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WebGL实现简单滤镜

WebGL实现简单滤镜

作者: VE视频引擎 | 来源:发表于2021-01-04 14:22 被阅读0次

    1. WebGL介绍

    WebGL(全写Web Graphics Library)是一种3D绘图协议,这种绘图技术标准允许把JavaScript和OpenGL ES 2.0结合在一起,通过增加OpenGL ES 2.0的一个JavaScript绑定。

    2. WebGL、OpenGL、OpenGL ES 三者的关系

    3. WebGL 基础介绍

    const webgl = document.getElementById("webGl-layer").getContext("webgl");
    
    

    4. 基本原理

    • 首先使用webgl 纹理绘制图片

    这里如果参照 https://webglfundamentals.org/webgl/lessons/zh_cn/webgl-cors-permission.html

    • 绘制过程中使用片段做着色器对其 rgb 值进行修改

    5. 具体实现

    <!DOCTYPE html>
    <html lang="ch">
    <head>
        <meta charset="UTF-8">
        <title>VertexBuffer</title>
    </head>
    <body>
    <canvas id="webGl-layer"  width="532" height="300"></canvas>
    <div>
        <label for="r1">饱和度:</label><input type="range" id="r1" value="0"/>
    </div>
    
    <div>
        <label for="r2">R:</label><input type="range" id="r2" value="0"/>
    </div>
    
    <div>
        <label for="r3">G:</label><input type="range" id="r3" value="0"/>
    </div>
    
    <div>
        <label for="r4">B:</label><input type="range" id="r4" value="0"/>
    </div>
    
    <script>
        const webgl = document.getElementById("webGl-layer").getContext("webgl");
        const range1 = document.getElementById("r1"),
            range2 = document.getElementById("r2"),
            range3 = document.getElementById("r3"),
            range4 = document.getElementById("r4");
    
        webgl.viewport(0, 0, 532, 300);
    
        const vertexShader2D = `
            precision mediump float;
            attribute vec4 position;
            attribute vec4 inputTextureCoordinate;
            varying vec2 textureCoordinate;
    
            void main() {
                gl_Position = position;
                textureCoordinate = vec2((position.x+1.0)/2.0, 1.0-(position.y+1.0)/2.0);
            }
        `;
    
        const fragmentShader2D = `
            precision mediump float;
            varying vec2 textureCoordinate;
            uniform sampler2D inputImageTexture;
            uniform float size;
            uniform float saturation;
            uniform float r;
            uniform float g;
            uniform float b;
            uniform float a;
    
            void main() {
                vec4 texture = texture2D(inputImageTexture, textureCoordinate);
                texture.r += r; // 图片整体 r 值
                texture.g += g; // 图片整体 g 值
                texture.b += b; // 图片整体 b 值
                // texture.a = 0.5; // 图片整体 a 值
    
                //内阴影
                // float dist = distance(textureCoordinate, vec2(0.5, 0.5));
                // texture.rgb *= smoothstep(0.8, size * 0.799, dist * (1.0 + size));
    
                //饱和度
                float average = (texture.r + texture.g + texture.b) / 3.0;
                if (saturation > 0.0) {
                    texture.rgb += (average - texture.rgb) * (1.0 - 1.0 / (1.001 - saturation));
                } else {
                    texture.rgb += (average - texture.rgb) * (-saturation);
                }
    
                gl_FragColor = texture;
    
            }
        `;
    
        function createShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                return shader;
            }
            console.log(gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
        }
    
        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
                webgl.useProgram(program);
                return program;
            }
            console.error(gl.getProgramInfoLog(program));
            gl.deleteProgram(program);
        }
    
        function createTextureByImageObject(gl, imgObject) {
            gl.activeTexture(gl.TEXTURE0);
            const textureObject = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, textureObject);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imgObject);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
            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)
            return textureObject;
        }
    
        const vertices = [
            1.0, 1.0,
            1.0, -1.0,
            -1.0, 1.0,
            -1.0, -1.0
        ];
    
        const vertexShader = createShader(webgl, webgl.VERTEX_SHADER, vertexShader2D),
            fragmentShader = createShader(webgl, webgl.FRAGMENT_SHADER, fragmentShader2D),
            program = createProgram(webgl, vertexShader, fragmentShader),
            buffer = webgl.createBuffer();
    
        webgl.bindBuffer(webgl.ARRAY_BUFFER, buffer);
        webgl.bufferData(webgl.ARRAY_BUFFER, new Float32Array(vertices), webgl.STATIC_DRAW);
    
        let v4PositionIndex = webgl.getAttribLocation(program, "position");
        webgl.enableVertexAttribArray(v4PositionIndex);
        webgl.vertexAttribPointer(v4PositionIndex, 2, webgl.FLOAT, false, 0, 0);
    
        let img = new Image();
        img.crossOrigin = "anonymous";
        img.src = "http://static.atvideo.cc/2021/01/04/09/47/1609724837(1).jpg";
        img.onload = function () {
            document.body.append(img);
            createTextureByImageObject(webgl, img);
            let saturationUniform = webgl.getUniformLocation(program, "saturation");
            let rUniform = webgl.getUniformLocation(program, "r");
            let gUniform = webgl.getUniformLocation(program, "g");
            let bUniform = webgl.getUniformLocation(program, "b");
    
            // let sizeUniform = webgl.getUniformLocation(program, "size");
            // webgl.uniform1f(sizeUniform, 2.0);
    
            const uniform = webgl.getUniformLocation(program, "inputImageTexture");
            webgl.uniform1i(uniform, 0);
            webgl.drawArrays(webgl.TRIANGLE_STRIP, 0, 4);
    
            range1.addEventListener("change", function () {
                const val = Number(range1.value) / 100;
                webgl.uniform1f(saturationUniform, val);
                webgl.drawArrays(webgl.TRIANGLE_STRIP, 0, 4);
            });
    
            range2.addEventListener("change", function () {
                const val = Number(range2.value) / 100;
                webgl.uniform1f(rUniform, val);
                webgl.drawArrays(webgl.TRIANGLE_STRIP, 0, 4);
            });
    
            range3.addEventListener("change", function () {
                const val = Number(range3.value) / 100;
                webgl.uniform1f(gUniform, val);
                webgl.drawArrays(webgl.TRIANGLE_STRIP, 0, 4);
            });
    
            range4.addEventListener("change", function () {
                const val = Number(range4.value) / 100;
                webgl.uniform1f(bUniform, val);
                webgl.drawArrays(webgl.TRIANGLE_STRIP, 0, 4);
            });
        }
    
    </script>
    
    </body>
    </html>
    
    

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