WebGL:淡入淡出绘图缓冲区

WebGL: fade drawing buffer

我已将 preserveDrawingBuffer 设置为 true。 这样做会导致同时看到缓冲区上绘制的所有内容,但是, 我想知道是否有一种方法可以随着时间的推移以某种方式淡化缓冲区,以便绘制的旧元素随着时间的推移消失,并且最新绘制的元素以相对较高的不透明度出现,直到它们也逐渐消失。

有没有更好的方法可以达到这样的效果?

我尝试通过降低它们的不透明度直到它达到 0 来再次渲染以前的元素,但这似乎不是一种有效的淡化方式,因为一旦绘制了某些东西我就不打算改变它。

谢谢!

preserveDrawingBuffer 标志在内存有限的设备(手机)上很有用,因为它允许这些设备重用那块内存。

fading/ghosting 效果以不同的方式完成:您分配一个与视口大小相同的纹理,然后对该纹理进行变暗处理。每一帧你都将这个纹理的内容重新渲染到它自己,同时将颜色值乘以一个褪色因子(比如 0.9)。之后,在同一纹理上渲染新元素,最后将纹理渲染到视口(一个简单的 "copy-render")。

这实际上很常见,只是重画我在这里走过的东西

重绘内容意味着您可以防止某些内容不淡出。例如,如果您正在制作一个 space 射击游戏并且您只希望爆炸和导弹尾迹淡出但您不希望 space 飞船和小行星淡出那么您需要这样做通过重新绘制所有内容并通过绘制它们来手动淡化它们,同时降低它们的 alpha

如果您只想让所有内容淡出,那么您可以使用 post 处理类型效果。

您制作了 2 个纹理并将它们附加到 2 个帧缓冲区。你 blend/fade 第一个帧缓冲区 fadeFb1 到第二个 fadeFb2 使用 fadeColor using

gl_FragColor = mix(textureColor, fadeColor, mixAmount);

然后你画任何新东西到fadeFb2

然后最后将fadeFb2画到canvas上,这样你就可以看到结果了。

下一帧你做同样的事情,除了交换你正在绘制的缓冲区和你正在褪色的缓冲区。

frame 0: mix(fadeFb1,fadeColor)->fadeFb2, draw->fadeFb2, fadeFB2->canvas
frame 1: mix(fadeFb2,fadeColor)->fadeFb1, draw->fadeFb1, fadeFB1->canvas
frame 2: mix(fadeFb1,fadeColor)->fadeFb2, draw->fadeFb2, fadeFB2->canvas
...

请注意,您在绘制时不会清除,因为您需要留下结果

至于设置帧缓冲区,这里有一个可能有用的教程

http://webglfundamentals.org/webgl/lessons/webgl-image-processing-continued.html

这是一个使用 twgl 的示例,因为我懒得直接使用 WebGL

var vs = `
attribute vec4 position;

uniform mat4 u_matrix;

void main() {
  gl_Position = u_matrix * position;
}
`;

var fs = `
precision mediump float;

uniform vec4 u_color;

void main() {
  gl_FragColor = u_color;
}
`;
var vsQuad = `
attribute vec4 position;
attribute vec2 texcoord;

varying vec2 v_texcoord;

void main() {
  gl_Position = position;
  v_texcoord = texcoord;
}
`;
var fsFade = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D u_texture;
uniform float u_mixAmount;
uniform vec4 u_fadeColor;

void main() {
  vec4 color = texture2D(u_texture, v_texcoord);
  gl_FragColor = mix(color, u_fadeColor, u_mixAmount);
}
`;
var fsCopy = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D u_texture;

void main() {
  gl_FragColor = texture2D(u_texture, v_texcoord);
}
`;

var $ = document.querySelector.bind(document);

var mixAmount = 0.05;
var mixElem = $("#mix");
var mixValueElem = $("#mixValue");
mixElem.addEventListener('input', function(e) {
    setMixAmount(e.target.value / 100);
});

function setMixAmount(value) {
  mixAmount = value;
  mixValueElem.innerHTML = mixAmount;
}
setMixAmount(mixAmount);

var gl = $("canvas").getContext("webgl");
var m4 = twgl.m4;
var programInfo = twgl.createProgramInfo(gl, [vs, fs]);
var fadeProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsFade]);
var copyProgramInfo = twgl.createProgramInfo(gl, [vsQuad, fsCopy]);

// Creates a -1 to +1 quad
var quadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);

// Creates an RGBA/UNSIGNED_BYTE texture and depth buffer framebuffer
var imgFbi = twgl.createFramebufferInfo(gl);

// Creates 2 RGBA texture + depth framebuffers
var fadeAttachments = [
  { format: gl.RGBA, min: gl.NEAREST, max: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE, },
  { format: gl.DEPTH_STENCIL },
];
var fadeFbi1 = twgl.createFramebufferInfo(gl, fadeAttachments);
var fadeFbi2 = twgl.createFramebufferInfo(gl, fadeAttachments);

function drawThing(gl, x, y, rotation, scale, color) {
  var matrix = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
  matrix = m4.translate(matrix, [x, y, 0]);
  matrix = m4.rotateZ(matrix, rotation);
  matrix = m4.scale(matrix, [scale, scale, 1]);

  gl.useProgram(programInfo.program);
  twgl.setBuffersAndAttributes(gl, programInfo, quadBufferInfo);
  twgl.setUniforms(programInfo, {
    u_matrix: matrix,
    u_color: color,
  });
  twgl.drawBufferInfo(gl, gl.TRIANGLES, quadBufferInfo);
}

function rand(min, max) {
  if (max === undefined) {
    max = min;
    min = 0;
  }
  return min + Math.random() * (max - min);
}

function render(time) {
  if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
    twgl.resizeFramebufferInfo(gl, fadeFbi1, fadeAttachments);
    twgl.resizeFramebufferInfo(gl, fadeFbi2, fadeAttachments);
  }
  
  // fade by copying from fadeFbi1 into fabeFbi2 using mixAmount.
  // fadeFbi2 will contain mix(fadeFb1, u_fadeColor, u_mixAmount)
  twgl.bindFramebufferInfo(gl, fadeFbi2);

  gl.useProgram(fadeProgramInfo.program);
  twgl.setBuffersAndAttributes(gl, fadeProgramInfo, quadBufferInfo);
  twgl.setUniforms(fadeProgramInfo, {
    u_texture: fadeFbi1.attachments[0],
    u_mixAmount: mixAmount,
    u_fadeColor: [0, 0, 0, 0],
  });
  twgl.drawBufferInfo(gl, gl.TRIANGLES, quadBufferInfo);

  // now draw new stuff to fadeFb2. Notice we don't clear!
  twgl.bindFramebufferInfo(gl, fadeFbi2);

  var x = rand(gl.canvas.width);
  var y = rand(gl.canvas.height);
  var rotation = rand(Math.PI);
  var scale = rand(10, 20);
  var color = [rand(1), rand(1), rand(1), 1];
  drawThing(gl, x, y, rotation, scale, color);


  // now copy fadeFbi2 to the canvas so we can see the result
  twgl.bindFramebufferInfo(gl, null);

  gl.useProgram(copyProgramInfo.program);
  twgl.setBuffersAndAttributes(gl, copyProgramInfo, quadBufferInfo);
  twgl.setUniforms(copyProgramInfo, {
    u_texture: fadeFbi2.attachments[0],
  });
  twgl.drawBufferInfo(gl, gl.TRIANGLES, quadBufferInfo);

  // swap the variables so we render to the opposite textures next time
  var temp = fadeFbi1;
  fadeFbi1 = fadeFbi2;
  fadeFbi2 = temp;

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { display: block; width: 100vw; height: 100vh; }
#ui { position: absolute; top: 0 }
<script src="https://twgljs.org/dist/twgl-full.min.js"></script>
<canvas></canvas>
<div id="ui">
<span>mix:</span><input id="mix" type="range" min="0" max="100" value="5" /><span id="mixValue"></span>
</div>