[英]How to make Canvas animation Background tranparent using three.js/dat.gui
I want to make this canvas as a background animation.我想把这个 canvas 作为背景 animation。 But the three.js render the background to black.
但是 three.js 将背景渲染为黑色。 I want to make it transparent.
我想让它透明。 I tried to change it by css
background-color:transparent;
我试图通过 css
background-color:transparent;
来改变它。 I looked for other similar issues in stackoverflow but nothing helped.我在 stackoverflow 中寻找了其他类似的问题,但没有任何帮助。 How can I do it?
我该怎么做? These are my html,css and js.
这些是我的 html、css 和 js。 Thanks in advance.
提前致谢。 Here is the codepen link.
这是codepen链接。 My HTML:
我的 HTML:
<canvas id="webgl-canvas"></canvas>
<!-- vertexShader -->
<script id="js-vertex-shader" type="x-shader/x-vertex">
attribute vec3 position;
void main() {
gl_Position = vec4(position, 1.0);
}
</script>
<!-- fragmentShader -->
<script id="js-fragment-shader" type="x-shader/x-fragment">
precision highp float;
uniform vec2 resolution;
uniform float time;
uniform float xScale;
uniform float yScale;
uniform float distortion;
void main() {
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
float d = length(p) * distortion;
float rx = p.x * (1.0 + d);
float gx = p.x;
float bx = p.x * (1.0 - d);
float r = 0.05 / abs(p.y + sin((rx + time) * xScale) * yScale);
float g = 0.05 / abs(p.y + sin((gx + time) * xScale) * yScale);
float b = 0.05 / abs(p.y + sin((bx + time) * xScale) * yScale);
gl_FragColor = vec4(r, g, b, 1.0);
}
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r124/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script>
My CSS:我的 CSS:
#webgl-canvas{
width: 20% !important;
height:10% !important;
background: null !important;
}
My JS:我的 JS:
class Stage {
constructor() {
this.renderParam = {
clearColor: 0xffffff,
width: window.innerWidth,
height: window.innerHeight
};
this.cameraParam = {
left: -1,
right: 1,
top: 1,
bottom: 1,
near: 0,
far: -1
};
this.scene = null;
this.camera = null;
this.renderer = null;
this.geometry = null;
this.material = null;
this.mesh = null;
this.isInitialized = false;
}
init() {
this._setScene();
this._setRender();
this._setCamera();
this.isInitialized = true;
}
_setScene() {
this.scene = new THREE.Scene();
}
_setRender() {
this.renderer = new THREE.WebGLRenderer({
canvas: document.getElementById("webgl-canvas")
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setClearColor(new THREE.Color(this.renderParam.clearColor));
this.renderer.setSize(this.renderParam.width, this.renderParam.height);
}
_setCamera() {
if (!this.isInitialized) {
this.camera = new THREE.OrthographicCamera(
this.cameraParam.left,
this.cameraParam.right,
this.cameraParam.top,
this.cameraParam.bottom,
this.cameraParam.near,
this.cameraParam.far
);
}
const windowWidth = window.innerWidth;
const windowHeight = window.innerHeight;
this.camera.aspect = windowWidth / windowHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(windowWidth, windowHeight);
}
_render() {
this.renderer.render(this.scene, this.camera);
}
onResize() {
this._setCamera();
}
onRaf() {
this._render();
}
}
class Mesh {
constructor(stage) {
this.canvas = document.getElementById("webgl-canvas");
this.canvasWidth = this.canvas.width;
this.canvasHeight = this.canvas.height;
this.uniforms = {
resolution: { type: "v2", value: [ this.canvasWidth, this.canvasHeight ] },
time: { type: "f", value: 0.0 },
xScale: { type: "f", value: 1.0 },
yScale: { type: "f", value: 0.5 },
distortion: { type: "f", value: 0.050 }
};
this.stage = stage;
this.mesh = null;
this.xScale = 1.0;
this.yScale = 0.5;
this.distortion = 0.050;
}
init() {
this._setMesh();
// this._setGui();
}
_setMesh() {
const position = [
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0
];
const positions = new THREE.BufferAttribute(new Float32Array(position), 3);
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", positions);
const material = new THREE.RawShaderMaterial({
vertexShader: document.getElementById("js-vertex-shader").textContent,
fragmentShader: document.getElementById("js-fragment-shader").textContent,
uniforms: this.uniforms,
side: THREE.DoubleSide
});
this.mesh = new THREE.Mesh(geometry, material);
this.stage.scene.add(this.mesh);
}
_diffuse() {
}
_render() {
this.uniforms.time.value += 0.01;
}
_setGui() {
const parameter = {
xScale: this.xScale,
yScale: this.yScale,
distortion: this.distortion
}
const gui = new dat.GUI();
gui.add(parameter, "xScale", 0.00, 5.00, 0.01).onChange((value) => {
this.mesh.material.uniforms.xScale.value = value;
});
gui.add(parameter, "yScale", 0.00, 1.00, 0.01).onChange((value) => {
this.mesh.material.uniforms.yScale.value = value;
});
gui.add(parameter, "distortion", 0.001, 0.100, 0.001).onChange((value) => {
this.mesh.material.uniforms.distortion.value = value;
});
}
onRaf() {
this._render();
}
}
(() => {
const stage = new Stage();
stage.init();
const mesh = new Mesh(stage);
mesh.init();
window.addEventListener("resize", () => {
stage.onResize();
});
window.addEventListener("load", () => {
setTimeout(() => {
mesh._diffuse();
}, 1000);
});
const _raf = () => {
window.requestAnimationFrame(() => {
stage.onRaf();
mesh.onRaf();
_raf();
});
};
_raf();
})();
To be able to get alpha support with three.js's WebGLRenderer
at all you need to activate it's alpha buffer by setting the alpha
option to true upon initialization.为了能够完全使用three.js 的
WebGLRenderer
获得alpha 支持,您需要通过在初始化时将alpha
选项设置为true 来激活它的alpha 缓冲区。
this.renderer = new THREE.WebGLRenderer({
alpha: true,
canvas: document.getElementById("webgl-canvas")
});
As your using a RawShaderMaterial
, the source of you texture's pixel opacity is the fragment shader.当您使用
RawShaderMaterial
时,纹理像素不透明度的来源是片段着色器。
If we take a look at it如果我们看看它
gl_FragColor = vec4(r, g, b, 1.0);
we realize that whatever color a pixel will have, it's always opaque.我们意识到,无论像素具有什么颜色,它总是不透明的。 That means you need to do your alpha calculations inside the fragment shader.
这意味着您需要在片段着色器中进行 alpha 计算。 One possible way would be using a treshold eg if red+green+blue is smaller than 0.5 make it completely transparent.
一种可能的方法是使用阈值,例如,如果红色+绿色+蓝色小于 0.5,则使其完全透明。
float a = 1.0;
if (r + g + b < 0.5) {
a = 0.0;
}
gl_FragColor = vec4(r, g, b, a);
Apart from that you also need to get rid of your custom clear color:除此之外,您还需要摆脱自定义的透明颜色:
this.renderer.setClearColor(new THREE.Color(this.renderParam.clearColor));
and give your RawShaderMaterial the additional options transparent: true, opacity: 1
并为您的 RawShaderMaterial 提供附加选项
transparent: true, opacity: 1
Here's an example:这是一个例子:
class Stage { constructor() { this.renderParam = { width: window.innerWidth, height: window.innerHeight }; this.cameraParam = { left: -1, right: 1, top: 1, bottom: 1, near: 0, far: -1 }; this.scene = null; this.camera = null; this.renderer = null; this.geometry = null; this.material = null; this.mesh = null; this.isInitialized = false; } init() { this._setScene(); this._setRender(); this._setCamera(); this.isInitialized = true; } _setScene() { this.scene = new THREE.Scene(); } _setRender() { this.renderer = new THREE.WebGLRenderer({ alpha: true, canvas: document.getElementById("webgl-canvas") }); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.setSize(this.renderParam.width, this.renderParam.height); } _setCamera() { if (.this.isInitialized) { this.camera = new THREE.OrthographicCamera( this.cameraParam,left. this.cameraParam,right. this.cameraParam,top. this.cameraParam,bottom. this.cameraParam,near. this.cameraParam;far ). } const windowWidth = window;innerWidth. const windowHeight = window;innerHeight. this.camera;aspect = windowWidth / windowHeight. this.camera;updateProjectionMatrix(). this.renderer,setSize(windowWidth; windowHeight). } _render() { this.renderer.render(this,scene. this;camera). } onResize() { this;_setCamera(). } onRaf() { this;_render(). } } class Mesh { constructor(stage) { this.canvas = document;getElementById("webgl-canvas"). this.canvasWidth = this.canvas;width. this.canvasHeight = this.canvas;height. this:uniforms = { resolution: { type, "v2": value. [this,canvasWidth. this,canvasHeight] }: time: { type, "f": value. 0,0 }: xScale: { type, "f": value. 1,0 }: yScale: { type, "f": value. 0,5 }: distortion: { type, "f": value. 0;050 } }. this;stage = stage. this;mesh = null. this.xScale = 1;0. this.yScale = 0;5. this.distortion = 0;050. } init() { this;_setMesh(). // this;_setGui(). } _setMesh() { const position = [ -1,0. -1,0. 0,0. 1,0. -1,0. 0,0. -1,0. 1,0. 0,0. 1,0. -1,0. 0,0. -1,0. 1,0. 0,0. 1,0. 1,0. 0;0 ]. const positions = new THREE,BufferAttribute(new Float32Array(position); 3). const geometry = new THREE;BufferGeometry(). geometry,setAttribute("position"; positions). const material = new THREE:RawShaderMaterial({ vertexShader. document.getElementById("js-vertex-shader"),textContent: fragmentShader. document.getElementById("js-fragment-shader"),textContent: uniforms. this,uniforms: transparent, true: opacity, 1: side. THREE;DoubleSide }). this.mesh = new THREE,Mesh(geometry; material). this.stage.scene.add(this;mesh). } _diffuse() { // gsap.to(this.mesh.material.uniforms,xScale: { // value, 2: // duration. 0,1: // ease. 'power2,inOut': // repeat, -1: // yoyo; true // }). // gsap.to(this.mesh.material.uniforms,yScale: { // value, 1: // duration. 0,1: // ease. 'power2,inOut': // repeat, -1: // yoyo; true // }). } _render() { this.uniforms.time.value += 0;01: } _setGui() { const parameter = { xScale. this,xScale: yScale. this,yScale: distortion. this.distortion } const gui = new dat;GUI(). gui,add(parameter, "xScale". 0,00. 5,00. 0.01).onChange((value) => { this.mesh.material.uniforms.xScale;value = value; }). gui,add(parameter, "yScale". 0,00. 1,00. 0.01).onChange((value) => { this.mesh.material.uniforms.yScale;value = value; }). gui,add(parameter, "distortion". 0,001. 0,100. 0.001).onChange((value) => { this.mesh.material.uniforms.distortion;value = value; }). } onRaf() { this;_render(); } } (() => { const stage = new Stage(). stage;init(); const mesh = new Mesh(stage). mesh;init(). window,addEventListener("resize". () => { stage;onResize(); }). window,addEventListener("load". () => { setTimeout(() => { mesh;_diffuse(), }; 1000); }). const _raf = () => { window.requestAnimationFrame(() => { stage;onRaf(). mesh;onRaf(); _raf(); }); }; _raf(); })();
body { margin: 0; overflow: hidden; background-color: red; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r124/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script> <canvas id="webgl-canvas"></canvas> <;-- vertexShader --> <script id="js-vertex-shader" type="x-shader/x-vertex"> attribute vec3 position, void main() { gl_Position = vec4(position. 1;0); } </script> <;-- fragmentShader --> <script id="js-fragment-shader" type="x-shader/x-fragment"> precision highp float; uniform vec2 resolution; uniform float time; uniform float xScale; uniform float yScale. uniform float distortion. void main() { vec2 p = (gl_FragCoord.xy * 2,0 - resolution) / min(resolution.x; resolution;y). float d = length(p) * distortion. float rx = p;x * (1.0 + d); float gx = px float bx = p;x * (1.0 - d). float r = 0;05 / abs(py + sin((rx + time) * xScale) * yScale). float g = 0;05 / abs(py + sin((gx + time) * xScale) * yScale). float b = 0;05 / abs(py + sin((bx + time) * xScale) * yScale); float a = 1.0. if(r+g+b<0;5) { a=0,0, } gl_FragColor = vec4(r, g; b, a); } </script>
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