我想将一些3D纹理用于我在WebGL中渲染的对象。我正在片段着色器中使用以下方法,如WebGL and OpenGL Differences所示:
// tex is a texture with each slice of the cube placed horizontally across the texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
float sliceSize = 1.0 / size; // space of 1 slice
float slicePixelSize = sliceSize / size; // space of 1 pixel
float sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
float zSlice0 = min(floor(texCoord.z * size), size - 1.0);
float zSlice1 = min(zSlice0 + 1.0, size - 1.0);
float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
float s0 = xOffset + (zSlice0 * sliceSize);
float s1 = xOffset + (zSlice1 * sliceSize);
vec4 slice0Color = texture2D(tex, vec2(s0, texCoord.y));
vec4 slice1Color = texture2D(tex, vec2(s1, texCoord.y));
float zOffset = mod(texCoord.z * size, 1.0);
return mix(slice0Color, slice1Color, zOffset);
}
问题是我可以使用的最大3D纹理是64x64x64(因为最大2D纹理宽度是4096 = 64 * 64)。如果可能的话,我想尝试使用更大的纹理,所以我想看看是否有人建议使用更高分辨率的3D纹理和类似的解决方法。据推测,我应该能够组织2D纹理,使得我可以水平和垂直排列3D切片,但到目前为止,我的google-fu还没有找到可行的解决方案。
答案 0 :(得分:6)
似乎比较直接。如果您想要向下移动图像,则必须计算v
纹理坐标,为切片选择正确的行。要做到这一点,你需要知道纹理中有多少行以及每行有多少个切片
// tex is a texture with each slice of the cube placed in grid in a texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
// slicesPerRow is how many slices there are across the texture
// numRows is the number of rows of slices
vec2 computeSliceOffset(float slice, float slicesPerRow, vec2 sliceSize) {
return sliceSize * vec2(mod(slice, slicesPerRow),
floor(slice / slicesPerRow));
}
vec4 sampleAs3DTexture(
sampler2D tex, vec3 texCoord, float size, float numRows, float slicesPerRow) {
float slice = texCoord.z * size;
float sliceZ = floor(slice); // slice we need
float zOffset = fract(slice); // dist between slices
vec2 sliceSize = vec2(1.0 / slicesPerRow, // u space of 1 slice
1.0 / numRows); // v space of 1 slice
vec2 slice0Offset = computeSliceOffset(sliceZ, slicesPerRow, sliceSize);
vec2 slice1Offset = computeSliceOffset(sliceZ + 1.0, slicesPerRow, sliceSize);
vec2 slicePixelSize = sliceSize / size; // space of 1 pixel
vec2 sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
vec2 uv = slicePixelSize * 0.5 + texCoord.xy * sliceInnerSize;
vec4 slice0Color = texture2D(tex, slice0Offset + uv);
vec4 slice1Color = texture2D(tex, slice1Offset + uv);
return mix(slice0Color, slice1Color, zOffset);
return slice0Color;
}
这是一个片段
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
var program = twgl.createProgramFromScripts(
gl, ["vshader", "fshader"], ["a_position"]);
gl.useProgram(program);
var sizeLoc = gl.getUniformLocation(program, "u_size");
var numRowsLoc = gl.getUniformLocation(program, "u_numRows");
var slicesPerRowLoc = gl.getUniformLocation(program, "u_slicesPerRow");
// make sphere triangles
var numDivisionsAround = 32;
var numDivisionsDown = 16;
var verts = [];
for (var v = 0; v < numDivisionsDown; ++v) {
var v0 = Math.sin((v + 0) / numDivisionsDown * Math.PI);
var v1 = Math.sin((v + 1) / numDivisionsDown * Math.PI);
var y0 = Math.cos((v + 0) / numDivisionsDown * Math.PI);
var y1 = Math.cos((v + 1) / numDivisionsDown * Math.PI);
for (var h = 0; h < numDivisionsAround; ++h) {
var a0 = (h + 0) * Math.PI * 2 / numDivisionsAround;
var a1 = (h + 1) * Math.PI * 2 / numDivisionsAround;
var x00 = Math.sin(a0) * v0;
var x10 = Math.sin(a1) * v0;
var x01 = Math.sin(a0) * v1;
var x11 = Math.sin(a1) * v1;
var z00 = Math.cos(a0) * v0;
var z10 = Math.cos(a1) * v0;
var z01 = Math.cos(a0) * v1;
var z11 = Math.cos(a1) * v1;
verts.push(
x00, y0, z00,
x10, y0, z10,
x01, y1, z01,
x01, y1, z01,
x10, y0, z10,
x11, y1, z11);
}
}
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
// Make 3D texture
var size = 8;
var slicesPerRow = 4;
var numRows = Math.floor((size + slicesPerRow - 1) / slicesPerRow);
var pixels = new Uint8Array(size * slicesPerRow * size * numRows * 4);
var pixelsAcross = slicesPerRow * size;
for (var slice = 0; slice < size; ++slice) {
var row = Math.floor(slice / slicesPerRow);
var xOff = slice % slicesPerRow * size;
var yOff = row * size;
for (var y = 0; y < size; ++y) {
for (var x = 0; x < size; ++x) {
var offset = ((yOff + y) * pixelsAcross + xOff + x) * 4;
pixels[offset + 0] = x / size * 255;
pixels[offset + 1] = y / size * 255;
pixels[offset + 2] = slice / size * 255;
pixels[offset + 3] = 255;
}
}
}
// put this in a 2d canvas for debugging
var c = document.createElement("canvas");
c.width = size * slicesPerRow;
c.height = size * numRows;
document.body.appendChild(c);
var ctx = c.getContext("2d");
var id = ctx.getImageData(0, 0, c.width, c.height);
var numBytes = c.width * c.height * 4;
for (var ii = 0; ii < numBytes; ++ii) {
id.data[ii] = pixels[ii];
}
ctx.putImageData(id, 0, 0);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size * slicesPerRow, numRows * size, 0,
gl.RGBA, gl.UNSIGNED_BYTE, pixels);
var log = console.log.bind(console);
log("size : " + size);
log("numRows : " + numRows);
log("slicesPerRow: " + slicesPerRow);
gl.uniform1f(sizeLoc, size);
gl.uniform1f(numRowsLoc, numRows);
gl.uniform1f(slicesPerRowLoc, slicesPerRow);
// draw circle
gl.enable(gl.DEPTH_TEST);
gl.drawArrays(gl.TRIANGLES, 0, verts.length / 3);
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canvas {
border: 1px solid black;
margin: 2px;
}
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<script src="https://twgljs.org/dist/3.x/twgl.min.js"></script>
<script id="vshader" type="whatever">
attribute vec4 a_position;
varying vec3 v_texcoord;
void main() {
gl_Position = a_position;
v_texcoord = a_position.xyz * 0.5 + 0.5;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
// tex is a texture with each slice of the cube placed in grid in a texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
// slicesPerRow is how many slices there are across the texture
// numRows is the number of rows of slices
vec2 computeSliceOffset(float slice, float slicesPerRow, vec2 sliceSize) {
return sliceSize * vec2(mod(slice, slicesPerRow),
floor(slice / slicesPerRow));
}
vec4 sampleAs3DTexture(
sampler2D tex, vec3 texCoord, float size, float numRows, float slicesPerRow) {
float slice = texCoord.z * size;
float sliceZ = floor(slice); // slice we need
float zOffset = fract(slice); // dist between slices
vec2 sliceSize = vec2(1.0 / slicesPerRow, // u space of 1 slice
1.0 / numRows); // v space of 1 slice
vec2 slice0Offset = computeSliceOffset(sliceZ, slicesPerRow, sliceSize);
vec2 slice1Offset = computeSliceOffset(sliceZ + 1.0, slicesPerRow, sliceSize);
vec2 slicePixelSize = sliceSize / size; // space of 1 pixel
vec2 sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
vec2 uv = slicePixelSize * 0.5 + texCoord.xy * sliceInnerSize;
vec4 slice0Color = texture2D(tex, slice0Offset + uv);
vec4 slice1Color = texture2D(tex, slice1Offset + uv);
return mix(slice0Color, slice1Color, zOffset);
return slice0Color;
}
varying vec3 v_texcoord;
uniform float u_size;
uniform float u_numRows;
uniform float u_slicesPerRow;
uniform sampler2D u_texture;
void main() {
gl_FragColor = sampleAs3DTexture(
u_texture, v_texcoord, u_size, u_numRows, u_slicesPerRow);
}
</script>
<canvas id="c" width="400" height="400"></canvas>
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