我创建了一个宽度为16且高度为16的画布.然后我使用WebGL渲染图像.这就是它的样子:
之后,我使用宽度:256px和高度:256px来缩放画布.我还将图像渲染设置为像素化:
canvas {
image-rendering: optimizeSpeed; /* STOP SMOOTHING, GIVE ME SPEED */
image-rendering: -moz-crisp-edges; /* Firefox */
image-rendering: -o-crisp-edges; /* Opera */
image-rendering: -webkit-optimize-contrast; /* Chrome (and eventually Safari) */
image-rendering: pixelated; /* Chrome */
image-rendering: optimize-contrast; /* CSS3 Proposed */
-ms-interpolation-mode: nearest-neighbor; /* IE8+ */
width: 256px;
height: 256px;
}
这是结果:
图像模糊.为什么?我在OSX Mojave上使用Safari 12.0.2.
解决方法:
Safari尚不支持图像渲染:像素化;在WebGL上. Filed a bug
脆边也不是!=像素化.清晰边缘可以是任何数量的算法.它并不意味着像素化.这意味着应用一些算法,保持清晰的边缘,其中有大量的算法.
The spec itself显示了示例:
鉴于此图片:
这是像素化的:
允许浏览器使用各种算法进行清晰边缘的情况,例如结果可能如此
换句话说,您的CSS可能无法产生您期望的结果.如果浏览器不支持像素化但支持清晰边缘,如果他们使用上面的算法,那么你将不会像素化的外观.
在没有图像渲染的情况下绘制像素化图形的最高效方法:像素化是绘制一个小纹理,然后使用NEAREST过滤将该纹理绘制到画布上.
const vs = `
attribute vec4 position;
void main() {
gl_Position = position;
}
`;
const fs = `
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
`;
const screenVS = `
attribute vec4 position;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
// because we know position goes from -1 to 1
v_texcoord = position.xy * 0.5 + 0.5;
}
`;
const screenFS = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_tex;
void main() {
gl_FragColor = texture2D(u_tex, v_texcoord);
}
`;
const gl = document.querySelector('canvas').getContext('webgl', {antialias: false});
// compile shaders, link programs, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const screenProgramInfo = twgl.createProgramInfo(gl, [screenVS, screenFS]);
const width = 16;
const height = 16;
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
// create buffers and put data in
const quadBufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
numComponents: 2,
data: [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
],
}
});
render();
function render() {
// draw at 16x16 to texture
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.viewport(0, 0, width, height);
gl.useProgram(programInfo.program);
// bind buffers and set attributes
twgl.setBuffersAndAttributes(gl, programInfo, quadBufferInfo);
gl.drawArrays(gl.TRIANGLES, 0, 3); // only draw the first triangle
// draw texture to canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(screenProgramInfo.program);
// bind buffers and set attributes
twgl.setBuffersAndAttributes(gl, screenProgramInfo, quadBufferInfo);
// uniforms default to 0 so in this simple case
// no need to bind texture or set uniforms since
// we only have 1 texture, it's on texture unit 0
// and the uniform defaults to 0
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
<canvas width="256" height="256"></canvas>
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
注意:如果您正在渲染3D或由于某些其他原因需要深度缓冲区,则需要向帧缓冲区添加深度渲染缓冲附件.
请注意,optimizeSpeed也不是一个真正的选择.它已被长期弃用,并且像浏览器一样可以解释清晰边缘.