我正在使用WebGL运行一些图像处理(类似于Brad Larson的GPUImage或教程WebGL Fundamentals),然后是消耗像素的CPU步骤。不幸的是,当我调用gl.readPixels
时,Firefox中的缓冲区全黑。为什么呢?
以下是一个独立的示例:http://jsfiddle.net/yonran/8C3n5/在Chrome中,结果是“在帧缓冲区内,有924个黑色像素和100个蓝色像素”,而在Firefox中,结果是,“在帧缓冲区内,有是1024个黑色像素和0个蓝色像素。“
这就是我设置帧缓冲的方法:
function createTextureAndFramebuffer(gl, width, height) {
var outputTexture = createAndSetupTexture(gl);
// Make the texture the same size as the image.
gl.bindTexture(gl.TEXTURE_2D, outputTexture);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
// create a framebuffer
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// attach a texture to it.
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
return {texture: outputTexture, framebuffer: fbo};
}
function createAndSetupTexture(gl) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
// This is necessary for non-power-of-two textures
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
这是我绘制帧缓冲的方式:
ImageFilter.prototype = {
...,
draw: function() {
var gl = this.gl;
// Use the texture
gl.bindTexture(gl.TEXTURE_2D, this.texture);
// make this the framebuffer we are rendering to.
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell webgl the viewport setting needed for framebuffer.
gl.viewport(0, 0, this.outputWidth, this.outputHeight);
gl.useProgram(this.program);
this.applyUniforms();
// Draw the rectangle.
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.flush();
},
vertexShaderString:
"attribute vec4 position;\n" +
"attribute vec4 inputTextureCoordinate;\n" +
"\n" +
"varying vec2 textureCoordinate;\n" +
"\n" +
"void main()\n" +
"{\n" +
" gl_Position = position;\n" +
" textureCoordinate = inputTextureCoordinate.xy;\n" +
"}\n",
fragmentShaderString:
"varying highp vec2 textureCoordinate;\n" +
"\n" +
"uniform sampler2D inputImageTexture;\n" +
"\n" +
"void main()\n" +
"{\n" +
" gl_FragColor = texture2D(inputImageTexture, textureCoordinate);\n" +
"}\n"
};
然后我从帧缓冲区读取这样的内容:
gl.bindFramebuffer(gl.FRAMEBUFFER, imageFilter.framebuffer);
var width = imageFilter.outputWidth, height = imageFilter.outputHeight;
var array = new Uint8ClampedArray(width * height * 4);
gl.finish();
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, array);
var blackPixels = 0, bluePixels = 0;
var firstBlueX, firstBlueY;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var idx = 4*(x + y*width);
var r = array[idx], g = array[idx+1], b = array[idx+2], a = array[idx+3];
if (r === 0 && g === 0 && b === 0)
blackPixels++;
else if (b === 255) {
bluePixels++;
if (firstBlueX == null) {
firstBlueX = x;
firstBlueY = y;
}
}
}
}
var el = document.createElement("div");
document.body.appendChild(el);
el.textContent = "The first canvas is drawn to a framebuffer and then drawn again on the second canvas. " +
"Within the framebuffer, there are " + blackPixels + " black pixels and " +
bluePixels + " blue pixels The first blue pixel is at (" + firstBlueX+ "," + firstBlueY + ") " +
"(origin is at bottom left).";
我认为这可能是同步问题,但在阅读之前添加gl.finish()
或setTimeout
并没有帮助。搜索时,我发现多重采样会导致帧缓冲为0,但在antialias: false
调用中设置canvas.getContext
无效。
修改:我刚尝试在readPixels
之前设置一个像素,Firefox并未取消设置像素。也许readPixels
尚未实现,并且从14.0.1起是无操作的?
答案 0 :(得分:2)
违规行在这里:
var array = new Uint8ClampedArray(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, array);
如果将类型指定为GL_UNSIGNED_BYTE
,则必须传入正确类型的数组,否则FF将失败。这里的正确类型是Uint8Array
,而不是Uint8ClampedArray
。
如果您检查FF控制台日志,您将看到这是错误消息,通过交换这些数组类型解决:
Error: WebGL: readPixels: Mismatched type/pixels types