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javascript - 如何在 webgl 上使用 `gl.POINTS` 绘制单个像素?

转载 作者:塔克拉玛干 更新时间:2023-11-02 20:56:59 25 4
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我正在尝试使用 WebGL 绘制单个像素。我正在使用 gl_PointSize = 1.0gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0)。我期待单个黑色像素。然而,这就是我的观点的呈现方式:

enter image description here

也就是说,我得到的是覆盖大约 3x3 面积的灰点。如何获得实际的单个像素?

最佳答案

首先,您的 Canvas 尺寸是否与其显示尺寸 1x1 像素相匹配?否则你会得到拉伸(stretch)像素。 Canvases have 2 sizes .它们的 drawingBuffer 的大小和它们显示的大小。 CSS 设置它们显示的大小。它们的宽度和高度设置了 drawingBuffer 的大小。

GL 中的第二个像素由它们的边缘寻址。换句话说,假设您有 3x1 像素的 Canvas 。有 3 个像素

-1,1                              1,1
+----------+----------+----------+
| | | |
| | | |
| | | |
| | | |
+----------+----------+----------+
-1,-1 1,-1

要绘制第一个像素,您需要给出其中心点。在上图中第一个像素的中心点是

      -2/3,0

让我们试试吧。下面的代码绘制一个 3x1 像素的纹理,然后将该纹理绘制到一个 300x100 的 Canvas 上,以便我们可以清楚地看到它

'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, pointBufferInfo, gl.POINTS);

// put in a clipspace quad
twgl.bindFramebufferInfo(gl, null);
gl.useProgram(texProgramInfo.program);
twgl.setBuffersAndAttributes(gl, texProgramInfo, quadBufferInfo);
twgl.drawBufferInfo(gl, quadBufferInfo, gl.TRIANGLES);
canvas { border: 1px solid red; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas width="300" height="100"></canvas>

或者作为另一个例子,让我们在 Canvas 上绘制随机像素。

重要的是像素的位置是

 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, bufferInfo, gl.POINTS);

requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas style="width:300px; height:150px;"></canvas>

关于javascript - 如何在 webgl 上使用 `gl.POINTS` 绘制单个像素?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38194145/

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