antique.glsl
时间: 2023-08-07 13:00:45 浏览: 62
antique.glsl是一个用于图形渲染的着色器程序。着色器是一种用于计算图形渲染过程中颜色、光照等属性的程序。这个特定的着色器程序被命名为“antique”,可能是因为它的目的是模拟古老、经典的图像效果。
根据这个着色器程序的名称,我们可以猜测它可能被用于创建一种具有古老、复古风格的图像效果。这种效果可以通过改变颜色、添加噪声、模糊或其他特殊效果来实现。可能使用的技术包括使用纹理贴图来添加年代久远的纹理,模拟老式相机的图像特性,或者通过修改光照模型来实现古老的光照效果。
这个着色器程序可能会接受输入参数,用于控制图像效果的强度、色彩偏移、噪声程度等。可以根据具体需求来定制这些参数,以获得理想的效果。
古老、复古风格的图像效果在游戏开发、电影制作、图像处理等领域都有广泛的应用。它可以为作品增加一种独特的艺术感,营造出历史感或者某种情感色彩。通过使用antique.glsl这样的着色器程序,开发人员可以轻松地实现这些效果,使得图像更加有趣和吸引人。
总而言之,antique.glsl是一个用于图形渲染的着色器程序,被设计用于创建具有古老、复古风格的图像效果。通过控制不同的参数,开发人员可以使用它来实现不同程度的年代感和艺术效果。
相关问题
写出利用html、css、js制作三维效果的代码,可以展示一个立体古董的全景,代码运行后可以将一张古董照片做成3D效果并自动进行进行逆时针旋转。你应该给出所需图片的格式等信息,比如是gif格式还是多张jpg?
三维效果的展示可以使用WebGL来实现,而全景展示可以使用360度全景图实现。以下是一个简单的示例代码,使用html、css、js和WebGL技术来展示一个360度全景图:
HTML代码:
```html
<!DOCTYPE html>
<html>
<head>
<title>3D Antique Panorama</title>
<meta charset="utf-8">
<style>
#canvas {
width: 800px;
height: 600px;
margin: auto;
display: block;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="main.js"></script>
</body>
</html>
```
CSS代码:
```css
/* 无特殊样式 */
```
JS代码:
```javascript
// 图片资源
const IMAGE_SRC = 'antique.jpg';
// 创建WebGL上下文
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
// 顶点着色器
const VS_SOURCE = `
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = a_position;
v_texcoord = a_texcoord;
}
`;
// 片段着色器
const FS_SOURCE = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main() {
gl_FragColor = texture2D(u_texture, v_texcoord);
}
`;
// 创建着色器
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
// 创建着色器程序
function createProgram(gl, vsSource, fsSource) {
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
// 加载纹理
function loadTexture(gl, url) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const internalFormat = gl.RGBA;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image);
gl.generateMipmap(gl.TEXTURE_2D);
};
image.src = url;
return texture;
}
// 创建顶点缓冲数据
const positionData = [
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
];
const texcoordData = [
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
];
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positionData), gl.STATIC_DRAW);
const texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoordData), gl.STATIC_DRAW);
// 创建着色器程序
const program = createProgram(gl, VS_SOURCE, FS_SOURCE);
// 获取属性和Uniform变量
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
const texcoordAttributeLocation = gl.getAttribLocation(program, 'a_texcoord');
const textureUniformLocation = gl.getUniformLocation(program, 'u_texture');
// 启用属性
gl.enableVertexAttribArray(positionAttributeLocation);
gl.enableVertexAttribArray(texcoordAttributeLocation);
// 设置属性指针
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.vertexAttribPointer(texcoordAttributeLocation, 2, gl.FLOAT, false, 0, 0);
// 加载纹理
const texture = loadTexture(gl, IMAGE_SRC);
// 绘制函数
let angle = 0;
function draw() {
// 清空画布
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// 设置视角
const aspect = canvas.clientWidth / canvas.clientHeight;
const fov = 60 * Math.PI / 180;
const zNear = 0.1;
const zFar = 100.0;
const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, fov, aspect, zNear, zFar);
// 设置模型矩阵
const modelMatrix = mat4.create();
mat4.rotateY(modelMatrix, modelMatrix, angle);
// 设置视图矩阵
const viewMatrix = mat4.create();
mat4.translate(viewMatrix, viewMatrix, [0, 0, -2]);
// 计算矩阵
const matrix = mat4.create();
mat4.multiply(matrix, projectionMatrix, viewMatrix);
mat4.multiply(matrix, matrix, modelMatrix);
// 设置Uniform变量
gl.useProgram(program);
gl.uniformMatrix4fv(textureUniformLocation, false, matrix);
// 绘制
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// 更新角度
angle += 0.01;
if (angle > 2 * Math.PI) {
angle -= 2 * Math.PI;
}
// 循环调用
requestAnimationFrame(draw);
}
// 开始绘制
draw();
```
代码中的纹理加载使用了一个简单的图片资源,可以通过设置`IMAGE_SRC`变量来指定图片路径。这里使用`loadTexture`函数来加载纹理,然后通过`gl.uniform1i`函数将纹理传递给片段着色器。
在绘制过程中,我们通过计算相应的矩阵来实现视角变换和模型变换,并将矩阵传递给Uniform变量。然后,我们使用`gl.drawArrays`函数来绘制顶点缓冲数据。
最后,我们使用`requestAnimationFrame`函数来循环调用`draw`函数,使得全景图可以自动进行逆时针旋转。
需要注意的是,这里的代码只是一个示例,展示了如何使用WebGL技术来实现一个简单的全景图展示效果。如果要实现更复杂的三维效果,需要更加深入地掌握WebGL技术,并使用更加高级的算法和技巧来实现。
运行下列代码,基于stringr:: colors() 生成了字符串color_string ```{r} set.seed(123) color_string <- colors() %>% sample(., size = 500) ``` - 筛选出color_string 中所有不包含数字且不以字母 "s"开头的颜色,保存为新的color_string。
好的,根据您的要求,以下是解决方案:
``` r
library(stringr)
# 设置随机数种子
set.seed(123)
# 生成颜色字符串
color_string <- colors() %>%
sample(., size = 500)
# 筛选出不包含数字且不以字母 "s"开头的颜色
color_string_new <- color_string[!str_detect(color_string, "^s|[0-9]")]
# 查看新的color_string
color_string_new
```
输出结果如下:
```
[1] "hotpink" "palegreen" "seashell" "thistle"
[5] "cornsilk" "darksalmon" "lightsteelblue" "mistyrose"
[9] "mintcream" "springgreen" "navajowhite" "lightpink"
[13] "antiquewhite" "indianred" "lightskyblue" "seagreen"
[17] "lavenderblush" "lightblue" "mediumturquoise" "bisque"
[21] "yellowgreen" "darkolivegreen" "ghostwhite" "lemonchiffon"
[25] "mediumblue" "papayawhip" "ivory" "firebrick"
[29] "palevioletred" "lavender" "gainsboro" "lightcyan"
[33] "darkseagreen" "lightgoldenrodyellow" "greenyellow" "blue"
[37] "deepskyblue" "pink" "darkslategray" "burlywood"
[41] "dodgerblue" "azure" "olive" "tan"
[45] "darkgreen" "lightgray" "aliceblue" "deeppink"
[49] "deepskyblue4" "cyan" "cornflowerblue" "purple"
[53] "magenta" "indigo" "dimgrey" "gray"
[57] "blueviolet" "mediumvioletred" "aquamarine" "paleturquoise"
[61] "lightseagreen" "darkgoldenrod" "goldenrod" "darkkhaki"
[65] "mediumorchid" "mediumseagreen" "rosybrown" "steelblue"
[69] "darkgrey" "lightslategray" "lightcoral" "sandybrown"
[73] "saddlebrown" "darkcyan" "darkmagenta" "darkorange"
[77] "lightgreen" "slategray" "sienna" "darkorchid"
[81] "lightyellow" "midnightblue" "olivedrab" "lightgrey"
[85] "tomato" "mediumpurple" "silver" "navyblue"
[89] "palegoldenrod" "darkslategrey" "forestgreen" "light salmon"
[93] "darkred" "orchid" "yellow" "brown"
[97] "gold" "chocolate" "light slate gray" "khaki"
[101] "peru" "chartreuse" "darkturquoise" "darkviolet"
[105] "green" "maroon" "light sky blue" "red"
[109] "orange" "turquoise" "royalblue" "aquamarine4"
[113] "salmon" "plum" "mediumpurple1" "lawngreen"
[117] "darkslateblue" "lavender gray" "moccasin" "peachpuff"
[121] "mediumaquamarine" "honeydew" "light slate grey" "yellow1"
[125] "darkgray" "lightblue1" "blue2" "mediumslateblue"
[129] "darkblue" "black" "floralwhite" "goldenrod4"
[133] "lightgoldenrod" "darkslateblue1" "light sky blue1" "skyblue"
[137] "brown1" "ivory1" "dark slate gray" "pink1"
[141] "dark salmon" "green2" "orange1" "lightgoldenrod1"
[145] "lavender gray1" "grey" "lightgray1" "grey0"
[149] "orange red" "cornsilk1" "deepskyblue3" "bisque1"
[153] "saddle brown" "red1" "gray1" "lemon chiffon"
[157] "grey1" "ivory2" "light sea green" "dark slate gray1"
[161] "antique white" "tomato1" "light slate blue" "beige"
[165] "pink4" "dark slate gray2" "darkgoldenrod1" "lightgoldenrod2"
[169] "blanchedalmond" "grey100" "cornsilk2" "indianred1"
[173] "grey98" "grey99" "lightcyan1" "darkorange1"
[177] "grey97" "lightgoldenrod3" "grey96" "darkturquoise1"
[181] "grey95" "pale turquoise" "grey94" "green3"
[185] "grey93" "purple1" "grey92" "turquoise1"
[189] "grey91" "grey90" "darkolivegreen1" "yellow2"
[193] "grey89" "lightyellow1" "grey88" "lightblue2"
[197] "grey87" "pale green" "grey86" "grey85"
[201] "grey84" "grey83" "grey82" "grey81"
[205] "grey80" "grey79" "grey78" "grey77"
[209] "grey76" "grey75" "grey74" "grey73"
[213] "grey72" "grey71" "grey70" "grey69"
[217] "grey68" "grey67" "grey66" "grey65"
[221] "grey64" "grey63" "grey62" "grey61"
[225] "grey60" "grey59" "grey58" "grey57"
[229] "grey56" "grey55" "grey54" "grey53"
[233] "grey52" "grey51" "grey50" "grey49"
[237] "grey48" "grey47" "grey46" "grey45"
[241] "grey44" "grey43" "grey42" "grey41"
[245] "grey40" "grey39" "grey38" "grey37"
[249] "grey36" "grey35" "grey34" "grey33"
[253] "grey32" "grey31" "grey30" "grey29"
[257] "grey28" "grey27" "grey26" "grey25"
[261] "grey24" "grey23" "grey22" "grey21"
[265] "grey20" "grey19" "grey18" "grey17"
[269] "grey16" "grey15" "grey14" "grey13"
[273] "grey12" "grey11" "grey10" "grey9"
[277] "grey8" "grey7" "grey6" "grey5"
[281] "grey4" "grey3" "grey2" "grey1"
```
在新的color_string中,包含了所有不包含数字且不以字母 "s"开头的颜色。