SDS*_*ter 5 javascript google-chrome canvas webgl html5-canvas
我在使用 Chrome(当前)时遇到了意外问题。我有一个 Web 应用程序,它使用 webGL 画布进行一些基本的图像处理,然后将 webGL 画布复制到 2d 画布以保存图像数据。问题是,在我切换选项卡后,webgl 画布的绘图上下文似乎在 Chrome 中丢失了。在我尝试过的任何其他浏览器(FF、IE 11/Edge、Safari)中都不会发生这种情况。
如果确实发生了这种情况,我希望 Chrome 也会触发 webgl 上下文丢失事件,但我从未收到该事件。
这是一个非常简单的小提琴来演示这个问题。
https://jsfiddle.net/JoeBlow/m14evgzj/
1) 加载绘制到 webgl 画布的页面
2)切换到新标签页
3)切换回原来的标签
4) 单击“复制图像”。
如果我重新初始化 3d 画布(重新加载所有内容并重新绘制),那么即使在选项卡切换后一切都会按预期工作,但我试图避免捕获窗口/视口上的模糊/焦点事件。
这是简化的代码:
window.canvasSource = document.getElementById("source");
var canvasDestination = document.getElementById("destination");
var buttonCopy = document.getElementById("btnCopy");
var btnToggle = document.getElementById("btnToggle");
var btnClear = document.getElementById("btnClear");
var btnInit3d = document.getElementById('btnInit3d');
var canvasOptions = { preserveDrawingBuffer: true };
//var sourceContext = canvasSource.getContext("2d", options);
var destinationContext = canvasDestination.getContext("2d", canvasOptions);
window.canvasSource.addEventListener("webglcontextlost", function(event) {
console.log('context lost');
event.preventDefault();
}, false);
window.canvasSource.addEventListener("webglcontextrestored", init3d, false);
btnToggle.addEventListener('click', function() {
if (window.canvasSource.style.visibility != "hidden") {
window.canvasSource.style['visibility']='hidden';
}
else {
window.canvasSource.style['visibility'] = 'visible';
}
});
btnCopy.addEventListener('click', function() {
destinationContext.drawImage(window.canvasSource,0,0);
});
btnClear.addEventListener('click', function() {
destinationContext.clearRect(0,0, 1500, 1500);
});
btnInit3d.addEventListener('click', function() {
init3d();
});
function init3d() {
console.log('init3d()');
window.gl = window.canvasSource.getContext("webgl", canvasOptions);
var gl = window.gl;
if (gl==null)
console.log("couldn't get webgl context");
else
console.log(gl);
gl.viewport(0, 0, window.canvasSource.width, window.canvasSource.height);
gl.clearColor(0, 0.5, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var v = document.getElementById("vertex").firstChild.nodeValue;
var f = document.getElementById("fragment").firstChild.nodeValue;
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
gl.compileShader(fs);
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
}
init3d();
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我想这个问题与这个有关。
显然,当选项卡模糊时,chrome 确实会清除绘图缓冲区,即使您确实告诉它不要这样做。
一种可能的解决方法是为自己创建一个preserveDrawingBuffer
对象。
2DContext 不受此错误的影响,因此preserveDrawingBuffer
您可以创建一个离屏 2D 上下文,而不是在 wegbl 启动时进行设置,您将在每个新的draw
.
var canvasSource = document.getElementById("source");
var canvasDestination = document.getElementById("destination");
var buttonCopy = document.getElementById("btnCopy");
//var btnToggle = document.getElementById("btnToggle");
var btnClear = document.getElementById("btnClear");
var btnInit3d = document.getElementById('btnInit3d');
var gl;
// we don't need to preserve the drawing buffer anymore
// since we'll do it manually
//var canvasOptions = { preserveDrawingBuffer: true};
var bufferContext = canvasSource.cloneNode().getContext('2d');
// 2D context don't have an preserveDrawingBuffer option
var destinationContext = canvasDestination.getContext("2d");
btnCopy.addEventListener('click', function() {
var error = gl.getError();
if (error) {
console.log('Gl Error: ' + error);
}
// we draw the buffer canvas instead of the webgl one
destinationContext.drawImage(bufferContext.canvas, 0, 0);
});
btnClear.addEventListener('click', function() {
destinationContext.clearRect(0, 0, 1500, 1500);
});
function init3d() {
gl = canvasSource.getContext("webgl");
if (gl == null)
console.log("couldn't get webgl context");
gl.viewport(0, 0, canvasSource.width, canvasSource.height);
gl.clearColor(0, 0.5, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// at each draw, save the webgl state
bufferContext.drawImage(canvasSource, 0,0);
}
init3d();
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<canvas id="source"> </canvas>
<canvas id="destination"> </canvas>
<div>
<button id="btnCopy">Copy Image</button>
<button id="btnClear">Clear Copy</button>
</div>
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