剛開始使用WebGL,試圖繪製一些基本的線條,甚至不是多邊形。我發現了一些例子,將它們複製粘貼到本地,並將它們從Firefox中運行出來,它們看起來不錯:尖銳清晰的邊緣。然後,我創建自己的項目,重構(糟糕!)samle代碼,使用RequireJS加載等等,樣本仍然有效,但現在我的邊/點/線都是BLURRY。就像一些不好的反鋸齒設置會把所有東西搞亂。我嘗試了所有的東西,起初我的代碼看起來有些不同(雖然功能上相同,恕我直言),然後我重構更多,使其看起來幾乎與樣本相同,我仍然看到模糊的線條。WebGL:儘管使用相同的代碼,但一切都很模糊
我在做什麼錯?
示例代碼:示例代碼http://jsfiddle.net/6QCNR/ 帶電作業版本: 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/
我重構的代碼:
main.js(通過數據主要屬性裝index.html):
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();
});
});
個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;
}
};
});
哇。這讓我感到堅果 - 感謝解決方案!應該閱讀我猜想的畫布規格。 – Bernardo
謝謝你,這要花幾天時間0_0 – Frank