我是WebGL的新手。我尝试从WebGL教程https://webglfundamentals.org/webgl/lessons/webgl-fundamentals.html复制和粘贴代码以呈现随机大小和颜色随机的矩形,但是发现矩形在我的浏览器中非常模糊(Firefox 67.0.4)。
我粘贴了以下屏幕截图。因为下面的图像要小得多,所以模糊不像在浏览器中看到的那样明显,但是您仍然可以看到它是模糊的。
有人知道为什么它在我的浏览器中变得模糊以及如何解决吗?
下面,我重新粘贴了WebGL程序的全部代码:
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script>
//MAIN JAVASCRIPT CODE FOLLOWS HERE
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
var resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution");
var colorUniformLocation = gl.getUniformLocation(program, "u_color");
// Create a buffer to put three 2d clip space points in
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
// set the resolution
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);
// draw 50 random rectangles in random colors
for (var ii = 0; ii < 50; ++ii) {
// Setup a random rectangle
// This will write to positionBuffer because
// its the last thing we bound on the ARRAY_BUFFER
// bind point
setRectangle(
gl, randomInt(300), randomInt(300), randomInt(300), randomInt(300));
// Set a random color.
gl.uniform4f(colorUniformLocation, Math.random(), Math.random(), Math.random(), 1);
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
}
}
// Returns a random integer from 0 to range - 1.
function randomInt(range) {
return Math.floor(Math.random() * range);
}
// Fill the buffer with the values that define a rectangle.
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);
}
main();
</script>
<style>
@import url("https://webglfundamentals.org/webgl/resources/webgl-tutorials.css");
body {
margin: 0;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
</style>
答案 0 :(得分:2)
原因是因为您将样式部分放在最后。事情按顺序执行,因此首先执行脚本。当时没有样式,因此画布是默认的300x150。脚本绘制。然后<style>
部分出现,并告诉浏览器以300x150纹理显示整个窗口大小。将样式部分移到脚本之前,或者最好移到顶部。
样本仍然只渲染一次。如果您调整页面大小,则不会重新渲染页面,因此即使窗口开始变小而将<style>
移到<script>
上方,并且窗口变大时,仍然会模糊。
要处理调整大小,您需要再次渲染矩形。要绘制相同的矩形,您需要保存使用的位置,大小和颜色。您将要决定它们是否应相对于窗口保持相同大小,是否应保持不变。
您可能会发现this article有用。
下面的代码选择50个随机的矩形和颜色
// pick 50 random rectangles and their colors
const rectangles = [];
for (let ii = 0; ii < 50; ++ii) {
rectangles.push({
rect: [randomInt(300), randomInt(300), randomInt(300), randomInt(300)],
color: [Math.random(), Math.random(), Math.random(), 1],
});
}
然后在渲染函数中绘制以前选择的矩形
function render() {
...
for (const rectangle of rectangles) {
// This will write to positionBuffer because
// its the last thing we bound on the ARRAY_BUFFER
// bind point
setRectangle(
gl, ...rectangle.rect);
// Set the color.
gl.uniform4f(colorUniformLocation, ...rectangle.color);
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
}
}
最后,页面调整大小后,它将调用render
window.addEventListener('resize', render);
"use strict";
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
var resolutionUniformLocation = gl.getUniformLocation(program, "u_resolution");
var colorUniformLocation = gl.getUniformLocation(program, "u_color");
// Create a buffer to put three 2d clip space points in
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// pick 50 random rectangles and their colors
const rectangles = [];
for (let ii = 0; ii < 50; ++ii) {
rectangles.push({
rect: [randomInt(300), randomInt(300), randomInt(300), randomInt(300)],
color: [Math.random(), Math.random(), Math.random(), 1],
});
}
function render() {
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
// set the resolution
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);
for (const rectangle of rectangles) {
// This will write to positionBuffer because
// its the last thing we bound on the ARRAY_BUFFER
// bind point
setRectangle(
gl, ...rectangle.rect);
// Set the color.
gl.uniform4f(colorUniformLocation, ...rectangle.color);
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
}
}
render();
window.addEventListener('resize', render);
}
// Returns a random integer from 0 to range - 1.
function randomInt(range) {
return Math.floor(Math.random() * range);
}
// Fill the buffer with the values that define a rectangle.
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);
}
main();
body {
margin: 0;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>