刚开始使用WebGL,尝试绘制一些基本线,甚至不是多边形。我找到了一些例子,在本地复制粘贴它们并用Firefox运行它们看起来很好:清晰明确的边缘。然后,我创建自己的项目,重构(坏!)samle代码,使用RequireJS加载等,样本仍然有效,但现在我的边/点/线都是BLURRY。就像一些不好的抗锯齿设置搞乱了一切。我尝试了所有的东西,起初我的代码看起来有些不同(虽然功能相同,恕我直言),然后我重构了更多,使它看起来几乎与样本相同,而且我仍然看到模糊的线条。
我做错了什么?
示例代码:http://jsfiddle.net/6QCNR/ 实时工作版示例代码: http://dl.dropbox.com/u/17612367/OpenGL%20to%20WebGL/figure%202.16%20-%20dot%20plot/index.html
我的版本: http://bernardofanti.azurewebsites.net/
我重构的代码:
main.js(通过index.html中的data-main属性加载):
define(
[
"libs/domReady",
"webglengine",
"libs/text!../shaders/fragmentShader.glsl",
"libs/text!../shaders/vertexShader.glsl"
],
function(domReady, GLEngine, fragmentShaderCode, vertexShaderCode)
{
domReady(function()
{
GLEngine.init("graphCanvas");
GLEngine.initShaders(fragmentShaderCode, vertexShaderCode);
var geometry = (function()
{
var res = [];
var a = document.getElementById("graphCanvas").width / 4.0;
var b = document.getElementById("graphCanvas").height / 2.0;
for (var x = 0; x < 4.0; x += 0.005)
{
var y = Math.exp(-x) * Math.cos(2 * Math.PI * x);
res.push(x * a, (y + 1) * b, 0);
}
return res;
})();
GLEngine.createBuffers(geometry);
GLEngine.render();
});
});
WebGlEngine.js:
define(
[
],
function()
{
"use strict";
// Singleton Pattern through RequireJS
var gl = null;
var shaderProgram = null;
var pMatrix = mat4.create();
var initGl = function(canvasId)
{
try
{
var canvas = document.getElementById(canvasId);
//gl = canvas.getContext("experimental-webgl", { antialias: true });
gl = (function()
{
var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii)
{
try
{
context = canvas.getContext(names[ii]);
}
catch (e) { }
if (context)
{
break;
}
}
return context;
})();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
mat4.ortho(0, gl.viewportWidth, 0, gl.viewportHeight, -1, 1, pMatrix);
}
catch (e)
{
}
if (!gl)
{
throw("Could not initialise WebGL");
}
}
var createShader = function(shaderCode, shaderType)
{
if(shaderType !== "FRAGMENT_SHADER" && shaderType !== "VERTEX_SHADER")
throw("Invalid shader type");
var shader = gl.createShader(gl[shaderType]);
gl.shaderSource(shader, shaderCode);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw("Bad shader: " + gl.getShaderInfoLog(shader));
return shader;
};
var initShaders = function(fragmentShaderCode, vertexShaderCode)
{
shaderProgram = gl.createProgram();
var fragmentShader = createShader(fragmentShaderCode, "FRAGMENT_SHADER");
var vertexShader = createShader(vertexShaderCode, "VERTEX_SHADER");
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
throw("Could not initialise shaders");
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionLoc);
shaderProgram.pMatrixLoc = gl.getUniformLocation(shaderProgram, "uPMatrix");
};
var geometry = [];
var vertexBuffer = null;
var createBuffers = function(vertices)
{
geometry = vertices;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geometry), gl.STATIC_DRAW);
};
var render = function()
{
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionLoc, 3, gl.FLOAT, false, 0, 0);
gl.uniformMatrix4fv(shaderProgram.pMatrixLoc, 0, pMatrix);
gl.drawArrays(gl.POINTS, 0, geometry.length / 3);
};
return {
init: initGl,
initShaders: initShaders,
createBuffers: createBuffers,
render: render,
GL: function()
{
return gl;
}
};
});
答案 0 :(得分:28)
问题是不,您发布了 Javascript 代码,但使用Canvas
元素。
与通常的html
元素相反,Canvas
元素需要width
和height
属性,并将其用作逻辑大小。
您设置的CSS
宽度和高度只会拉伸结果,这就是您看到模糊的原因。
可以在这个问题上找到更详细的解释:Canvas width and height in HTML5