javascript-iOS WebGL纹理渲染中的缺陷

使用three.js库对WebGL纹理渲染进行此简单测试:

//	Canvas dimensions

canvasW = Math.floor(0.9*window.innerWidth);
canvasH = Math.floor(0.75*canvasW);
cAR = canvasW / canvasH;
canvasWrapper = document.getElementById('canvasWrapper');
canvasWrapper.style.width=canvasW+'px';
canvasWrapper.style.height=canvasH+'px';

//	Renderer

renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
console.log("Renderer pixel ratio = "+window.devicePixelRatio);
renderer.setSize(canvasW, canvasH);
canvas = renderer.domElement;
canvasWrapper.appendChild(canvas);

//	Set up camera

cameraDist = 24;
camera = new THREE.PerspectiveCamera(25, cAR, 0.01, 1000);
cameraAngle = 0;
camera.position.x = cameraDist*Math.sin(cameraAngle);
camera.position.y = 0.3*cameraDist;
camera.position.z = cameraDist*Math.cos(cameraAngle);
camera.lookAt(new THREE.Vector3(0,0,0));

//	Set up scene, consisting of texture-tiled ground

scene = new THREE.Scene();
groundWidth = 1000;
groundMaterial = null;
groundGeom = new THREE.PlaneGeometry(groundWidth,groundWidth);
groundGeom.rotateX(-Math.PI/2);
groundMesh = new THREE.Mesh(groundGeom, groundMaterial || new THREE.MeshBasicMaterial());
scene.add(groundMesh);
//window.requestAnimationFrame(draw);

//	Insert texture once it has loaded

function setGroundTexture(texture)
{
  groundTexture = texture;
  groundTexture.wrapS = THREE.RepeatWrapping;
  groundTexture.wrapT = THREE.RepeatWrapping;
  groundTexture.repeat.set(groundWidth, groundWidth);
  groundTexture.anisotropy = renderer.getMaxAnisotropy();
  console.log("Texture anisotropy = "+groundTexture.anisotropy);
  groundMaterial = new THREE.MeshBasicMaterial({map: groundTexture});
  if (groundMesh)
  {
    groundMesh.material = groundMaterial;
    window.requestAnimationFrame(draw);
  };
}

//	Start texture loading

//new THREE.TextureLoader().load("Texture.png", setGroundTexture, function (xhr) {}, function (xhr) {});
setGroundTexture(makeTexture());

//	Render a frame

function draw()
{
  renderer.render(scene, camera);
}

// -------

function makeTexture() {
  var ctx = document.createElement("canvas").getContext("2d");
  ctx.canvas.width = 256;
  ctx.canvas.height = 256;
  ctx.fillStyle = "rgb(238, 238, 238)";
  ctx.fillRect(0, 0, 256, 256);
  ctx.fillStyle = "rgb(208, 208, 208)";
  ctx.fillRect(0, 0, 128, 128);
  ctx.fillRect(128, 128, 128, 128);
  for (var y = 0; y < 2; ++y) {
    for (var x = 0; x < 2; ++x) {
      ctx.save();
      ctx.translate(x * 128 + 64, y * 128 + 64);
      ctx.lineWidth = 3;
      ctx.beginPath();
      var radius = 50;
      ctx.moveTo(radius, 0);
      for (var i = 0; i <= 6; ++i) {
        var a = i / 3 * Math.PI;
        ctx.lineTo(Math.cos(a) * radius, Math.sin(a) * radius);
      }
      ctx.stroke();
      ctx.restore();
    }
  }
  var tex = new THREE.Texture(ctx.canvas);
  tex.needsUpdate = true;
  return tex;
}
canvas, #canvasWrapper {margin-left: auto; margin-right: auto;}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r78/three.js"></script>
<div id="canvasWrapper"></div>

可以在我尝试过的桌面浏览器上完美呈现,但是在iPad上呈现时则严重模糊,如页面下方的屏幕截图所示.

桌面

javascript-iOS WebGL纹理渲染中的缺陷

的iPad

javascript-iOS WebGL纹理渲染中的缺陷

在这两种情况下,均以16的各向异性(渲染器支持的最大值)渲染纹理.用于纹理的图像的尺寸为256×256(2的幂,这对于重复的纹理是必需的),并且使其更大或更小并不能解决问题.

质地:

javascript-iOS WebGL纹理渲染中的缺陷

我正在设置渲染器的像素比率以匹配浏览器窗口,这意味着对于台式机系统为1,对于iPad的视网膜显示屏为2.这种方法通常可在渲染的其他方面提供最佳结果,并且在任何情况下,在iPad上将像素比率设置为1(而不是2)都不会改善纹理的外观.

所以我的问题是:这是我将不得不忍受的iOS WebGL中的错误,还是我可以对自己的代码进行一些调整以在iOS设备上获得更好的结果?

编辑:此three.js demo page在iPad上的渲染也比在桌面浏览器上清晰得多,该演示的源代码使用与我自己的代码相同的通用方法,这表明无论我缺少什么技巧,这都不是简单的事情很明显

解决方法:

格雷格·伊根(Greg Egan)的观察很有道理.如果您不仅要细分平面,而且还要平铺UV坐标,以使它们重复而不是使用可能固定该坐标的大量数字.

//	Canvas dimensions

canvasW = Math.floor(0.9*window.innerWidth);
canvasH = Math.floor(0.75*canvasW);
cAR = canvasW / canvasH;
canvasWrapper = document.getElementById('canvasWrapper');
canvasWrapper.style.width=canvasW+'px';
canvasWrapper.style.height=canvasH+'px';

//	Renderer

renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
console.log("Renderer pixel ratio = "+window.devicePixelRatio);
renderer.setSize(canvasW, canvasH);
canvas = renderer.domElement;
canvasWrapper.appendChild(canvas);

//	Set up camera

cameraDist = 24;
camera = new THREE.PerspectiveCamera(25, cAR, 0.01, 1000);
cameraAngle = 0;
camera.position.x = cameraDist*Math.sin(cameraAngle);
camera.position.y = 0.3*cameraDist;
camera.position.z = cameraDist*Math.cos(cameraAngle);
camera.lookAt(new THREE.Vector3(0,0,0));

//	Set up scene, consisting of texture-tiled ground

scene = new THREE.Scene();
// groundWidth = 1000;
// Reduce overall size of ground
groundWidth = 200;
groundMaterial = null;
// groundGeom = new THREE.PlaneGeometry(groundWidth,groundWidth);
// Split plane geometry into a grid of smaller squares
//groundGeom = new THREE.PlaneGeometry(groundWidth,groundWidth,20,20);
var groundGeom = new THREE.BufferGeometry();

var quads = groundWidth * groundWidth;
var positions = new Float32Array( quads * 6 * 3 );
var normals = new Float32Array( quads * 6 * 3 );
var texcoords = new Float32Array( quads * 6 * 2 );

for (var yy = 0; yy < groundWidth; ++yy) {
  for (var xx = 0; xx < groundWidth; ++xx) {
    var qoff = (yy * groundWidth + xx) * 6;
    var poff = qoff * 3;
    var x = xx - groundWidth / 2;
    var y = yy - groundWidth / 2;
    positions[poff +  0] = x;
    positions[poff +  1] = y;
    positions[poff +  2] = 0;
    
    positions[poff +  3] = x + 1;
    positions[poff +  4] = y;
    positions[poff +  5] = 0;
    
    positions[poff +  6] = x;
    positions[poff +  7] = y + 1;
    positions[poff +  8] = 0;

    positions[poff +  9] = x;
    positions[poff + 10] = y + 1;
    positions[poff + 11] = 0;
    
    positions[poff + 12] = x + 1;
    positions[poff + 13] = y;
    positions[poff + 14] = 0;
    
    positions[poff + 15] = x + 1;
    positions[poff + 16] = y + 1;
    positions[poff + 17] = 0;
    
    normals[poff +  0] = 0;
    normals[poff +  1] = 1;
    normals[poff +  2] = 0;
    
    normals[poff +  3] = 0;
    normals[poff +  4] = 1;
    normals[poff +  5] = 0;
    
    normals[poff +  6] = 0;
    normals[poff +  7] = 1;
    normals[poff +  8] = 0;

    normals[poff +  9] = 0;
    normals[poff + 10] = 1;
    normals[poff + 11] = 0;
    
    normals[poff + 12] = 0;
    normals[poff + 13] = 1;
    normals[poff + 14] = 0;
    
    normals[poff + 15] = 0;
    normals[poff + 16] = 1;
    normals[poff + 17] = 0;
    
    var toff = qoff * 2;

    texcoords[toff +  0] = 0;
    texcoords[toff +  1] = 0;
    
    texcoords[toff +  2] = 1;
    texcoords[toff +  3] = 0;
    
    texcoords[toff +  4] = 0;
    texcoords[toff +  5] = 1;

    texcoords[toff +  6] = 0;
    texcoords[toff +  7] = 1;
    
    texcoords[toff +  8] = 1;
    texcoords[toff +  9] = 0;
    
    texcoords[toff + 10] = 1;
    texcoords[toff + 11] = 1;
  }
}

groundGeom.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
groundGeom.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
groundGeom.addAttribute( 'uv', new THREE.BufferAttribute( texcoords, 2 ) );

groundGeom.computeBoundingSphere();

groundGeom.rotateX(-Math.PI/2);
groundMesh = new THREE.Mesh(groundGeom, groundMaterial || new THREE.MeshBasicMaterial());
scene.add(groundMesh);
//window.requestAnimationFrame(draw);

//	Insert texture once it has loaded

function setGroundTexture(texture)
{
  groundTexture = texture;
  groundTexture.wrapS = THREE.RepeatWrapping;
  groundTexture.wrapT = THREE.RepeatWrapping;
  groundTexture.repeat.set(1, 1);
  groundTexture.anisotropy = renderer.getMaxAnisotropy();
  console.log("Texture anisotropy = "+groundTexture.anisotropy);
  groundMaterial = new THREE.MeshBasicMaterial({map: groundTexture});
  if (groundMesh)
  {
    groundMesh.material = groundMaterial;
    window.requestAnimationFrame(draw);
  };
}

//	Start texture loading

//new THREE.TextureLoader().load("Texture.png", setGroundTexture, function (xhr) {}, function (xhr) {});
setGroundTexture(makeTexture());

//	Render a frame

function draw()
{
  renderer.render(scene, camera);
}

// -------

function makeTexture() {
  var ctx = document.createElement("canvas").getContext("2d");
  ctx.canvas.width = 256;
  ctx.canvas.height = 256;
  ctx.fillStyle = "rgb(238, 238, 238)";
  ctx.fillRect(0, 0, 256, 256);
  ctx.fillStyle = "rgb(208, 208, 208)";
  ctx.fillRect(0, 0, 128, 128);
  ctx.fillRect(128, 128, 128, 128);
  for (var y = 0; y < 2; ++y) {
    for (var x = 0; x < 2; ++x) {
      ctx.save();
      ctx.translate(x * 128 + 64, y * 128 + 64);
      ctx.lineWidth = 3;
      ctx.beginPath();
      var radius = 50;
      ctx.moveTo(radius, 0);
      for (var i = 0; i <= 6; ++i) {
        var a = i / 3 * Math.PI;
        ctx.lineTo(Math.cos(a) * radius, Math.sin(a) * radius);
      }
      ctx.stroke();
      ctx.restore();
    }
  }
  var tex = new THREE.Texture(ctx.canvas);
  tex.needsUpdate = true;
  return tex;
}
canvas, #canvasWrapper {margin-left: auto; margin-right: auto;}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r78/three.js"></script>
<div id="canvasWrapper"></div>
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