伸展或挤压的视口转换和几何形状中的混乱

发布于 2025-02-10 06:55:01 字数 1807 浏览 0 评论 0 原文

我使用emscripten设置了露天设置,以在HTML画布上绘制地理器。 目前,我面临两个问题,

  1. 我不确定视口转换是否正常工作,
  2. 几何形状会在帆布上挤压或伸展。

画布是使用以下行生成的:

<canvas id="webgl_main_canvas" style={{width:"100%",height:"100%"}} />

现在,该画布的宽度和高度,我设置了glviewport配置和投影矩阵,请使用:

glViewport(0, 0, (GLfloat)canvas_width, (GLfloat)canvas_height);
projection = glm::perspective(glm::radians(45.0f), (float)(width/height), 0.1f, 1000.0f);

当我尝试渲染某些东西时,结果是黑屏黑屏,这里的几何形状是实际的,但是在屏幕外面绘制了右上角的地方。

但是,如果我使用宽度= 350和高度= 150设置GlviewPort配置,则几何形状可见 >。关于此维度的特殊之处在于,它是画布的默认维度,就好像是在使用以下方式创建的:

<canvas id="webgl_main_canvas"/>

inline样式 style = {width:{width:“ 100%”,高度:“ 100%”}} < /代码>仅告诉画布占据其父级的100%面积。

因此,总而言之,创建像This &lt; canvas ID =“ WebGl_Main_Canvas” style = {width:“ 100%”,高度:“ 100%”}} /&gt; < /code>:

  1. 如果我render render (设置GlviewPort和投影矩阵后)使用实际的宽度和高度,我会得到一个黑屏。
  2. 但是,如果我使用dimention(350,150),则可以看到地理。

如下所述, style = {{width:“ 100%”,高度:“ 100%”}} ,整个Geomatry是由于 style = {{width:“ width:“ width:width:width:width:width:”,然后使用当前宽度和高度进行了顶点。

这里有什么问题?我想在这里正确使用实际的宽度和高度。

另外,为此,我正在使用类似的方式创建视图矩阵:

glm::vec3 cameraPos  = glm::vec3(0,0,1);
glm::vec3 camerafront  = glm::vec3(0, 0, -1);
glm::vec3 cameraUp  = glm::vec3(0, 1, 0);
view = glm::lookAt(cameraPos, cameraPos + camerafront, cameraUp);

i have opengles setup using emscripten to draw geomatries on a html canvas.
currently i am facing two problems,

  1. i am not sure the viewport transformation is working properly or not,
  2. the geometry gets squeezed or stretched on canvas resize.

the canvas is generated using this line:

<canvas id="webgl_main_canvas" style={{width:"100%",height:"100%"}} />

now with the width and height of this canvas, i setup glViewport configuration and projection matrix using:

glViewport(0, 0, (GLfloat)canvas_width, (GLfloat)canvas_height);
projection = glm::perspective(glm::radians(45.0f), (float)(width/height), 0.1f, 1000.0f);

when i try to render something, the result of is a black screen black screen, here the geometry is actualty there but, it is drawn somewhere far top right hence outside of the screen.

but if i set glViewport configuration using width=350 and height=150, the geometry is visible like this. the special thing about this dimension is that it is the default dimension of canvas as if it is created just using this:

<canvas id="webgl_main_canvas"/>

the inline style style={{width:"100%",height:"100%"}} only tells the canvas to occupy 100% area of its parent div.

so to summarize, creating the canvas like this <canvas id="webgl_main_canvas" style={{width:"100%",height:"100%"}} />:

  1. if i render(after setting glViewport and projection matrix) using the actual width and height i get an black screen.
  2. but if i use dimention(350,150) the geomatry is visible.

As mentioned here viewport tranformation, i am guessing in the first case, first the whole geomatry is stretched due to style={{width:"100%",height:"100%"}}and then vertices are tranfomred using the current width and height.

what could be the issue here? i want to use the actual width and height properly here.

also, for all this i am creating the view matrix using like this:

glm::vec3 cameraPos  = glm::vec3(0,0,1);
glm::vec3 camerafront  = glm::vec3(0, 0, -1);
glm::vec3 cameraUp  = glm::vec3(0, 1, 0);
view = glm::lookAt(cameraPos, cameraPos + camerafront, cameraUp);

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一袭白衣梦中忆 2025-02-17 06:55:01

找到了这个问题,因此基本上HTML帆布具有2种尺寸,一个是绘制式式尺寸,另一个是通过CSS显示的大小, [如下所述] [4] < /code>,我做错了什么不是设置我的drauctbuffer siz,因此它总是选择300x150的默认尺寸,而在设置GlviewPort的同时,我使用的GlviewPort的宽度和高度是wrt wrt the CSS样式问题。

解决方案是定义这样的画布:

<canvas id="webgl_main_canvas" width="1200" height="800" style={{width:"100%",height:"100%"}} />

shere width =“ 1200” height =“ 800” 是acuatlly设置html帆布的绘图式延误大小。

而且,只要您想调整大小,只需进行重新更改这些值即可。

Found the issue, so basically an HTML canvas has 2 sizes, one is drawingbuffer size, and the other is the size that is being displayed through CSS, [as mentioned here][4], what i was doing wrong was not setting my drawingbuffer siz, hence it was always picking the default size which was 300x150, and while setting the glViewport the width and height that i was using was wrt the CSS style, which was creating the issue.

solution is to define the the canvas like this:

<canvas id="webgl_main_canvas" width="1200" height="800" style={{width:"100%",height:"100%"}} />

here width="1200" height="800" is acuatlly setting the drawingbuffer size of the HTML canvas.

and whenever you want to resize, just change these values repectively.

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