javascript - JavaScript 中的文本涂抹效果

标签 javascript canvas three.js

我对 Javascript 非常有经验,但还没有深入研究其高级图形功能(canvas、webGL、 Three.js 等)。我想创建一个类似 this one 的扭曲效果,但我想将其应用于文本而不是图像。基本上我想要一些乍一看像纯 HTML 的文本,但是当用户将鼠标悬停在它上面时,文本应该弯曲/扭曲/涂抹作为响应。

到目前为止,我发现了两个类似但不完全是我想要的帖子:first太简单了,因为我想扭曲和弯曲文本,而不仅仅是将其向下移动到页面上。 second更有趣的是,因为我有预感,我需要使用像 Three.js 这样的库来实现这种效果,但我想要 2d 的东西,而不是 3d,并且我想实际扭曲文本的“形状”,而不是只需绕轴旋转即可。

我想知道如何创建这种效果,是否有我想要的特定效果的名称(在网上找不到好的例子),任何好的例子,建议,任何东西。提前致谢!

最佳答案

许多可能性。

以下是绘制到标准 2D Canvas 上的简单 WEBGL 2D 纹理的示例。有一些鼠标、 Canvas 、webGL 的样板,因此您必须自己将其拆开。

FX 位于片段着色器中。我没有移动纹理坐标,而是在图像上映射了一个 2D 矢量场(几乎是随机组成的)矢量抵消了纹理中的像素查找。鼠标上下控制的数量控制FX的数量,鼠标从左到右移动Phase设置。

将鼠标移动到图像顶部会减少效果量。右下角最大。

.

底部的函数webGLRender设置片段着色器值并渲染webGl,然后渲染2D上下文drawImage以渲染到显示 Canvas 。片段着色器位于其上方。

由于 webGL 图像是通过 ctx.draw2D 渲染的,因此很容易调整大小,从而使 webGL 渲染总显示分辨率独立。如果您遇到性能问题(百万像素 * 4 + 范围内的图像),您可以减小输入图像大小

与 2D Canvas 不同,WebGL 无法渲染来自不同域(受污染)的图像,WebGL 需要访问像素数据来绘制纹理,因此受污染的图像会引发安全错误。我使用了二维 Canvas 而不是图像,因为我找不到不会污染 Canvas 的图像。

// boiler plate
const U = undefined;const RESIZE_DEBOUNCE_TIME = 100;
var w,h,cw,ch,canvas,ctx,mouse,createCanvas,resizeCanvas,setGlobals,globalTime=0,resizeCount = 0; 
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () { var c,cs; cs = (c = document.createElement("canvas")).style; cs.position = "absolute"; cs.top = cs.left = "0px"; cs.zIndex = 1000; document.body.appendChild(c); return c;}
resizeCanvas = function () {
    if (canvas === U) { canvas = createCanvas(); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; ctx = canvas.getContext("2d"); 
    if (typeof setGlobals === "function") { setGlobals(); } if (typeof onResize === "function"){ resizeCount += 1; setTimeout(debounceResize,RESIZE_DEBOUNCE_TIME);}
}
function debounceResize(){ resizeCount -= 1; if(resizeCount <= 0){ onResize();}}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; mouse.updateBounds(); }
mouse = (function(){
    function preventDefault(e) { e.preventDefault(); }
    var mouse = {
        x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0, over : false, bm : [1, 2, 4, 6, 5, 3], 
        active : false,bounds : null, crashRecover : null, mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
    };
    var m = mouse;
    function mouseMove(e) {
        var t = e.type;
        m.x = e.clientX - m.bounds.left; m.y = e.clientY - m.bounds.top;
        m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
        if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }  
        else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
        else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
        else if (t === "mouseover") { m.over = true; }
        else if (t === "mousewheel") { m.w = e.wheelDelta; }
        else if (t === "DOMMouseScroll") { m.w = -e.detail; }
        if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
        if((m.buttonRaw & 2) && m.crashRecover !== null){ if(typeof m.crashRecover === "function"){ setTimeout(m.crashRecover,0);}}        
        e.preventDefault();
    }
    m.updateBounds = function(){
        if(m.active){
            m.bounds = m.element.getBoundingClientRect();
        }
    }
    m.addCallback = function (callback) {
        if (typeof callback === "function") {
            if (m.callbacks === U) { m.callbacks = [callback]; }
            else { m.callbacks.push(callback); }
        } else { throw new TypeError("mouse.addCallback argument must be a function"); }
    }
    m.start = function (element, blockContextMenu) {
        if (m.element !== U) { m.removeMouse(); }        
        m.element = element === U ? document : element;
        m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
        m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
        if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
        m.active = true;
        m.updateBounds();
    }
    m.remove = function () {
        if (m.element !== U) {
            m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
            if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
            m.element = m.callbacks = m.contextMenuBlocked = U;
            m.active = false;
        }
    }
    return mouse;
})();

resizeCanvas(); 
mouse.start(canvas,true); 
window.addEventListener("resize",resizeCanvas); 
function display(){ 
    ctx.setTransform(1,0,0,1,0,0); // reset transform
    ctx.globalAlpha = 1;           // reset alpha
    ctx.clearRect(0,0,w,h);
    if(webGL !== undefined){
        webGLRender();
    }
}
function update(timer){ // Main update loop
    globalTime = timer;
    display();  // call demo code
    requestAnimationFrame(update);
}
requestAnimationFrame(update);
var globalTime = new Date().valueOf();  // global to this 

// creates vertex and fragment shaders 
function createProgramFromScripts( gl, ids) {
    var shaders = [];
    for (var i = 0; i < ids.length; i += 1) {
        var script = shadersSource[ids[i]];
        if (script !== undefined) {
            var shader = gl.createShader(gl[script.type]);
            gl.shaderSource(shader, script.source);
            gl.compileShader(shader);
            shaders.push(shader);  
        }else{
            throw new ReferenceError("*** Error: unknown script ID : " + ids[i]);
        }
    }
    var program = gl.createProgram();
    shaders.forEach((shader) => {  gl.attachShader(program, shader); });
    gl.linkProgram(program);
    return program;    
}

// setup simple 2D webGL image processor
var webGL;
function startWebGL(image) {
  // Get A WebGL context
  webGL = document.createElement("canvas");
  webGL.width = image.width;
  webGL.height = image.height;
  webGL.gl = webGL.getContext("webgl");
  var gl = webGL.gl;
  var program = createProgramFromScripts(gl, ["VertexShader", "FragmentShader"]);
  gl.useProgram(program);
  var positionLocation = gl.getAttribLocation(program, "a_position");
  var texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
  var texCoordBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0,  0.0,1.0,  0.0,0.0,  1.0,0.0,  1.0,1.0,  0.0,1.0,  1.0]), gl.STATIC_DRAW);
  gl.enableVertexAttribArray(texCoordLocation);
  gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
  var texture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture);
  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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  var resolutionLocation = gl.getUniformLocation(program, "u_resolution");

  // lookup uniforms for frag shader
  var locs = {}
  locs.timer = gl.getUniformLocation(program, "time");  // the time used to control waves
  locs.phase = gl.getUniformLocation(program, "phase"); // Sort of phase, moves to attractors around
  locs.amount = gl.getUniformLocation(program, "amount"); // Mix amount of effect and flat image
  webGL.locs = locs;
  
  gl.uniform2f(resolutionLocation, webGL.width, webGL.height);
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
  setRectangle(gl, 0, 0, image.width, image.height);
}
function setRectangle(gl, x, y, width, height) {
  var x1 = x;
  var x2 = x + width;
  var y1 = y;
  var y2 = y + height;
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
     x1, y1,
     x2, y1,
     x1, y2,
     x1, y2,
     x2, y1,
     x2, y2]), gl.STATIC_DRAW);
}

function randomInt(range) {
  return Math.floor(Math.random() * range);
}



var shadersSource = {
    VertexShader : {
        type : "VERTEX_SHADER",
        source : `
            attribute vec2 a_position;
            attribute vec2 a_texCoord;
            uniform vec2 u_resolution;
            varying vec2 v_texCoord;
            void main() {
                vec2 zeroToOne = a_position / u_resolution;
                vec2 zeroToTwo = zeroToOne * 2.0;
                vec2 clipSpace = zeroToTwo - 1.0;
                gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
                v_texCoord = a_texCoord;
            }`
    },
    FragmentShader : {
        type : "FRAGMENT_SHADER",
        source : `
            precision mediump float;
            uniform sampler2D u_image;
            uniform float time;
            uniform float phase;
            uniform float amount;
            varying vec2 v_texCoord;
            vec2 offset;
            float dist;
            float edge;
            float v;
            vec2 pos1 = vec2(0.5 + sin(phase * 0.03)*1.3, 0.5 + cos(phase * 0.032)*1.3);
            vec2 pos2 = vec2(0.5 + cos(phase * 0.013)*1.3,0.5 + cos(phase*0.012)*1.3);
            void main() {
                dist = distance(pos1,v_texCoord) * distance(pos2,v_texCoord);

               
                edge = 1. - distance(vec2(0.5,0.5),v_texCoord) / 0.707;
                v = time * dist * 0.0001 * edge * phase;
                offset = vec2(
                        v_texCoord.x + sin(v+time) * 0.1 * edge * amount,
                        v_texCoord.y + cos(v+time) * 0.1 * edge * amount
                );
                //offset = smoothstep(v_texCoord.x,offset.x,abs(0.5-v_textCoord.x) );
                gl_FragColor = texture2D(u_image, offset);
            }`
    }
}


var md = 0;
var mr = 0;
var mdy = 0;
var mry = 0;
function webGLRender(){
    var gl = webGL.gl;
    md += (mouse.x / canvas.width - mr) * 0.16;
    md *= 0.18;
    mr += md;  
    mdy += (mouse.y - mry) * 0.16;
    mdy *= 0.18;
    mry += mdy;
    gl.uniform1f(webGL.locs.timer, globalTime/100);
    gl.uniform1f(webGL.locs.phase, mr * 400);
    gl.uniform1f(webGL.locs.amount, ((mry/canvas.height)) * 9);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    ctx.drawImage(webGL,0,0, canvas.width, canvas.height);
}

var image = document.createElement("canvas");
image.width = 1024;
image.height = 512;
image.ctx = image.getContext("2d");
image.ctx.font = "192px Arial";
image.ctx.textAlign = "center";
image.ctx.textBaseline = "middle";
image.ctx.lineJoin = "round";
image.ctx.lineWidth = 32;
image.ctx.strokeStyle = "red";
image.ctx.fillStyle = "black";
image.ctx.strokeText("WOBBLE",512,256);
image.ctx.lineWidth = 16;
image.ctx.strokeStyle = "white";

image.ctx.strokeText("WOBBLE",512,256);
image.ctx.fillText("WOBBLE",512,256);
image.ctx.font = "32px Arial";
image.ctx.fillText("Mouse position on image controls wobble",512,32);
image.ctx.fillText("Using WebGL and 2D Canvas",512,512-32);

startWebGL(image);
/*var image = new Image(); // load image
image.src = "/image/C7qq2.png?s=328&g=1";  // MUST BE SAME DOMAIN!!!
image.onload = function() {
    startWebGL(image);
}*/

关于javascript - JavaScript 中的文本涂抹效果,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38960486/

相关文章:

javascript - Angular 在指令中的元素外部单击

javascript - 突出显示图像区域 - 单击链接时

image - 将多个图像保存为视频格式的可能性?

javascript - 在 Canvas 上绘制方形图像

javascript - WebGL/Three.js - 移动相机时,纹理着色的粒子不规则地闪烁

javascript - 在 javascript 中使用 sha1 对文本进行哈希处理

javascript - 使用 Underscorejs 从 json 中提取值

javascript - 为什么 getImageData 给出一个大数组?

javascript - A-Frame/THREE.js,简化 gltf[glb] 模型上的修改器

three.js - Javascript三个js 3D绘制带边框的立体立方体