当然这是 100% 可能的,因为 WebGL 可以做到。您可以随时 fork emscripten 库,更改几行代码,然后使用您的 fork。不幸的是,除非您指定如何在 emscripten 中初始化 OpenGL,否则我无法给您答案。 SDL? EGL?发光?过剩?每个人都会有不同的答案。
我要做的第一件事就是查看这些库的源代码。
对于 SDL,我们看到 this
$SDL: {
defaults: {
width: 320,
height: 200,
// If true, SDL_LockSurface will copy the contents of each surface back to the Emscripten HEAP so that C code can access it. If false,
// the surface contents are captured only back to JS code.
copyOnLock: true,
// If true, SDL_LockSurface will discard the contents of each surface when SDL_LockSurface() is called. This greatly improves performance
// of SDL_LockSurface(). If discardOnLock is true, copyOnLock is ignored.
discardOnLock: false,
// If true, emulate compatibility with desktop SDL by ignoring alpha on the screen frontbuffer canvas. Setting this to false will improve
// performance considerably and enables alpha-blending on the frontbuffer, so be sure to properly write 0xFF alpha for opaque pixels
// if you set this to false!
opaqueFrontBuffer: true
},
和this
var webGLContextAttributes = {
antialias: ((SDL.glAttributes[13 /*SDL_GL_MULTISAMPLEBUFFERS*/] != 0) && (SDL.glAttributes[14 /*SDL_GL_MULTISAMPLESAMPLES*/] > 1)),
depth: (SDL.glAttributes[6 /*SDL_GL_DEPTH_SIZE*/] > 0),
stencil: (SDL.glAttributes[7 /*SDL_GL_STENCIL_SIZE*/] > 0),
alpha: (SDL.glAttributes[3 /*SDL_GL_ALPHA_SIZE*/] > 0)
};
对于 EGL,有 this
var LibraryEGL = {
$EGL__deps: ['$Browser'],
$EGL: {
// This variable tracks the success status of the most recently invoked EGL function call.
errorCode: 0x3000 /* EGL_SUCCESS */,
defaultDisplayInitialized: false,
currentContext: 0 /* EGL_NO_CONTEXT */,
currentReadSurface: 0 /* EGL_NO_SURFACE */,
currentDrawSurface: 0 /* EGL_NO_SURFACE */,
alpha: false,
对于 GLUT,有 this
glutCreateWindow: function(name) {
var contextAttributes = {
antialias: ((GLUT.initDisplayMode & 0x0080 /*GLUT_MULTISAMPLE*/) != 0),
depth: ((GLUT.initDisplayMode & 0x0010 /*GLUT_DEPTH*/) != 0),
stencil: ((GLUT.initDisplayMode & 0x0020 /*GLUT_STENCIL*/) != 0),
alpha: ((GLUT.initDisplayMode & 0x0008 /*GLUT_ALPHA*/) != 0)
};
似乎它们可能会导致答案?
否则,如果您懒得通读源代码,那么您可以强制它。在任何其他脚本之前将此代码添加到 html 文件的顶部
<script>
(function() {
if (typeof HTMLCanvasElement !== "undefined") {
wrapGetContext(HTMLCanvasElement);
}
if (typeof OffscreenCanvas !== "undefined") {
wrapGetContext(OffscreenCanvas);
}
function wrapGetContext(ContextClass) {
const isWebGL = /webgl/i;
ContextClass.prototype.getContext = function(origFn) {
return function(type, attributes) {
if (isWebGL.test(type)) {
attributes = Object.assign({}, attributes || {}, {alpha: true});
}
return origFn.call(this, type, attributes);
};
}(ContextClass.prototype.getContext);
}
}());
</script>
我用this sample 测试过,更改了这一行
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
到这里
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
它对我有用。