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javascript - 尽管禁用 mipmap 和半像素校正,纹理仍然出血

转载 作者:行者123 更新时间:2023-12-01 00:01:18 25 4
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我已经应用了此答案 https://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas 中给出的两个必要步骤,但我仍然会出现纹理渗色。

我有一个在边界处填充了纯色的图集:x y w h: 0 0 32 32, 0 32 32 32, 0 64 32 32, 0 32 * 3 32 32

我想使用 webgl 显示每个帧,而无需纹理渗色,仅按原样显示纯色。

我已禁用 mipmaping:

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);

//gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

我应用了半像素校正:

  const uvs = (src, frame) => {
const tw = src.width,
th = src.height;

const getTexelCoords = (x, y) => {
return [(x + 0.5) / tw, (y + 0.5) / th];
};

let frameLeft = frame[0],
frameRight = frame[0] + frame[2],
frameTop = frame[1],
frameBottom = frame[1] + frame[3];

let p0 = getTexelCoords(frameLeft, frameTop),
p1 = getTexelCoords(frameRight, frameTop),
p2 = getTexelCoords(frameRight, frameBottom),
p3 = getTexelCoords(frameLeft, frameBottom);

return [
p0[0], p0[1],
p1[0], p1[1],
p3[0], p3[1],
p2[0], p2[1]
];
};

但我仍然会出现纹理渗色。起初我尝试使用 pixi.js,也遇到了纹理渗色,然后我尝试使用 vanilla js。

我已经通过更改这些行解决了这个问题:

    let frameLeft = frame[0],
frameRight = frame[0] + frame[2] - 1,
frameTop = frame[1],
frameBottom = frame[1] + frame[3] - 1;

如您所见,我从右边缘和下边缘减去 1。以前这些索引是 32,这意味着另一帧的开始,现在必须改为 31。我不知道这是否是正确的解决方案。

最佳答案

您的解决方案是正确的。

假设我们有一个 4x2 纹理和两个 2x2 像素 Sprite

+-------+-------+-------+-------+
| | | | |
| E | F | G | H |
| | | | |
+-------+-------+-------+-------+
| | | | |
| A | B | C | D |
| | | | |
+-------+-------+-------+-------+

字母代表纹理中像素的中心。

(pixelCoord + 0.5) / textureDimensions

在 A、B、E、F 处选取 2x2 Sprite 。如果您的纹理坐标位于 B 和 C 之间的任何位置,那么如果您启用了纹理过滤,您就会得到一些 C 的混合。

最初,您计算的是坐标 A,A + 宽度,其中宽度 = 2。这会引导您从 A 一直到 C。通过添加 -1,您将得到 A 到 B。

不幸的是,您遇到了一个新问题,即您只显示了 A 和 B 的一半。您可以通过填充 Sprite 来解决这个问题。例如,将其设置为 6x2,其中像素是重复的 Sprite 的边缘

+-------+-------+-------+-------+-------+-------+
| | | | | | |
| E | F | Fr | Gr | G | H |
| | | | | | |
+-------+-------+-------+-------+-------+-------+
| | | | | | |
| A | B | Br | Cr | C | D |
| | | | | | |
+-------+-------+-------+-------+-------+-------+

上面的 Br 是 B 重复,Cr 是 C 重复。将重复设置为 gl.CLAMP_TO_EDGE 将为您重复 A 和 D。现在您可以使用边缘了。

Sprite CDGH 的坐标为

p0 = 4 / texWidth
p1 = 0 / texHeigth
p2 = (4 + spriteWidth) / texWidth
p3 = (0 + spriteHeigth) / texHeight

查看差异的最佳方法是使用未填充和填充两种技术绘制 2 个大 Sprite 。

const numSprites = 3;
const spriteSize = 16;
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const spriteElem = makeSprites();
log('sprites');
document.body.appendChild(spriteElem);
const paddedSpriteElem = padSprites(spriteElem);
log('padded sprites');
document.body.appendChild(paddedSpriteElem);

const unpaddedTex = twgl.createTexture(gl, {src: spriteElem, wrap: gl.CLAMP_TO_EDGE, minMax: gl.LINEAR});
const paddedTex = twgl.createTexture(gl, {src: paddedSpriteElem, wrap: gl.CLAMP_TO_EDGE, minMax: gl.LINEAR});

const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
uniform mat4 matrix;
void main() {
gl_Position = matrix * position;
v_texcoord = texcoord;
}
`;

const fs = `
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}
`;

const program = twgl.createProgram(gl, [vs, fs]);
gl.useProgram(program);

const ploc = gl.getAttribLocation(program, 'position');
const tloc = gl.getAttribLocation(program, 'texcoord');
const mloc = gl.getUniformLocation(program, 'matrix');
// no need to look up 'tex' as we're only using 1 texture and uniforms default
// to 0 so it will use texture unit 0, the default

const pbuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pbuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 1, 1, 1, 0, 0, 1, 0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(ploc);
gl.vertexAttribPointer(ploc, 2, gl.FLOAT, false, 0, 0);

const tbuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, tbuf);
gl.enableVertexAttribArray(tloc);
gl.vertexAttribPointer(tloc, 2, gl.FLOAT, false, 0, 0);

const ibuf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0, 1, 2, 2, 1, 3]), gl.STATIC_DRAW);

gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);

// un paddded using rect from centers
{
const spriteId = 1;
const texWidth = spriteElem.width;
const texHeight = spriteElem.height;
const x = spriteId * spriteSize;
const y = 0;
const p0x = (x + 0.5) / texWidth;
const p0y = (y + 0.5) / texHeight;
const p1x = (x + spriteSize - 1 + 0.5) / texWidth;
const p1y = (y + spriteSize - 1 + 0.5) / texHeight;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
p0x, p0y,
p1x, p0y,
p0x, p1y,
p1x, p1y,
]), gl.STATIC_DRAW);
gl.bindTexture(gl.TEXTURE_2D, unpaddedTex);

let m = m4.ortho(0, gl.canvas.width, 0, gl.canvas.height, -1, 1);
m = m4.translate(m, [2, 5, 0]);
m = m4.scale(m, [96, 96, 1]);
gl.uniformMatrix4fv(mloc, false, m);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}

// paddded using rect from edges
{
const spriteId = 1;
const texWidth = paddedSpriteElem.width;
const texHeight = paddedSpriteElem.height;
const x = spriteId * (spriteSize + 2);
const y = 0;
const p0x = (x) / texWidth;
const p0y = (y) / texHeight;
const p1x = (x + spriteSize) / texWidth;
const p1y = (y + spriteSize) / texHeight;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
p0x, p0y,
p1x, p0y,
p0x, p1y,
p1x, p1y,
]), gl.STATIC_DRAW);
gl.bindTexture(gl.TEXTURE_2D, paddedTex);

let m = m4.ortho(0, gl.canvas.width, 0, gl.canvas.height, -1, 1);
m = m4.translate(m, [102, 5, 0]);
m = m4.scale(m, [96, 96, 1]);
gl.uniformMatrix4fv(mloc, false, m);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}

// unpaddded using rect from edges (bleeding)
{
const spriteId = 1;
const texWidth = spriteElem.width;
const texHeight = spriteElem.height;
const x = spriteId * spriteSize;
const y = 0;
const p0x = (x) / texWidth;
const p0y = (y) / texHeight;
const p1x = (x + spriteSize) / texWidth;
const p1y = (y + spriteSize) / texHeight;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
p0x, p0y,
p1x, p0y,
p0x, p1y,
p1x, p1y,
]), gl.STATIC_DRAW);
gl.bindTexture(gl.TEXTURE_2D, unpaddedTex);

let m = m4.ortho(0, gl.canvas.width, 0, gl.canvas.height, -1, 1);
m = m4.translate(m, [202, 5, 0]);
m = m4.scale(m, [96, 96, 1]);
gl.uniformMatrix4fv(mloc, false, m);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}

function padSprites(elem) {
const canvas = document.createElement('canvas');
canvas.className = 'zoom';
canvas.width = numSprites * spriteSize + (2 * numSprites - 1);
canvas.height = spriteSize;
const ctx = canvas.getContext('2d');
let dstX = 0;
const offsets = [
// corners
[-1, -1],
[ 1, -1],
[-1, 1],
[ 1, 1],
// edges
[-1, 0],
[ 1, 0],
[ 0, -1],
[ 0, 1],
// middle
[ 0, 0],
];
for (let i = 0; i < numSprites; ++i) {
const srcX = i * spriteSize;
for (const offset of offsets) {
ctx.drawImage(
elem,
srcX, 0, spriteSize, spriteSize,
dstX + offset[0], offset[1], spriteSize, spriteSize,
);
}
dstX += spriteSize + 2;
}
return canvas;
}

function makeSprites() {
const canvas = document.createElement('canvas');
canvas.width = numSprites * spriteSize;
canvas.height = spriteSize;
canvas.className = 'zoom';
const ctx = canvas.getContext('2d');
ctx.font = '12px sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
for (let i = 0; i < numSprites; ++i) {
const x = spriteSize * i;
const h = i / numSprites;
ctx.fillStyle = hsl(h, 1, 0.4);
ctx.fillRect(x, 0, spriteSize, spriteSize);
ctx.fillStyle = hsl(h, 1, 0.85);
for (let j = 0; j < spriteSize; j += 4) {
ctx.fillRect(x + j, 0, 2, 2);
ctx.fillRect(x, j, 2, 2);
ctx.fillRect(x + j, spriteSize - 2, 2, 2);
ctx.fillRect(x + spriteSize - 2, j, 2, 2);
}
ctx.fillStyle = hsl(h + 0.5, 1, 0.5);
ctx.fillRect(x + 1, 1, spriteSize - 2, spriteSize - 2);
ctx.fillStyle = hsl(h, 1, 0.5);
ctx.fillText(String.fromCharCode(65 + i), x + spriteSize / 2, spriteSize / 2);
}
return canvas;
}

function hsl(h, s, l) {
return `hsl(${h * 360},${s * 100}%,${l * 100}%)`;
}

function log(...args) {
const elem = document.createElement('pre');
elem.textContent = [...args].join(' ');
document.body.appendChild(elem);
}
canvas {
display: block;
image-rendering: pixelated;
padding: 5px;
}
.zoom {
zoom: 4;
}
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<pre>left : rect from centers using unpadded texture
middle: rect from edges using padded texture
right : rect from edges using unpadded texture (bleeding)
(note the red at the bottom left edge)</pre>
<canvas></canvas>

关于javascript - 尽管禁用 mipmap 和半像素校正,纹理仍然出血,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60702397/

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