JavaScript 中的文本涂抹效果 [英] Text smear effect in JavaScript

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本文介绍了JavaScript 中的文本涂抹效果的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我对 Javascript 很有经验,但还没有深入研究它的高级图形功能(画布、webGL、three.js 等).我想创建一种类似于 this one 的失真效果,但我想将其应用于文本而不是图片.基本上我想要一些乍一看看起来像纯 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.

I'm pretty experienced with Javascript but haven't delved much into its advanced graphics capabilities (canvas, webGL, three.js, etc). I want to create a distortion effect kind of like this one, except I'd like to apply it to text instead of an image. Basically I want to have some text that looks like plain HTML at first glance but when the user mouses over it, the text should bend/warp/smear in response.

到目前为止,我发现了两个类似但不完全是我想要的 SO 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. 更有趣,因为我有一种预感,我需要使用像 Three.js 这样的库来实现这种效果,但我想要一些 2d 的东西,而不是 3d,而且我想实际扭曲文本的形状",而不仅仅是围绕轴旋转.

So far I've found two SO posts that are similar but not exactly what I want: the first is too simple, as I want to warp and bend the text, not just shift it down the page. The second is more interesting, as I have a hunch I'll need to use a library like Three.js to achieve this effect, but I want something 2d, not 3d, and I want to actually warp the "shape" of the text, not just spin it around an axis.

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,任何真的.提前致谢!

I'm wondering how to create this effect, whether there is a name for the specific effect I want (have had trouble finding good examples online), any good examples, advice, anything really. Thanks in advance!

推荐答案

许多可能性.

以下是绘制到标准 2D 画布上的简单 WEBGL 2D 纹理示例.鼠标、画布、webGL 有一些样板,所以你必须自己把它分开.

Here is an example of a simple WEBGL 2D texture drawn onto a standard 2D canvas. There is a bit of boilerplate for mouse,canvas,webGL so you will have to pick it apart yourself.

FX 位于片段着色器中.而不是移动纹理坐标,我只是在图像上映射了一个 2D 矢量场(我去的时候几乎是随机的)矢量偏移了纹理的像素查找.鼠标上下控制amount控制FX的数量,鼠标从左到右移动Phase设置.

The FX is in the Fragment Shader. Rather than move the texture coords I just mapped a 2D vector field over the image (pretty much randomly made it up as i went) The vectors offset the pixel lookup from the texture. The amount controlled by mouse up and down controls the amount of the FX and the mouse from left to right moves the Phase setting.

将鼠标移动到图像顶部会减少效果量.右下角最大.

Moving mouse to the top of the image reduces the effect amount. Bottom right is at max.

.

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 以渲染到显示画布.片段着色器在上面.

The function at the bottom webGLRender sets the fragment shader values and renders the webGl then 2D context drawImage to render to display canvas. The Fragment shader is above that.

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

As the webGL image is rendered via ctx.draw2D it is easy to resize making the webGL render total display resolution independent. If you have performance issues (image in the mega pixel * 4 + range) you can reduce the input image size

WebGL 无法渲染不来自同一域(污染)的图像,不像 2D 画布 webGL 需要访问像素数据来绘制纹理,因此污染的图像会引发安全错误.我使用了 2d 画布而不是图像,因为我找不到不会污染画布的图像.

WebGL can not render images that are not from the same domain (tained) unlike 2D canvas webGL requires access to the pixel data to draw textures and thus tained images will make it throw security errors. I have used a 2d canvas rather than an image as I could not find an image the would not taint the canvas.

// 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 = "https://i.stack.imgur.com/C7qq2.png?s=328&g=1";  // MUST BE SAME DOMAIN!!!
image.onload = function() {
    startWebGL(image);
}*/

这篇关于JavaScript 中的文本涂抹效果的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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