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Webgl gl.viewport change

Tags:

viewport

webgl

I have a problem with canvas resizing and gl.viewport sync.
Let's say that I start with both the canvas 300x300 canvas, and the initialization of gl.viewport at the same sizes (gl.vieport(0, 0, 300, 300)).
After that, in browser's console I make my tests:

  1. I'm changing size of my canvas, using jquery, calling something like $("#scene").width(200).height(200)

  2. After this, i'm calling my resizeWindow function:

    function resizeWindow(width, height){
        var ww = width === undefined? w.gl.viewportWidth : width;
        var h = height  === undefined? w.gl.viewportHeight : height;
        h = h <= 0? 1 : h;
        w.gl.viewport(0, 0, ww, h);
        mat4.identity(projectionMatrix);
        mat4.perspective(45, ww / h, 1, 1000.0, projectionMatrix);
        mat4.identity(modelViewMatrix);
    }
    
    • function that's synchronizing viewport with required dimensions.

Unfortunatly, my gl.viewport after this call takes only a part of my canvas.
Could anyone tell me what is going wrong?

like image 578
jorj Avatar asked Aug 05 '12 20:08

jorj


1 Answers

There is no such thing is gl.viewportWidth or gl.viewportHeight

If you want to set your perspective matrix you should use canvas.clientWidth and canvas.clientHeight as your inputs to perspective. Those will give you the correct results regardless of what size the browser scales the canvas. As in if you set the canvas auto scale with css

<canvas style="width: 100%; height:100%;"></canvas>

...

var width = canvas.clientHeight;
var height = Math.max(1, canvas.clientHeight);  // prevent divide by 0
mat4.perspective(45, width / height, 1, 1000, projectionMatrix);

As for the viewport. Use gl.drawingBufferWidth and gl.drawingBufferHeight. That's the correct way to find the size of your drawingBuffer

gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

Just to be clear there are several things conflated here

  • canvas.width, canvas.height = size you requested the canvas's drawingBuffer to be
  • gl.drawingBufferWidth, gl.drawingBufferHeight = size you actually got. In 99.99% of cases this will be the same as canvas.width, canvas.height.
  • canvas.clientWidth, canvas.clientHeight = size the browser is displaying your canvas.

To see the difference

<canvas width="10" height="20" style="width: 30px; height: 40px"></canvas>

or

canvas.width = 10;
canvas.height = 20;
canvas.style.width = "30px";
canvas.style.height = "40px";

In these cases canvas.width will be 10, canvas.height will be 20, canvas.clientWidth will be 30, canvas.clientHeight will be 40. It's common to set canvas.style.width and canvas.style.height to a percentage so that the browser scales it to fit whatever element it is contained in.

On top of that there are the 2 things you brought up

  • viewport = generally you want this to be the size of your drawingBuffer
  • aspect ratio = generally you want this to be the size your canvas is scaled to

Given those definitions the width and height used for viewport is often not the same as the width and height used for aspect ratio.

like image 118
gman Avatar answered Oct 30 '22 12:10

gman