4
我想用WebGL繪製一個像素。我正在使用gl_PointSize = 1.0
和gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0)
。我預計單個黑色像素。然而,這是我的觀點的呈現方式:如何在webgl上使用`gl.POINTS`繪製單個像素?
也就是說,我得到的是灰色的點佔地約3×3的區域。我如何得到實際的單個像素?
我想用WebGL繪製一個像素。我正在使用gl_PointSize = 1.0
和gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0)
。我預計單個黑色像素。然而,這是我的觀點的呈現方式:如何在webgl上使用`gl.POINTS`繪製單個像素?
也就是說,我得到的是灰色的點佔地約3×3的區域。我如何得到實際的單個像素?
首先,您的畫布尺寸是否與顯示尺寸1x1像素相匹配?如果沒有,你會得到拉伸像素。 Canvases have 2 sizes。 drawingBuffer的大小和顯示的大小。 CSS設置它們顯示的大小。它們的寬度和高度設置了drawingBuffer的大小。
GL中的第二個像素由它們的邊緣尋址。換句話說,假設您有3x1像素畫布。有3個像素
-1,1 1,1
+----------+----------+----------+
| | | |
| | | |
| | | |
| | | |
+----------+----------+----------+
-1,-1 1,-1
要繪製第一個像素,你需要給它的中心點。在上圖中,第一個像素的中心點是
-2/3,0
讓我們試試吧。下面的代碼行將3X1像素的紋理然後繪製紋理到300x100的畫布,所以我們可以清楚地看到它
'use strict';
var vs_point = `
attribute vec4 position;
void main() {
gl_Position = position;
gl_PointSize = 1.0;
}
`;
var fs_point = `
precision mediump float;
void main() {
gl_FragColor = vec4(0, 0, 0, 1);
}`;
var vs_tex = `
attribute vec4 position;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = position.xy * 0.5 + 0.5;
}
`;
var fs_tex = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main() {
gl_FragColor = texture2D(u_texture, v_texcoord);
}
`;
// Let's make a 3x1 texture, render to it
// then render it to the canvas with gl.NEAREST
var canvas = document.querySelector("canvas");
var gl = canvas.getContext("webgl");
var pointProgramInfo = twgl.createProgramInfo(
gl, [vs_point, fs_point]);
var texProgramInfo = twgl.createProgramInfo(
gl, [vs_tex, fs_tex]);
var pointBufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: { numComponents: 2, data: [ -2/3, 0 ] },
});
var quadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
// make a 3x1 pixel texture and attach to framebuffer
var framebufferInfo = twgl.createFramebufferInfo(gl, [
{ format: gl.RGBA, mag: gl.NEAREST, min: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE, }
], 3, 1);
// draw 1 pixel into texture
twgl.bindFramebufferInfo(gl, framebufferInfo);
gl.useProgram(pointProgramInfo.program);
twgl.setBuffersAndAttributes(gl, pointProgramInfo, pointBufferInfo);
twgl.drawBufferInfo(gl, gl.POINTS, pointBufferInfo);
// put in a clipspace quad
twgl.bindFramebufferInfo(gl, null);
gl.useProgram(texProgramInfo.program);
twgl.setBuffersAndAttributes(gl, texProgramInfo, quadBufferInfo);
twgl.drawBufferInfo(gl, gl.TRIANGLES, quadBufferInfo);
canvas { border: 1px solid red; }
<script src="https://twgljs.org/dist/twgl-full.min.js"></script>
<canvas width="300" height="100"></canvas>
或作爲另一個例子,讓我們畫隨機像素的畫布。
的重要組成部分,是一個像素的位置是
clipspaceX = (x + 0.5)/destWidth * 2 - 1;
clipspaceY = (y + 0.5)/destHeight * 2 - 1;
'use strict';
var vs = `
attribute vec4 position;
void main() {
gl_Position = position;
gl_PointSize = 1.0;
}
`;
var fs = `
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}`;
var canvas = document.querySelector("canvas");
var gl = canvas.getContext("webgl", {preserveDrawingBuffer: true});
// make canvas 1x1 with display
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
var programInfo = twgl.createProgramInfo(gl, [vs, fs]);
var positions = new Float32Array(2000);
var bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: { numComponents: 2, data: positions, },
});
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
function randInt(max) {
return Math.random() * max | 0;
}
var offset = [0, 0];
var color = [0, 0, 0, 1];
var uniforms = {
u_offset: offset,
u_color: color,
};
function render() {
var length = positions.length;
for (var i = 0; i < length; i += 2) {
var x = randInt(gl.canvas.width);
var y = randInt(gl.canvas.height);
positions[i + 0] = (x + 0.5)/gl.canvas.width * 2 - 1;
positions[i + 1] = (y + 0.5)/gl.canvas.height * 2 - 1;
}
twgl.setAttribInfoBufferFromArray(
gl, bufferInfo.attribs.position, positions);
var cndx = randInt(3);
color[cndx] = 1;
color[(cndx + 1) % 3] = 0;
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, gl.POINTS, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl-full.min.js"></script>
<canvas style="width:300px; height:150px;"></canvas>