gpt4 book ai didi

javascript - WebGL 在像素级别混合颜色

转载 作者:行者123 更新时间:2023-12-04 01:09:06 24 4
gpt4 key购买 nike

我想编写一个小程序来计算例如素数。我的想法是使用 webgl/threejs 将代表质数(基于坐标)的所有像素着色为白色,其余为黑色。我的问题是 webgl 以某种方式混合了像素级别的颜色(如果黑色 Canvas 中间有一个白色像素,它会与环境混合,并且该白色像素周围的像素变为灰色)。遇到这个问题,我无法正确识别白色和黑色像素。
我的问题:如何告诉 webgl 或 canvas 在不混合的情况下为每个像素使用正确的颜色?
这是一个演示,我将每个第二个像素着色为白色:

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ProjectLaGPU</title>
</head>
<body>
<script id="vertex-shader" type="x-shader/x-vertex">
uniform float u_start;

varying float v_start;

void main() {
v_start = u_start;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
varying float v_start;

void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<script src="https://threejs.org/build/three.js"></script>
<script src="main.js"></script>
</body>
</html>
/* main.js */
async function init() {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer({
preserveDrawingBuffer: true,
powerPreference: "high-performance",
depth: false,
stencil: false
});

const geometry = new THREE.PlaneGeometry();
const material = new THREE.ShaderMaterial({
uniforms: {
u_start: { value: 0.5 },
},
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
renderer.setSize(1000, 1000);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}

init();

最佳答案

接受的答案是不正确的,只能靠运气……换句话说,如果它对您有用,那么您很幸运,您的机器/浏览器/操作系统/当前设置似乎可以正常工作。更改设置,切换到另一个浏览器/操作系统/机器,它将不起作用。
这里有很多问题被混为一谈
1. 获得不模糊的 Canvas
要获得不模糊的 Canvas ,您必须做两件事
关闭浏览器的过滤
在 Chrome/Edge/Safari 中,您可以使用 canvas { image-rendering: pixelated; } 来做到这一点在 Firefox 上 canvas { image-rendering: crisp-edges; }请注意 pixelatedcrisp-edges 更适合这种情况.根据规范,鉴于此原始图像
original-image
并将其显示为默认算法的 3 倍大小取决于浏览器,但典型示例可能如下所示
enter image description herepixelated看起来像这样
pixelated-stylecrisp-edges看起来像这样
crisp-edges-style
但请注意,用于绘制图像的实际算法并未由规范 🤬 定义,因此目前 firefox 恰好对 crisp-edges 使用最近邻过滤。并且不支持pixelated .因此你应该指定 pixelated最后所以它覆盖 crisp-edges如果存在
Canvas 有 2 种尺寸。它的绘图缓冲区大小( Canvas 中的像素数)和它的显示大小(由 CSS 定义)。但是 CSS 大小以 CSS 像素计算,然后按当前 devicePixelRatio 缩放。 .这意味着如果您没有放大或缩小并且您的设备带有 devicePixelRatio那不是 1.0 并且您的绘图缓冲区大小与您的显示大小相匹配,那么 Canvas 将被缩放到匹配 devicePixelRatio 所需的大小。 .所以,image-rendering CSS 样式将用于决定缩放的方式。
例子

const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();

const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
canvas { 
image-rendering: crisp-edges;
image-rendering: pixelated; /* pixelated is more correct so put that last */
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>

<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>

关闭抗锯齿。
Three.js 为你做这件事
2. 在 Canvas 上获得 1 个像素 = 在屏幕上获得 1 个像素
这就是所谓的 setPixelRatio正在尝试做。它似乎对你有用只是运气。换句话说,当您尝试在不同的机器或不同的浏览器上运行您的代码时,它可能无法正常工作。
问题是为了设置 Canvas 的绘图缓冲区的大小,以便它匹配 1 到 1 将使用多少像素来显示 Canvas ,您必须询问浏览器“您使用了多少像素”。
原因是例如,假设您有一个设备像素比 (dpr) 为 3 的设备。让我们将窗口设置为 100 个设备像素宽。 33.3333 CSS 像素宽。如果你看 window.innerWidth ( which you should never do anyway ) 它将报告 33 个 CSS 像素。如果你再乘以 3 的 dpr,你会得到 99,但实际上浏览器可能/将绘制 100。
要询问实际使用的尺寸,您必须使用 ResizeObserver 并让它通过 devicePixelContentBoxSize 报告使用的确切大小

const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();

const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});

const mesh = new THREE.Mesh(geometry, material);

function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}

const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
html, body, canvas {
margin: 0;
width: 100%;
height: 100%;
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>

<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>

任何其他方法只会在某些时候起作用。
为了证明它,这里是使用 setPixelRatio 和 window.innerWidth 与使用 ResizeObserver 的方法

function test(parent, fn) {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();

const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});

const mesh = new THREE.Mesh(geometry, material);
fn(renderer, scene, camera);
parent.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}

function resizeOberserverInit(renderer, scene, camera) {
function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}

const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
}

function innerWidthDPRInit(renderer, scene, camera) {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
window.addEventListener('resize', () => {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
renderer.render(scene, camera);
});
}

test(document.querySelector('#innerWidth-dpr'), innerWidthDPRInit);
test(document.querySelector('#resizeObserver'), resizeOberserverInit);
body {
margin: 0;
}
canvas {
height: 70px;
display: block;
}
#resizeObserver,
#resizeObserver>canvas {
width: 100%;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>

<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<div>via window.innerWidth and setPixelRatio</div>
<div id="innerWidth-dpr"></div>
<div>via ResizeObserver</div>
<div id="resizeObserver"></div>

尝试放大浏览器或尝试不同的设备。

关于javascript - WebGL 在像素级别混合颜色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/65423254/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com