我有一个网页,其中包含大量画布。
<canvas type="myCanvas" width="256" height="256" config="something different for each" ></canvas>
他们必须提供足够简单的内容,以便在性能和内存方面可以接受,但同时webgl上下文的数量受浏览器限制为十几个。
另一种方法是保留单个上下文并按顺序更新画布,类似于单个d3d11设备和多个dxgiswapchain。
问题:是否有一种有效的方法(没有gpu到cpu内存传输)将帧缓冲区复制多次,从一个由代码创建的独特的屏幕外webgl启用画布复制到页面中的可见画布,如果可能的话,做一个先前的测试不刷新窗外的东西?
答案 0 :(得分:2)
我的建议:
getImageData
/ createImageData
和putImageData
外,Canvas的大多数方法都使用GPU(如果可用)。除了位图之外,每个画布都有一个开销,因此使用单个画布可以减少这种开销,并使浏览器更容易解析和更新DOM。
您应该能够在画布上绘制区域,就好像它们是单独的画布/图像一样。
答案 1 :(得分:1)
不确定你要做什么,也许这就是你的建议但是,
您可以渲染到一个基于WebGL的画布,然后使用drawImage复制到几个基于2D的画布。实际上像是
<canvas id="c1"></canvas>
<canvas id="c2"></canvas>
<canvas id="c3"></canvas>
然后
var webGLOffScreenCanvas = document.createElement("canvas");
var gl = webglOffScreenCanvas = webGLOffScreenCanvas.getContext("experimental-webgl");
var c1 = document.getElementById("c1");
var c2 = document.getElementById("c2");
var c3 = document.getElementById("c3");
var ctx1 = c1.getContext("2d");
var ctx2 = c2.getContext("2d");
var ctx3 = c3.getContext("2d");
drawSomeWebGLSceneForC1(gl);
ctx1.drawImage(webGLOffScreenCanvas, 0, 0);
drawSomeWebGLSceneForC2(gl);
ctx2.drawImage(webGLOffScreenCanvas, 0, 0);
drawSomeWebGLSceneForC3(gl);
ctx3.drawImage(webGLOffScreenCanvas, 0, 0);
AFAIK这将是一个基于GPU的渲染(将WebGL的画布作为纹理绘制到另一个画布的帧缓冲纹理中,至少是Chrome,虽然我不是100%确定。这很容易测试。这是一个片段< / p>
// make relatively large canvases to show possible readback
var width = 2048;
var height = 2048;
var numCanvases = 3;
var webGLOffScreenCanvas = makeCanvas();
var gl = webglOffScreenCanvas = webGLOffScreenCanvas.getContext("experimental-webgl");
var contexts = [];
for (var ii = 0; ii < numCanvases; ++ii) {
var c = makeCanvas();
c.style.width = "64px";
c.style.height = "64px";
document.body.appendChild(c);
contexts.push(c.getContext("2d"));
}
function makeCanvas() {
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
}
function drawSomeWebGLScene(gl) {
gl.clearColor(Math.random(), Math.random(), Math.random(), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
function render() {
contexts.forEach(function(ctx) {
drawSomeWebGLScene(gl);
ctx.drawImage(webGLOffScreenCanvas, 0, 0);
});
requestAnimationFrame(render);
}
render();
canvas { border: 1px solid black; margin: 0.5em; }
查看关于:跟踪,它一眼就显示即可回读任何数据。
gl.scissor
进行绘制gl.viewport
设置为匹配该位置
"use strict";
twgl.setDefaults({attribPrefix: "a_"});
var m4 = twgl.m4;
var gl = twgl.getWebGLContext(document.getElementById("c"));
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
var shapes = [
twgl.primitives.createCubeBufferInfo(gl, 2),
twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2),
twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
var lightWorldPosition = [1, 8, -10];
var lightColor = [1, 1, 1, 1];
var camera = m4.identity();
var view = m4.identity();
var viewProjection = m4.identity();
var tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
var objects = [];
var numObjects = 100;
var list = document.getElementById("list");
var listItemTemplate = document.getElementById("list-item-template").text;
for (var ii = 0; ii < numObjects; ++ii) {
var listElement = document.createElement("div");
listElement.innerHTML = listItemTemplate;
listElement.className = "list-item";
var viewElement = listElement.querySelector(".view");
var uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv(rand(0, 360), 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
objects.push({
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
viewElement: viewElement,
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
});
list.appendChild(listElement);
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(0.8, 0.8, 0.8, 1);
var eye = [0, 0, -8];
var target = [0, 0, 0];
var up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
objects.forEach(function(obj) {
var viewElement = obj.viewElement;
// get viewElement's position
var rect = viewElement.getBoundingClientRect();
if (rect.bottom < 0 || rect.top > gl.canvas.clientHeight ||
rect.right < 0 || rect.left > gl.canvas.clientWidth) {
return; // it's off screen
}
var width = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left = rect.left;
var bottom = gl.canvas.clientHeight - rect.bottom - 1;
gl.viewport(left, bottom, width, height);
gl.scissor(left, bottom, width, height);
gl.clear(gl.COLOR_BUFFER_BIT);
var projection = m4.perspective(30 * Math.PI / 180, width / height, 0.5, 100);
m4.multiply(projection, view, viewProjection);
var uni = obj.uniforms;
var world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
gl.useProgram(obj.programInfo.program);
twgl.setBuffersAndAttributes(gl, obj.programInfo, obj.bufferInfo);
twgl.setUniforms(obj.programInfo, uni);
twgl.drawBufferInfo(gl, obj.bufferInfo);
});
requestAnimationFrame(render);
}
requestAnimationFrame(render);
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
margin: 0;
font-family: monospace;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
#c {
position: fixed;
}
#outer {
width: 100%;
z-index: 2;
position: absolute;
top: 0px;
}
#content {
margin: auto;
padding: 2em;
}
#b {
width: 100%;
text-align: center;
}
.list-item {
margin: 1em;
padding: 1em;
border: 1px solid #ccc;
display: inline-block;
width: 160px;
}
.list-item .view {
width: 100px;
height: 100px;
float: left;
margin: 0 1em 1em 0;
}
.list-item .description {
font-family: sans-serif;
font-size: small;
}
<canvas id="c"></canvas>
<div id="outer">
<div id="content">
<div id="b"><a href="http://twgljs.org">twgl.js</a> - item list</div>
<div id="list"></div>
</div>
</div>
<script id="list-item-template" type="notjs">
<div class="view"></div>
<div class="description">bla blaaa blaba bla blabla bla</div>
</script>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<script src="https://twgljs.org/3rdparty/chroma.min.js"></script>