在WebGL着色器中使用UInt8Array数据

时间:2012-07-24 17:02:45

标签: javascript glsl webgl three.js

HTML FFT音频分析器将其数据输出到UInt32Array(64)类型。

根据three.js文档,不支持此数据类型:https://github.com/mrdoob/three.js/wiki/Uniforms-types

如何以便宜的方式将我的每帧FFT缓冲区数据放入我的顶点着色器?

由于不兼容,我无法编译着色器。

任何帮助,建议表示赞赏。

        attributes = {
            customColor:  { type: "c", value: [] },
            tick:      { type: "f", value: 1.0 }
        };

        uniforms = {
            amplitude: { type: "f", value: 5.0 },
            opacity:   { type: "f", value: 0.3 },
            color:     { type: "c", value: new THREE.Color( 0xff0000 ) },
            fftSize:   { type: "i", value: 63 },
            freqData:  { type: "fv1", value: freqByteData }
        };

...

在render()循环中:

        freqByteData = new Uint8Array(analyser.frequencyBinCount);
        analyser.getByteFrequencyData(freqByteData)

        uniforms.freqData = freqByteData;

和GLSL v-shader:

        uniform float freqData[64]; // not working, primitive type conflict
        uniform int fftSize;
        uniform float amplitude;

        attribute vec3 customColor;
        attribute int tick;

        varying vec3 vColor;

        void main() {

            vec3 norm = normalize(position);

            vec3 newPosition = position * freqData[tick % fftSize] + amplitude;

            vColor = customColor;

            gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

        }

1 个答案:

答案 0 :(得分:2)

我添加了新的统一类型“iv1”,以便能够传入整数数组。你可以尝试一下:

https://github.com/alteredq/three.js/commit/4eedc69fa7344f4a512d6ae17427c7e109e0c550