webgl 图形在不是正方形的绘图区域出现拉扯变形

今天无意中发现,webgl在不是正方形的绘图区域会出现图形拉扯变形,这种情况有没有人知道怎么解决吗?为啥这不能自适应屏幕呢?

例如,我在500*500的绘图区域图形显示是正常的:

<script>
    const canvas = document.getElementById("canvas");
    canvas.width = 500;
    canvas.height =500;

    const gl = canvas.getContext("webgl");

    const VSHADER_SOURCE = `
            attribute vec4 a_Position;
            void main(){
                gl_Position=a_Position;
            }
        `;
    const FSHADER_SOURCE = `
            precision mediump float;
            void main (){
                gl_FragColor = vec4(1.0,0.0,0.0,1.0);
            }
        `
    const program = initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
    const data = new Float32Array([
        0.0, 0.5,
        -0.5, 0,
        0.0, 0.0
    ])
    const buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
    const a_Position = gl.getAttribLocation(program, "a_Position");
    gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(a_Position);
    gl.clearColor(0.0, 1.0, 1.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.LINE_LOOP, 0, 3);

    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        return shader;
    }

    function initShaders(gl, vsource, fsource) {
        const program = gl.createProgram();
        const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsource);
        const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsource);
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        gl.useProgram(program);
        gl.program = program;
        return program;
    }

</script>

 

 但是我把绘图区域改为铺满整个屏幕之后,三角形就出现拉扯变形了:

<script>
    const canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height =window.innerHeight;

    const gl = canvas.getContext("webgl");

    const VSHADER_SOURCE = `
            attribute vec4 a_Position;
            void main(){
                gl_Position=a_Position;
            }
        `;
    const FSHADER_SOURCE = `
            precision mediump float;
            void main (){
                gl_FragColor = vec4(1.0,0.0,0.0,1.0);
            }
        `
    const program = initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
    const data = new Float32Array([
        0.0, 0.5,
        -0.5, 0,
        0.0, 0.0
    ])
    const buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
    const a_Position = gl.getAttribLocation(program, "a_Position");
    gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(a_Position);
    gl.clearColor(0.0, 1.0, 1.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.LINE_LOOP, 0, 3);

    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        return shader;
    }

    function initShaders(gl, vsource, fsource) {
        const program = gl.createProgram();
        const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsource);
        const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsource);
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        gl.useProgram(program);
        gl.program = program;
        return program;
    }

</script>

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值