WebGL 在像素级混合颜色
WebGL mixes colors on pixel level
我想写一个小程序来计算例如素数。我的想法是使用 webgl/threejs 将所有代表素数(基于坐标)的像素着色为白色,其余为黑色。我的问题是 webgl 以某种方式混合了像素级别的颜色(如果黑色中间有一个白色像素 canvas 它会与环境混合,并且那个白色像素周围的像素会变成灰色)。由于这个问题,我无法正确识别白色和黑色像素。
我的问题:如何让 webgl 或 canvas 在不混合的情况下为每个像素使用正确的颜色?
这是一个演示,其中我将每 2 个像素涂成白色:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ProjectLaGPU</title>
</head>
<body>
<script id="vertex-shader" type="x-shader/x-vertex">
uniform float u_start;
varying float v_start;
void main() {
v_start = u_start;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
varying float v_start;
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<script src="https://threejs.org/build/three.js"></script>
<script src="main.js"></script>
</body>
</html>
/* main.js */
async function init() {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer({
preserveDrawingBuffer: true,
powerPreference: "high-performance",
depth: false,
stencil: false
});
const geometry = new THREE.PlaneGeometry();
const material = new THREE.ShaderMaterial({
uniforms: {
u_start: { value: 0.5 },
},
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
renderer.setSize(1000, 1000);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}
init();
这是不配置设备像素比的典型副作用。这意味着您的应用不一定 运行 在原生解决方案中。以下产生了预期的结果(我制作了一个屏幕截图并检查了 Gimp 中的颜色值)。
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
接受的答案不正确,只能靠运气...换句话说,如果它对你有用,你很幸运,你的 machine/browser/OS/current-settings 碰巧似乎有用。改个设置,换个browser/os/machine也不行。
这里有很多问题被混淆了
1。变得不模糊 canvas
要获得不模糊的效果,您需要做 2 件事 canvas
关闭浏览器的过滤
在 Chrome/Edge/Safari 中,您可以在 firefox canvas { image-rendering: crisp-edges; }
上使用 canvas { image-rendering: pixelated; }
执行此操作
请注意,对于这种情况,pixelated
比 crisp-edges
更正确。根据规范,给定这张原始图片
并根据浏览器显示默认算法大小的 3 倍,但典型示例可能如下所示
pixelated
看起来像这样
crisp-edges
看起来像这样
但请注意,用于绘制图像的实际算法并未由规范定义,因此目前 firefox 恰好对 crisp-edges
使用最近邻过滤并且不支持 pixelated
。因此,您应该最后指定 pixelated
,以便它覆盖 crisp-edges
(如果存在)
A canvas 有 2 种尺寸。它的绘图缓冲区大小(canvas 中的像素数)及其显示大小(由 CSS 定义)。但是 CSS 大小是以 CSS 像素计算的,然后按当前 devicePixelRatio
缩放。这意味着如果你没有放大或缩小,并且你的设备上的 devicePixelRatio
不是 1.0,并且你的绘图缓冲区大小与你的显示大小匹配,那么 canvas 将被缩放到它需要的大小匹配 devicePixelRatio
。因此,image-rendering
CSS 样式将用于决定缩放的方式。
例子
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
canvas {
image-rendering: crisp-edges;
image-rendering: pixelated; /* pixelated is more correct so put that last */
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
关闭抗锯齿。
Three.js 为您做这件事
2。在 canvas 中获取 1 个像素 = 在屏幕上获取 1 个像素
这就是调用 setPixelRatio
的目的。它似乎对你有用只是运气。换句话说,当您尝试 运行 您的代码在不同的机器或不同的浏览器上时,它可能无法工作。
问题是为了设置 canvas 的绘图缓冲区的大小,使其 1 比 1 将使用多少像素来显示 canvas 你必须问浏览器“您使用了多少像素”。
原因是,例如,假设您有一个设备像素比 (dpr) 为 3 的设备。让我们 window 以 100 个设备像素宽。那 33.3333 CSS 像素宽。如果您查看 window.innerWidth
(which you should never do anyway),它将报告 33 CSS 像素。如果你然后乘以你的 dpr 3 你得到 99 但实际上浏览器 may/will 画 100.
要询问实际使用的尺寸,您必须使用 ResizeObserver
并让它通过 devicePixelContentBoxSize
报告使用的确切尺寸
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}
const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
html, body, canvas {
margin: 0;
width: 100%;
height: 100%;
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
任何其他方法只是有时有效。
为了证明这一点,这里是使用 setPixelRatio 和 window.innerWidth 与使用 ResizeObserver
的方法
function test(parent, fn) {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
fn(renderer, scene, camera);
parent.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}
function resizeOberserverInit(renderer, scene, camera) {
function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}
const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
}
function innerWidthDPRInit(renderer, scene, camera) {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
window.addEventListener('resize', () => {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
renderer.render(scene, camera);
});
}
test(document.querySelector('#innerWidth-dpr'), innerWidthDPRInit);
test(document.querySelector('#resizeObserver'), resizeOberserverInit);
body {
margin: 0;
}
canvas {
height: 70px;
display: block;
}
#resizeObserver,
#resizeObserver>canvas {
width: 100%;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<div>via window.innerWidth and setPixelRatio</div>
<div id="innerWidth-dpr"></div>
<div>via ResizeObserver</div>
<div id="resizeObserver"></div>
尝试放大浏览器或尝试不同的设备。
我想写一个小程序来计算例如素数。我的想法是使用 webgl/threejs 将所有代表素数(基于坐标)的像素着色为白色,其余为黑色。我的问题是 webgl 以某种方式混合了像素级别的颜色(如果黑色中间有一个白色像素 canvas 它会与环境混合,并且那个白色像素周围的像素会变成灰色)。由于这个问题,我无法正确识别白色和黑色像素。
我的问题:如何让 webgl 或 canvas 在不混合的情况下为每个像素使用正确的颜色?
这是一个演示,其中我将每 2 个像素涂成白色:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ProjectLaGPU</title>
</head>
<body>
<script id="vertex-shader" type="x-shader/x-vertex">
uniform float u_start;
varying float v_start;
void main() {
v_start = u_start;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
varying float v_start;
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<script src="https://threejs.org/build/three.js"></script>
<script src="main.js"></script>
</body>
</html>
/* main.js */
async function init() {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer({
preserveDrawingBuffer: true,
powerPreference: "high-performance",
depth: false,
stencil: false
});
const geometry = new THREE.PlaneGeometry();
const material = new THREE.ShaderMaterial({
uniforms: {
u_start: { value: 0.5 },
},
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
renderer.setSize(1000, 1000);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}
init();
这是不配置设备像素比的典型副作用。这意味着您的应用不一定 运行 在原生解决方案中。以下产生了预期的结果(我制作了一个屏幕截图并检查了 Gimp 中的颜色值)。
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
接受的答案不正确,只能靠运气...换句话说,如果它对你有用,你很幸运,你的 machine/browser/OS/current-settings 碰巧似乎有用。改个设置,换个browser/os/machine也不行。
这里有很多问题被混淆了
1。变得不模糊 canvas
要获得不模糊的效果,您需要做 2 件事 canvas
关闭浏览器的过滤
在 Chrome/Edge/Safari 中,您可以在 firefox canvas { image-rendering: crisp-edges; }
canvas { image-rendering: pixelated; }
执行此操作
请注意,对于这种情况,pixelated
比 crisp-edges
更正确。根据规范,给定这张原始图片
并根据浏览器显示默认算法大小的 3 倍,但典型示例可能如下所示
pixelated
看起来像这样
crisp-edges
看起来像这样
但请注意,用于绘制图像的实际算法并未由规范定义,因此目前 firefox 恰好对 crisp-edges
使用最近邻过滤并且不支持 pixelated
。因此,您应该最后指定 pixelated
,以便它覆盖 crisp-edges
(如果存在)
A canvas 有 2 种尺寸。它的绘图缓冲区大小(canvas 中的像素数)及其显示大小(由 CSS 定义)。但是 CSS 大小是以 CSS 像素计算的,然后按当前 devicePixelRatio
缩放。这意味着如果你没有放大或缩小,并且你的设备上的 devicePixelRatio
不是 1.0,并且你的绘图缓冲区大小与你的显示大小匹配,那么 canvas 将被缩放到它需要的大小匹配 devicePixelRatio
。因此,image-rendering
CSS 样式将用于决定缩放的方式。
例子
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
canvas {
image-rendering: crisp-edges;
image-rendering: pixelated; /* pixelated is more correct so put that last */
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
关闭抗锯齿。
Three.js 为您做这件事
2。在 canvas 中获取 1 个像素 = 在屏幕上获取 1 个像素
这就是调用 setPixelRatio
的目的。它似乎对你有用只是运气。换句话说,当您尝试 运行 您的代码在不同的机器或不同的浏览器上时,它可能无法工作。
问题是为了设置 canvas 的绘图缓冲区的大小,使其 1 比 1 将使用多少像素来显示 canvas 你必须问浏览器“您使用了多少像素”。
原因是,例如,假设您有一个设备像素比 (dpr) 为 3 的设备。让我们 window 以 100 个设备像素宽。那 33.3333 CSS 像素宽。如果您查看 window.innerWidth
(which you should never do anyway),它将报告 33 CSS 像素。如果你然后乘以你的 dpr 3 你得到 99 但实际上浏览器 may/will 画 100.
要询问实际使用的尺寸,您必须使用 ResizeObserver
并让它通过 devicePixelContentBoxSize
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}
const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
document.body.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
html, body, canvas {
margin: 0;
width: 100%;
height: 100%;
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
任何其他方法只是有时有效。
为了证明这一点,这里是使用 setPixelRatio 和 window.innerWidth 与使用 ResizeObserver
的方法function test(parent, fn) {
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-.5, .5, .5, -.5, -1, 1);
const renderer = new THREE.WebGLRenderer();
const geometry = new THREE.PlaneBufferGeometry();
const material = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertex-shader").innerText,
fragmentShader: document.getElementById("fragment-shader").innerText,
});
const mesh = new THREE.Mesh(geometry, material);
fn(renderer, scene, camera);
parent.appendChild(renderer.domElement);
scene.add(mesh)
renderer.render(scene, camera);
}
function resizeOberserverInit(renderer, scene, camera) {
function onResize(entries) {
for (const entry of entries) {
let width;
let height;
let dpr = window.devicePixelRatio;
if (entry.devicePixelContentBoxSize) {
// NOTE: Only this path gives the correct answer
// The other 2 paths are an imperfect fallback
// for browsers that don't provide anyway to do this
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
dpr = 1; // it's already in width and height
} else if (entry.contentBoxSize) {
if (entry.contentBoxSize[0]) {
width = entry.contentBoxSize[0].inlineSize;
height = entry.contentBoxSize[0].blockSize;
} else {
width = entry.contentBoxSize.inlineSize;
height = entry.contentBoxSize.blockSize;
}
} else {
width = entry.contentRect.width;
height = entry.contentRect.height;
}
// IMPORTANT! You must pass false here otherwise three.js
// will mess up the CSS!
renderer.setSize(Math.round(width * dpr), Math.round(height * dpr), false);
renderer.render(scene, camera);
}
}
const canvas = renderer.domElement;
const resizeObserver = new ResizeObserver(onResize);
try {
// because some browers don't support this yet
resizeObserver.observe(canvas, {box: 'device-pixel-content-box'});
} catch (e) {
resizeObserver.observe(canvas, {box: 'content-box'});
}
}
function innerWidthDPRInit(renderer, scene, camera) {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
window.addEventListener('resize', () => {
renderer.setPixelRatio(window.deivcePixelRatio);
renderer.setSize(window.innerWidth, 70);
renderer.render(scene, camera);
});
}
test(document.querySelector('#innerWidth-dpr'), innerWidthDPRInit);
test(document.querySelector('#resizeObserver'), resizeOberserverInit);
body {
margin: 0;
}
canvas {
height: 70px;
display: block;
}
#resizeObserver,
#resizeObserver>canvas {
width: 100%;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.123/build/three.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
void main () {
if (int(gl_FragCoord.x)%2==0 && int(gl_FragCoord.y)%2==0) {
gl_FragColor = vec4(1, 1, 1, 1);
} else {
gl_FragColor = vec4(0, 0, 0, 1);
}
}
</script>
<div>via window.innerWidth and setPixelRatio</div>
<div id="innerWidth-dpr"></div>
<div>via ResizeObserver</div>
<div id="resizeObserver"></div>
尝试放大浏览器或尝试不同的设备。