渲染到纹理和属性位置

时间:2015-11-13 11:45:41

标签: javascript webgl vertex-attributes

我正在使用webgl,我想要做的是首先渲染到纹理,然后使用该纹理在屏幕上渲染,我在第一步渲染中遇到属性问题。

我将尝试用几句话解释我想要做什么。首先,我想使用片段着色器渲染一个使用属性的纹理,然后使用该纹理渲染到屏幕,并重复下一帧的步骤。但是当我尝试使用framebuffer绑定时,该属性(pos)具有无效值,我的意思是,根本没有值。

我写了一个演示我问题的小演示:



var canvas = document.getElementById("c");
var gl = getWebGLContext(canvas);	

var program_init, program_pers, tex, fb;

function init() {
	var verts = [
		  1,  1,
		 -1,  1,
		 -1, -1,
		  1,  1,
		 -1, -1,
		  1, -1,
	];
    
    var vertBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
	gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
	gl.enableVertexAttribArray(0);
    
    tex = gl.createTexture();
    fb = gl.createFramebuffer();

    program_init = createProgramFromScripts(gl, ["vshader-init", "fshader-init"], ["pos"]);
    program_pers = createProgramFromScripts(gl, ["vshader-pers", "fshader-pers"], ["a_position"]);
}

function renderToTexture(gl, time) {
	gl.useProgram(program_init);
	
	var timeLocation = gl.getUniformLocation(program_init, 'time');
	gl.uniform1f(timeLocation, time);

	gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

	gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
	gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);

	gl.drawArrays(gl.TRIANGLES, 0, 6);
    
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};

function renderToScreen(gl) {
	gl.useProgram(program_pers);
	gl.drawArrays(gl.TRIANGLES, 0, 6);
};	

init();
requestAnimationFrame(function(){
	renderToTexture(gl, arguments[0]);
	renderToScreen(gl);
	
	requestAnimationFrame( arguments.callee );
});

canvas { border: 1px solid black; }
body { background-color: darkslategrey }

<script src="http://greggman.github.com/webgl-fundamentals/webgl/resources/webgl-utils.js"></script>

<script id="vshader-init" type="vs/shader">
attribute vec4 pos;
varying vec2 uv;

void main() {
	gl_Position = pos;
	uv = pos.xy * .5 + .5;
}    
</script>
<script id="fshader-init" type="fs/shader">
precision mediump float;
varying vec2 uv;

uniform float time;

void main() {
	float t = floor(time / 1000.);
	vec3 color;
	color.x = sin(t*uv.x);
	color.y = tan(t*uv.y);
	color.z = cos(t);
	
    gl_FragColor = vec4(color, 1.);
}
</script>

<script id="vshader-pers" type="vs/shader">
attribute vec4 a_position;
varying vec2 v_texcoord;

void main() {
	gl_Position = a_position;
	v_texcoord = a_position.xy * .5 + .5;
}    
</script>
<script id="fshader-pers" type="fs/sahder">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_sampler;
void main() {
	gl_FragColor = texture2D(u_sampler, v_texcoord);
}
</script>

<body>
	<canvas id="c" width="400" height="400"></canvas>
</body>
&#13;
&#13;
&#13;

如果我从javascript代码(frameBuffer的绑定)和第54行(渲染到屏幕代码,运行不同的程序)注释38,39行,我们可以看到它呈现corectly和名称&# 34; POS&#34;得到了正确的价值观。

&#13;
&#13;
var canvas = document.getElementById("c");
var gl = getWebGLContext(canvas);	

var program_init, program_pers, tex, fb;

function init() {
	var verts = [
		  1,  1,
		 -1,  1,
		 -1, -1,
		  1,  1,
		 -1, -1,
		  1, -1,
	];
    
    var vertBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
	gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
	gl.enableVertexAttribArray(0);
    
    tex = gl.createTexture();
    fb = gl.createFramebuffer();

    program_init = createProgramFromScripts(gl, ["vshader-init", "fshader-init"], ["pos"]);
    program_pers = createProgramFromScripts(gl, ["vshader-pers", "fshader-pers"], ["a_position"]);
}

function renderToTexture(gl, time) {
	gl.useProgram(program_init);
	
	var timeLocation = gl.getUniformLocation(program_init, 'time');
	gl.uniform1f(timeLocation, time);

	gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

	//gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
	//gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);

	gl.drawArrays(gl.TRIANGLES, 0, 6);
    
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};

function renderToScreen(gl) {
	gl.useProgram(program_pers);
	gl.drawArrays(gl.TRIANGLES, 0, 6);
};	

init();
requestAnimationFrame(function(){
	renderToTexture(gl, arguments[0]);
	//renderToScreen(gl);
	
	requestAnimationFrame( arguments.callee );
});
&#13;
canvas { border: 1px solid black; }
body { background-color: darkslategrey }
&#13;
<script src="http://greggman.github.com/webgl-fundamentals/webgl/resources/webgl-utils.js"></script>

<script id="vshader-init" type="vs/shader">
attribute vec4 pos;
varying vec2 uv;

void main() {
	gl_Position = pos;
	uv = pos.xy * .5 + .5;
}    
</script>
<script id="fshader-init" type="fs/shader">
precision mediump float;
varying vec2 uv;

uniform float time;

void main() {
	float t = floor(time / 1000.);
	vec3 color;
	color.x = sin(t*uv.x);
	color.y = tan(t*uv.y);
	color.z = cos(t);
	
    gl_FragColor = vec4(color, 1.);
}
</script>

<script id="vshader-pers" type="vs/shader">
attribute vec4 a_position;
varying vec2 v_texcoord;

void main() {
	gl_Position = a_position;
	v_texcoord = a_position.xy * .5 + .5;
}    
</script>
<script id="fshader-pers" type="fs/shader">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_sampler;
void main() {
	gl_FragColor = texture2D(u_sampler, v_texcoord);
}
</script>

<body>
	<canvas id="c" width="400" height="400"></canvas>
</body>
&#13;
&#13;
&#13;

我不知道它应该如何工作,我有点陷入黑暗。我确信我错过了一些重要的东西,但我找不到任何东西。任何帮助将不胜感激。

1 个答案:

答案 0 :(得分:2)

你的帧缓冲纹理大1x1像素。你期待看到什么?你正在渲染一个像素。

另请注意,除非您的帧缓冲区与画布的大小相同,否则您需要调用:members:并将其设置为每次调用automodule::后呈现的内容的大小

您可能还希望不在每一帧都创建纹理。这是改变了这些事情的代码。

gl.viewport
gl.bindFramebuffer
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");	

var program_init, program_pers, tex, fb;
var fbWidth = 400;
var fbHeight = 300;

function init() {
	var verts = [
		  1,  1,
		 -1,  1,
		 -1, -1,
		  1,  1,
		 -1, -1,
		  1, -1,
	];
    
    var vertBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
	gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
	gl.enableVertexAttribArray(0);
    
    tex = gl.createTexture();
    fb = gl.createFramebuffer();

    program_init = webglUtils.createProgramFromScripts(gl, ["vshader-init", "fshader-init"], ["pos"]);
    program_pers = webglUtils.createProgramFromScripts(gl, ["vshader-pers", "fshader-pers"], ["a_position"]);
  
  	gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, fbWidth, fbHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    // make non power-of-2 texture renderable
    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.LINEAR);

	gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
	gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
}

function renderToTexture(gl, time) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.viewport(0, 0, fbWidth, fbHeight);
  
    gl.useProgram(program_init);
	
	var timeLocation = gl.getUniformLocation(program_init, 'time');
	gl.uniform1f(timeLocation, time);

	gl.drawArrays(gl.TRIANGLES, 0, 6);
};

function renderToScreen(gl) {    
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
	gl.useProgram(program_pers);
	gl.drawArrays(gl.TRIANGLES, 0, 6);
};	

init();
requestAnimationFrame(function(){
	renderToTexture(gl, arguments[0]);
	renderToScreen(gl);
	
	requestAnimationFrame( arguments.callee );
});