]);

velocity.swap();

gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);

gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);

blit(density.second[1]);

density.swap();

}

function resizeCanvas() {

if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {

canvas.width = canvas.clientWidth;

canvas.height = canvas.clientHeight;

最后

自我介绍一下,小编13年上海交大毕业,曾经在小公司待过,也去过华为、OPPO等大厂,18年进入阿里一直到现在。

深知大多数初中级Android工程师,想要提升技能,往往是自己摸索成长,自己不成体系的自学效果低效漫长且无助。

因此收集整理了一份《2024年Web前端开发全套学习资料》,初衷也很简单,就是希望能够帮助到想自学提升又不知道该从何学起的朋友,同时减轻大家的负担。

img

既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,基本涵盖了95%以上Android开发知识点!不论你是刚入门Android开发的新手,还是希望在技术上不断提升的资深开发者,这些资料都将为你打开新的学习之门!

如果你觉得这些内容对你有帮助,需要这份全套学习资料的朋友可以戳我获取!!

由于文件比较大,这里只是将部分目录截图出来,每个节点里面都包含大厂面经、学习笔记、源码讲义、实战项目、讲解视频,并且会持续更新!
Android工程师,想要提升技能,往往是自己摸索成长,自己不成体系的自学效果低效漫长且无助。**

因此收集整理了一份《2024年Web前端开发全套学习资料》,初衷也很简单,就是希望能够帮助到想自学提升又不知道该从何学起的朋友,同时减轻大家的负担。

[外链图片转存中…(img-uNvZgHCh-1715777363458)]

[外链图片转存中…(img-2h94xhBx-1715777363458)]

[外链图片转存中…(img-1j74Ai6a-1715777363459)]

既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,基本涵盖了95%以上Android开发知识点!不论你是刚入门Android开发的新手,还是希望在技术上不断提升的资深开发者,这些资料都将为你打开新的学习之门!

如果你觉得这些内容对你有帮助,需要这份全套学习资料的朋友可以戳我获取!!

由于文件比较大,这里只是将部分目录截图出来,每个节点里面都包含大厂面经、学习笔记、源码讲义、实战项目、讲解视频,并且会持续更新!

  • 5
    点赞
  • 9
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值