使用 GL.points 在 WebGL 中绘制单个像素

Draw a single pixel in WebGL using GL.points

本文关键字:绘制 单个 像素 WebGL GL points 使用      更新时间:2023-09-26

我正在学习Tavares WebGL教程,并陷入泥潭。

我想使用 GL.points 绘制单个像素。我的阵列显然有问题。请参阅FF或Chrome Canary:

http://codepen.io/anon/pen/EPJVjK

/**
 * Creates a program, attaches shaders, links the program.
 * @param {WebGLShader[]} shaders. The shaders to attach.
 */
var createGLProgram = function( gl, shaders ) {
    var program = gl.createProgram();
    for ( var i = 0; i < shaders.length; i += 1 ) {
        gl.attachShader( program, shaders[ i ] );
    }
    gl.linkProgram( program );
    // Check the link status
    var linked = gl.getProgramParameter( program, gl.LINK_STATUS );
    if ( !linked ) {
        // Something went wrong with the link
        var lastError = gl.getProgramInfoLog( program );
        window.console.error( "Error in program linking: " + lastError );
        gl.deleteProgram( program );
        return null;
    }
    return program;
};
var myCreateShader = function( gl, shaderScriptText, shaderType ) {
    // Create the shader object
  var shader = gl.createShader( shaderType );
  // Load the shader source
  gl.shaderSource( shader, shaderScriptText );
  // Compile the shader
  gl.compileShader( shader );
  return shader;
};
// Get A WebGL context.
var canvas = document.getElementById( "canvas" );
var gl = canvas.getContext( "webgl", { antialias: false } )
var vertexShader = myCreateShader( gl,
    `attribute vec2 a_position;
    uniform vec2 u_resolution;
    void main() {
    // convert the rectangle from pixels to 0.0 to 1.0
        vec2 zeroToOne = a_position / u_resolution;
        // convert from 0 -> 1 to 0 -> 2
        vec2 zeroToTwo = zeroToOne * 2.0;
        // convert from 0 -> 2 to -1 -> +1 (clipspace)
        vec2 clipSpace = zeroToTwo - 1.0;
        // Flip 0,0 from bottom left to conventional 2D top left.
        gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
    }`, gl.VERTEX_SHADER );
var fragmentShader = myCreateShader( gl,
    `precision mediump float;
    uniform vec4 u_color;
    void main() {
    gl_FragColor = u_color;
    }`, gl.FRAGMENT_SHADER );
var program = createGLProgram( gl, [ vertexShader, fragmentShader ] );
gl.useProgram( program );
// Store color location.
var colorLocation = gl.getUniformLocation( program, "u_color" );
// Look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation( program, "a_position" );
// Set the resolution.
var resolutionLocation = gl.getUniformLocation( program, "u_resolution");
gl.uniform2f( resolutionLocation, canvas.width, canvas.height);
// Create a buffer.
var buffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
gl.enableVertexAttribArray( positionLocation );
// Send the vertex data to the shader program.
gl.vertexAttribPointer( positionLocation, 2, gl.FLOAT, false, 0, 0 );
// Set color to black.
gl.uniform4f( colorLocation, 0, 0, 0, 1);
function drawOneBlackPixel( gl, x, y ) {
    // Fills the buffer with a single point?
    gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([
      x,     y,
            0,     y,
            x,     0,
            x,     0,
            0,     y,
            0,     0]), gl.STATIC_DRAW );
    // Draw one point.
    gl.drawArrays( gl.POINTS, 0, 1 );
}

// These tests are supposed to be x,y coordinates from top left.
drawOneBlackPixel( gl, 0, 0 );
drawOneBlackPixel( gl, 1, 1 );
drawOneBlackPixel( gl, 2, 2 );
drawOneBlackPixel( gl, 3, 3 );
drawOneBlackPixel( gl, 4, 4 );
drawOneBlackPixel( gl, 5, 5 );
drawOneBlackPixel( gl, 6, 6 );
drawOneBlackPixel( gl, 7, 7 );
drawOneBlackPixel( gl, 10, 5 );
drawOneBlackPixel( gl, 15, 5 );
drawOneBlackPixel( gl, 20, 5 );
drawOneBlackPixel( gl, 12, 34 );
drawOneBlackPixel( gl, 42, 42 );

问题是像素渲染得不到位。(0,0( 不会在左上角绘制。而应该是像素的对角线反而被"阶梯"成两个像素的块。一个工作的代码笔将是理想的。

作为第二个"奖励"问题,我接下来希望能够在单个drawArrays调用上批处理多个像素,在requestAnimationFrame上调用。关于如何最好地做到这一点的建议将不胜感激。

附言我读过:

如何使用 WebGL 在画布上设置像素的颜色?

但我的错误似乎比这低一些。请不要建议我使用canvas2D。我想要webGL的性能,我正在尝试从头开始学习:)

几件事:

首先,您需要向顶点着色器添加gl_PointSize = 1.0;以告诉 webgl 您的gl.POINT的大小。

其次,您传入的坐标是每个像素的中心,而不是每个像素的左上角,因此,

function drawOneBlackPixel( gl, x, y ) {
    // Fills the buffer with a single point?
    gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([
      x+0.5,     y+0.5]), gl.STATIC_DRAW );
    // Draw one point.
   gl.drawArrays( gl.POINTS, 0, 1 );
}

是你想要的。

在这里工作代码笔:http://codepen.io/anon/pen/pgBjBy。

奖励问题:您在这里需要做的是手动管理gl.buffer(喘息(,以便您可以gl.drawArrays( gl.POINTS, 0, x );绘制 x 点。例如,如果您想在 (0,0( (1,1(、(2,2( 处绘制 3 个点,那么您需要执行gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.5, 0.5, 1.5, 1.5, 2.5, 2.5], gl.STATIC_DRAW)然后gl.drawArrays(gl.POINTS, 0, 3);

例如,您可以先分配一个具有 4 点空间的 Float32Array,然后在调用drawOneBlackPixel时,它会首先将 Float32Array 设置为 [p1x,p1y,0,0,0,0,0,0,0],在接下来的drawOneBlackPixel它将数组设置为 [p1x,p1y,p2x,p2y,0,0,0,0] 等等。当然,您必须处理其他事情,例如根据需要增长和复制 Float32Array,并在进行更改时将 Float32Array 上传到 GPU。如何处理积分的"擦除"也是要牢记的事情。