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 kin
Many possibilities.
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.
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.
Moving mouse to the top of the image reduces the effect amount. Bottom right is at max.
.
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.
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 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);
}*/