Dal*_*Tan 5 javascript image-processing webgl html5-canvas
我打算在JS中创建一个简单的照片编辑器.我的主要问题是,是否可以创建实时渲染的过滤器?例如,调整亮度和饱和度.我只需要一个2D图像,我可以使用GPU应用滤镜.
我读过的所有教程都非常复杂,并没有真正解释API的含义.请指出我正确的方向.谢谢.
gma*_*man 18
我打算写一个教程并将它发布在我的博客上,但我不知道我什么时候有时间完成,所以这里是我的内容 这里是我博客上更详细的帖子.
WebGL实际上是一个光栅化库.我接受属性(数据流),制服(变量)并期望您在2d中提供"剪辑空间"坐标,并为像素提供颜色数据.
这是WebGL中2d的简单示例(遗漏了一些细节)
// Get A WebGL context
var gl = canvas.getContext("experimental-webgl");
// setup GLSL program
vertexShader = createShaderFromScriptElement(gl, "2d-vertex-shader");
fragmentShader = createShaderFromScriptElement(gl, "2d-fragment-shader");
program = createProgram(gl, vertexShader, fragmentShader);
gl.useProgram(program);
// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");
// Create a buffer and put a single clipspace rectangle in
// it (2 triangles)
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// draw
gl.drawArrays(gl.TRIANGLES, 0, 6);
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这是2个着色器
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0, 1);
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0,1,0,1); // green
}
</script>
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这将绘制整个画布大小的绿色矩形.
在WebGL中,您有责任提供提供剪贴空间坐标的顶点着色器.无论画布的大小如何,Clipspace坐标始终从-1到+1.如果你想要3d,你需要提供从3d转换为2d的着色器,因为 WebGL只是一个光栅化API
在一个简单的示例中,如果要以像素为单位工作,可以传入一个使用像素而不是剪辑空间坐标的矩形,并转换为着色器中的剪辑空间
例如:
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace, 0, 1);
}
</script>
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现在我们可以通过改变我们提供的数据来绘制矩形
// set the resolution
var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
// setup a rectangle from 10,20 to 80,30 in pixels
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
10, 20,
80, 20,
10, 30,
10, 30,
80, 20,
80, 30]), gl.STATIC_DRAW);
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您会注意到WebGL认为右下角为0,0.为了使它成为用于2D图形的更传统的右上角,我们只需翻转y坐标.
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
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您想要操纵传递纹理所需的图像.以相同的方式,画布的大小由剪辑空间坐标表示,纹理由从0到1的纹理坐标引用.
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform vec2 u_resolution;
varying vec2 v_texCoord;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace, 0, 1);
// pass the texCoord to the fragment shader
// The GPU will interpolate this value between points.
v_texCoord = a_texCoord;
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision float mediump;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>
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要绘制图像需要加载图像,因为这是异步发生的,我们需要稍微更改一下代码.获取我们拥有的所有代码并将其放在一个名为"render"的函数中
var image = new Image();
image.src = "http://someimage/on/our/server"; // MUST BE SAME DOMAIN!!!
image.onload = function() {
render();
}
function render() {
...
// all the code we had before except gl.draw
// look up where the vertex data needs to go.
var texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
// provide texture coordinates for the rectangle.
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0]), 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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.draw(...)
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如果要进行图像处理,只需更改着色器即可.例如,交换红色和蓝色
void main() {
gl_FragColor = texture2D(u_image, v_texCoord).bgra;
}
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或者与旁边的像素混合.
uniform vec2 u_textureSize;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
gl_FragColor = (texture2D(u_image, v_texCoord) +
texture2D(u_image, v_texCoord + vec2(onePixel.x, 0.0)) +
texture2D(u_image, v_texCoord + vec2(-onePixel.x, 0.0))) / 3.0;
}
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我们必须传递纹理的大小
var textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");
...
gl.uniform2f(textureSizeLocation, image.width, image.height);
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等等...单击下面的最后一个链接获取卷积样本.
以下是具有略微不同进展的工作版本