纯Shading Language绘制HTML5时钟
来源:程序员人生 发布时间:2015-01-13 08:10:12 阅读次数:4004次
今天是2014年的最后1天,这个时刻总会让人想起时钟,再过几个小时地球人都要再老了1岁,因而弄个HTML5版的时钟就是我们今天要完成的任务,实现HTML5的时钟绘制1般会采取3种方式,第1种采取CSS的实现方式,例如 http://www.css-tricks.com/examples/CSS3Clock/ ;第2种采取SVG的实现方式,例如 http://www.css-tricks.com/examples/CSS3Clock/;第3种采取Cavnas的2D绘制方式,如HT
for Web中《矢量手册》中自定义绘制的clock例子,HT的例子的实现效果以下,其实现代码附在本文的最后部份。
以上3种方式都是较容易理解的实现方式,今天我们将采取的则是较为少见的WebGL纯Shading Language实现方式,这类方式极为高效,毕竟我们采取的是可利用GPU硬件加速的WebGL技术,CPU代码角度看唯一两个3角形的绘制,真正表盘的绘制逻辑完全在GPU对两个3角形进行Fragment Shading时实现。
可通过这里 http://js.do/hightopo/glsl-clock 玩玩最后的实现效果和实现代码,采取GLSL的实现最重要的就是决定当前坐标位置的gl_FragColor的色彩,我们将始终分为表盘、外圈、刻度、时针、分针和秒针几个部份,代码后部份的留个连续Blend代码相当于逐层绘制的逻辑,以下几个函数技术点说明:
- Rect函数中的clamp(uv, -size/2.0, size/2.0))是我们决定点是不是在矩形区域的技能
- 函数Rotate(vec2 uv,float angle)将坐标点旋转到水平或垂直位置方便我们肯定Rect和Line参数进行对照
- Blend函数mix(shapeColor, backColor, smoothstep(0.0, 0.005, shape))是经常使用的混合mix和smoothstep到达更好处理边沿平滑效果GLSL经常使用技能
为了说明mix和smoothstep的融会效果,我弄了个 http://js.do/hightopo/glsl-smooth-clrcle 的例子,你可以尝试去掉#define SMOOTH后边沿锯齿较明显的问题,也能够调理smoothstep(0.49, 0.5, d)的0.49为0.3等较小的参数体验渐进的效果,以下为几种效果的综合对照
GLSL的Fragment Shader实现代码以下:
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 resolution;
float pi = 3.1415926;
float tau = pi * 2.0;
vec2 Rotate(vec2 uv,float angle);
float Circle(vec2 uv,float r);
float Rect(vec2 uv,vec2 size,float r);
float Line(vec2 uv,vec2 start,vec2 end,float r);
float Merge(float a,float b);
float Outline(float a,float r);
vec3 Blend(vec3 backColor, vec3 shapeColor, float shape);
float SecStep(float x);
void main( void )
{
vec2 res = resolution / resolution.y;
vec2 uv = ( gl_FragCoord.xy / resolution.y );
uv -= res / 2.0;
float secAng = (SecStep(time) / 60.0) * tau;
float minAng = (time / 3600.0) * tau;
float hourAng = (time / 43200.0) * tau;
float clockFace = Circle(uv, 0.45);
float clockTrim = Outline(clockFace, 0.01);
vec2 secDomain = Rotate(uv, secAng);
float clockSec = Line(secDomain, vec2(0.0, -0.15), vec2(0.0, 0.35), 0.001);
clockSec = Merge(clockSec, Circle(uv, 0.01));
clockSec = Merge(clockSec, Rect(secDomain - vec2(0.0, -0.08), vec2(0.012, 0.07), 0.0));
float clockMin = Line(Rotate(uv, minAng), vec2(0.0,-0.08), vec2(0.0, 0.35), 0.005);
float clockHour = Line(Rotate(uv, hourAng), vec2(0.0,-0.05), vec2(0.0,0.3), 0.007);
clockHour = Merge(clockHour, Circle(uv, 0.02));
float tickMarks = 1.0;
vec2 tickDomain = uv;
for(int i = 0;i < 60;i++)
{
tickDomain = Rotate(tickDomain, tau / 60.0);
vec2 size = (mod(float(i + 1), 5.0) == 0.0) ? vec2(0.08, 0.01) : vec2(0.04, 0.002);
tickMarks = Merge(tickMarks, Rect(tickDomain - vec2(0.38, 0.0), size, 0.0));
}
vec3 faceColor = mix(vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), uv.x+0.5);
vec3 trimColor = mix(vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0), uv.y + 0.5);
vec3 secColor = vec3(1.0, 0.0, 0.0);
vec3 handColor = vec3(0.0, 0.0, 0.0);
vec3 color = mix(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0), uv.y+0.5);
color = Blend(color, faceColor, clockFace);
color = Blend(color, trimColor, clockTrim);
color = Blend(color, trimColor, tickMarks);
color = Blend(color, handColor, clockHour);
color = Blend(color, handColor, clockMin);
color = Blend(color, secColor, clockSec);
gl_FragColor = vec4(color, 1.0);
}
float SecStep(float x)
{
float interp = smoothstep(0.80, 1.0, mod(x, 1.0));
return floor(x) + interp + (sin(interp * pi)) ;
}
float Line(vec2 uv,vec2 start,vec2 end,float r)
{
return Rect(uv-(end+start)/2.0, vec2(r, end.y - start.y), r);
}
float Rect(vec2 uv,vec2 size,float r)
{
return length(uv - clamp(uv, -size/2.0, size/2.0)) - r;
}
vec2 Rotate(vec2 uv,float angle)
{
return mat2(cos(angle), sin(angle),-sin(angle), cos(angle)) * uv;
}
float Circle(vec2 uv,float r)
{
return length(uv) - r;
}
float Merge(float a,float b)
{
return min(a, b);
}
float Outline(float a,float r)
{
return abs(a) - r;
}
vec3 Blend(vec3 backColor, vec3 shapeColor, float shape)
{
return mix(shapeColor, backColor, smoothstep(0.0, 0.005, shape));
}
HT for Web
中《矢量手册
》中自定义绘制的clock例籽实现代码以下:
function init() {
dataModel = new ht.DataModel();
graphView = new ht.graph.GraphView(dataModel);
view = graphView.getView();
view.className = 'main';
document.body.appendChild(view);
window.addEventListener('resize', function(e) {
graphView.invalidate();
}, false);
ht.Default.setCompType('clock-face', function(g, rect, comp, data, view) {
var cx = rect.x + rect.width / 2;
var cy = rect.y + rect.height / 2;
var theta = 0;
var r = Math.min(rect.width, rect.height)/2 * 0.92;
g.strokeStyle = "#137";
for (var i = 0; i < 60; i++) {
g.beginPath();
g.arc(
cx + Math.cos(theta) * r,
cy + Math.sin(theta) * r,
i % 5 === 0 ? 4 : 1,
0, Math.PI * 2, true);
g.closePath();
g.lineWidth = i % 5 === 0 ? 2 : 1;
g.stroke();
theta = theta + (6 * Math.PI / 180);
}
});
ht.Default.setImage('clock', {
width: 500,
height: 500,
comps: [
{
type: 'circle',
relative: true,
rect: [0, 0, 1, 1],
background: 'yellow',
gradient: 'linear.northeast'
},
{
type: 'clock-face',
relative: true,
rect: [0, 0, 1, 1]
},
{
type: function(g, rect, comp, data, view) {
// get current time
var date = data.a('date');
if(!date){
return;
}
var hours = date.getHours();
var minutes = date.getMinutes();
var seconds = date.getSeconds();
hours = hours > 12 ? hours - 12 : hours;
var hour = hours + minutes / 60;
var minute = minutes + seconds / 60;
var clockRadius = 250;
// save current context
g.save();
g.translate(clockRadius, clockRadius);
g.beginPath();
// draw numbers
g.font = '36px Arial';
g.fillStyle = '#000';
g.textAlign = 'center';
g.textBaseline = 'middle';
for (var n = 1; n <= 12; n++) {
var theta = (n - 3) * (Math.PI * 2) / 12;
var x = clockRadius * 0.75 * Math.cos(theta);
var y = clockRadius * 0.75 * Math.sin(theta);
g.fillText(n, x, y);
}
// draw hour
g.save();
var theta = (hour - 3) * 2 * Math.PI / 12;
g.rotate(theta);
g.beginPath();
g.moveTo(⑴5, ⑸);
g.lineTo(⑴5, 5);
g.lineTo(clockRadius * 0.5, 1);
g.lineTo(clockRadius * 0.5, ⑴);
g.fill();
g.restore();
// draw minute
g.save();
var theta = (minute - 15) * 2 * Math.PI / 60;
g.rotate(theta);
g.beginPath();
g.moveTo(⑴5, ⑷);
g.lineTo(⑴5, 4);
g.lineTo(clockRadius * 0.8, 1);
g.lineTo(clockRadius * 0.8, ⑴);
g.fill();
g.restore();
// draw second
g.save();
var theta = (seconds - 15) * 2 * Math.PI / 60;
g.rotate(theta);
g.beginPath();
g.moveTo(⑴5, ⑶);
g.lineTo(⑴5, 3);
g.lineTo(clockRadius * 0.9, 1);
g.lineTo(clockRadius * 0.9, ⑴);
g.fillStyle = '#0f0';
g.fill();
g.restore();
g.restore();
}
}
]
});
var node = new ht.Node();
node.setPosition(150, 150);
node.setSize(250, 250);
node.setImage('clock');
node.a('date', new Date());
node.s('image.stretch', 'centerUniform');
dataModel.add(node);
graphView.setEditable(true);
setInterval(function(){
node.a('date', new Date());
}, 1000);
}
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