我一直在尝试理解WebGL / OpenGL-ES中的framebuffer。 我知道我们可以使用framebuffer混合多个纹理。
因此,要理解我通过采用1 * 1纹理编写了一个示例,并尝试在其上应用帧缓冲逻辑。 但是,它没有用。
查看底部的片段,如果点击“混合红色和蓝色”,图像不会被渲染,我做错了什么?
代码: `
var canvas, gl, attrPosition, texture, program, vertexBuffer, textureBuffer, vertices, texVertices, attrPos, attrTexPos, textures = [], framebuffers = [];
canvas = document.getElementById('canvas');
gl = getWebGL();
vertices = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
]);
texVertices = new Float32Array([
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0
]);
var getProgram = function () {
var vs = createVertexShader([
'attribute vec2 attrPos;',
'attribute vec2 attrTexPos;',
'varying highp vec2 vTexCoord;',
'void main() {',
'\tgl_Position = vec4(attrPos, 0.0, 1.0);',
'}'
].join('\n'));
var fs = createFragmentShader([
'varying highp vec2 vTexCoord;',
'uniform sampler2D uImage;',
'void main() {',
'\tgl_FragColor = texture2D(uImage, vTexCoord);',
'}'
].join('\n'));
return createAndLinkPrograms(vs, fs);
};
var render = function () {
gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
};
if (gl) {
gl.clearColor(0.1, 0.5, 1.0, 1.0);
render();
program = getProgram();
texture = createAndSetupTexture();
vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
attrPos = gl.getUniformLocation(program, 'attrPos');
gl.enableVertexAttribArray(attrPos);
textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
gl.enableVertexAttribArray(attrTexPos);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
render();
}
var initPingPongTextures = function(textures, framebuffers) {
for (var i = 0; i < 2; ++i) {
var tex = createAndSetupTexture(gl);
textures.push(tex);
// make the texture the same size as the image
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// Create a framebuffer
var fbo = gl.createFramebuffer();
framebuffers.push(fbo);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Attach a texture to it.
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
}
}
var setFramebuffer = function(fbo, width, height) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, width, height);
};
var mixRedAndBlue = function () {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
setFramebuffer(framebuffers[0], 1, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
render();
gl.bindTexture(gl.TEXTURE_2D, textures[0]);
setFramebuffer(framebuffers[1], 1, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
render();
gl.bindTexture(gl.TEXTURE_2D, textures[1]);
setFramebuffer(null, 1, 1);
render();
};`
var getWebGLContext = function(canvas) {
var webglContextParams = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
var webglContext = null;
for (var index = 0; index < webglContextParams.length; index++) {
try {
webglContext = canvas.getContext(webglContextParams[index]);
if(webglContext) {
//breaking as we got our context
break;
}
} catch (E) {
console.log(E);
}
}
if(webglContext === null) {
alert('WebGL is not supported on your browser.');
} else {
//WebGL is supported in your browser, lets render the texture
}
fillGLForCleanUp(webglContext);
return webglContext;
}
var createVertexShader = function (vertexShaderSource) {
console.log(vertexShaderSource);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
return vertexShader;
}
var createFragmentShader = function (fragmentShaderSource) {
console.log(fragmentShaderSource);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
return fragmentShader;
}
var createAndLinkPrograms = function (vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert('Could not initialise shaders');
}
gl.useProgram(program);
return program;
}
var createAndBindBuffer = function (verticesOrIndices, bufferType) {
var buffer = gl.createBuffer();
gl.bindBuffer(bufferType, buffer);
gl.bufferData(bufferType, verticesOrIndices, gl.STATIC_DRAW);
//clear memory
gl.bindBuffer(bufferType, null);
return buffer;
}
var allowAllImageSizes = function() {
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
// gl.bindTexture(gl.TEXTURE_2D, null);
}
var createAndSetupTexture = function() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
allowAllImageSizes();
gl.textures.push(texture);
return texture;
}
var getWebGL = function (canvas, width, height) {
if(!canvas) {
canvas = document.createElement('canvas');
canvas.id = 'canvas';
canvas.width = !width ? 512 : width;
canvas.height = !height ? 512 : height;
document.body.appendChild(canvas);
} else {
canvas.width = !width ? 512 : width;
canvas.height = !height ? 512 : height;
}
return getWebGLContext(canvas);
}
var fillGLForCleanUp = function (gl) {
gl.textures = [];
gl.framebuffers = [];
gl.array_buffer = [];
gl.element_array_buffers = [];
}
var canvas, gl, attrPosition, texture, program,
vertexBuffer, textureBuffer, vertices, texVertices,
attrPos, attrTexPos, textures = [], framebuffers = [];
canvas = document.getElementById('canvas');
gl = getWebGL(canvas);
vertices = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
]);
texVertices = new Float32Array([
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0
]);
var getProgram = function () {
var vs = createVertexShader([
'attribute vec2 attrPos;',
'attribute vec2 attrTexPos;',
'varying highp vec2 vTexCoord;',
'void main() {',
'\tgl_Position = vec4(attrPos, 0.0, 1.0);',
'}'
].join('\n'));
var fs = createFragmentShader([
'varying highp vec2 vTexCoord;',
'uniform sampler2D uImage;',
'void main() {',
'\tgl_FragColor = texture2D(uImage, vTexCoord);',
'}'
].join('\n'));
return createAndLinkPrograms(vs, fs);
};
var render = function () {
gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
};
if (gl) {
gl.clearColor(0.1, 0.5, 1.0, 1.0);
render();
program = getProgram();
texture = createAndSetupTexture();
vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
attrPos = gl.getUniformLocation(program, 'attrPos');
gl.enableVertexAttribArray(attrPos);
textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
gl.enableVertexAttribArray(attrTexPos);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
render();
}
var initPingPongTextures = function(textures, framebuffers) {
for (var i = 0; i < 2; ++i) {
var tex = createAndSetupTexture(gl);
textures.push(tex);
// make the texture the same size as the image
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// Create a framebuffer
var fbo = gl.createFramebuffer();
framebuffers.push(fbo);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Attach a texture to it.
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
}
}
var setFramebuffer = function(fbo, width, height) {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, width, height);
};
var mixRedAndBlue = function () {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
setFramebuffer(framebuffers[0], 1, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
render();
gl.bindTexture(gl.TEXTURE_2D, textures[0]);
setFramebuffer(framebuffers[1], 1, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
render();
gl.bindTexture(gl.TEXTURE_2D, textures[1]);
setFramebuffer(null, 1, 1);
render();
};
<button id="redImg" onclick="mixRedAndBlue()">Mix Red and blue</button><hr/>
<canvas id="canvas" width=512 height=512></canvas>
修改1:
我正在尝试使用多个片段着色器实现相同的多个程序,因为不建议在片段着色器中使用if / else语句,因为它针对每个像素运行。
`
Shaders.prototype.VS_Base = [
'属性vec3 verticesPosition;',
'属性vec2 texturePosition;',
'变高的vep2 vTextureCoord;',
'void main(void){',
'\ ttl_Position = vec4(verticesPosition * vec3(1.0,-1.0,1.0),0.5);',
'\ tvTextureCoord = texturePosition;',
'}'
]。加入( '\ n');
Shaders.prototype.FS_Base_Image_RED = [
'#ifdef GL_ES',
'precision highp float;',
'#endif',
'uniform sampler2D uImage;',
'varying highp vec2 vTextureCoord;',
'void main (void) {',
'\tgl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//texture2D(uImage, vTextureCoord);',
'}'
].join('\n');
Shaders.prototype.FS_Base_Image_BLUE = [
'#ifdef GL_ES',
'precision highp float;',
'#endif',
'uniform sampler2D uImage;',
'varying highp vec2 vTextureCoord;',
'void main (void) {',
'\tgl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);//texture2D(uImage, vTextureCoord);',
'}'
].join('\n');`
现在我有两个独立的程序用于片段着色器,我需要使用framebuffers来混合Red和Blue。我不是在寻找mix()
,因为实际情况非常复杂,这就是我使用带有片段着色器的多个程序来避免条件if / else语句的原因。
答案 0 :(得分:4)
我们不清楚你要做什么。 Framebuffers只是一个附件列表(纹理和渲染缓冲区)。您可以使用它们渲染纹理和/或渲染缓冲区。然后,您可以使用刚刚渲染的纹理作为其他渲染的输入。
这是一个没有帧缓冲区的例子。它融合了2种纹理。
var vs = `
attribute vec4 position;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = position.xy * .5 + .5;
}
`;
var fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
void main() {
vec4 color1 = texture2D(tex1, v_texcoord);
vec4 color2 = texture2D(tex2, v_texcoord);
gl_FragColor = mix(color1, color2, 0.5);
}
`;
const gl = document.querySelector("canvas").getContext("webgl");
const program = twgl.createProgramFromSources(gl, [vs, fs]);
// make 2 textures with canvas 2d
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 64;
ctx.canvas.height = 64;
// first texture has a circle
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, 64, 64);
ctx.strokeStyle = "yellow";
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2, false);
ctx.lineWidth = 12;
ctx.stroke();
const tex1 = createTextureFromCanvas(gl, ctx.canvas);
// second texture has a diamond (diagonal square)
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 64, 64);
ctx.fillStyle = "cyan";
ctx.beginPath();
ctx.moveTo(32, 6);
ctx.lineTo(58, 32);
ctx.lineTo(32, 58);
ctx.lineTo(6, 32);
ctx.lineTo(32, 6);
ctx.fill();
const tex2 = createTextureFromCanvas(gl, ctx.canvas);
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]), gl.STATIC_DRAW);
const positionLoc = gl.getAttribLocation(program, "position");
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
const tex1Loc = gl.getUniformLocation(program, "tex1");
const tex2Loc = gl.getUniformLocation(program, "tex2");
gl.useProgram(program);
gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, tex1);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, tex2);
gl.drawArrays(gl.TRIANGLES, 0, 6);
function createTextureFromCanvas(gl, canvas) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
return tex;
}
&#13;
canvas { border: 1px solid black; }
&#13;
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>
&#13;
为了您的目的,混合部分没有区别,唯一的区别在于纹理的来源。纹理上方是使用2d画布创建的。相反,您可以使用帧缓冲渲染到纹理。 AFTER 您已经渲染到纹理,然后可以像上面一样在其他渲染中使用该纹理。
首先渲染纹理,然后创建一个帧缓冲区
var fb = gl.createFramebuffer();
然后你附上一个纹理
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0, // attach texture as COLOR_ATTACHMENT0
gl.TEXTURE_2D, // attach a 2D texture
someTexture, // the texture to attach
0); // the mip level to render to (must be 0 in WebGL1)
根据您的附件,您应该检查它们是否有效。
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
// these attachments don't work
}
WebGL规范列出了3种保证可以正常工作的附件组合。以下示例使用其中一个,因此无需检查
现在如果你绑定了framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
然后,当您调用任何gl.drawXXX
函数或gl.clear
时,它将绘制到someTexture
而不是画布。要再次开始绘制到画布,请绑定null
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
请记住,如果画布和纹理的大小不同,您需要调用gl.viewport
才能正确呈现
var vs = `
attribute vec4 position;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
v_texcoord = position.xy * .5 + .5;
}
`;
var colorFS = `
precision mediump float;
uniform vec4 color;
void main() {
gl_FragColor = color;
}
`;
var mixFS = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
void main() {
// probably should use different texture coords for each
// texture for more flexibility but I'm lazy
vec4 color1 = texture2D(tex1, v_texcoord);
vec4 color2 = texture2D(tex2, v_texcoord);
gl_FragColor = mix(color1, color2, 0.5);
}
`;
const gl = document.querySelector("canvas").getContext("webgl");
const colorProgram = twgl.createProgramFromSources(gl, [vs, colorFS]);
const mixProgram = twgl.createProgramFromSources(gl, [vs, mixFS]);
// make 2 textures by attaching them to framebuffers and rendering to them
const texFbPair1 = createTextureAndFramebuffer(gl, 64, 64);
const texFbPair2 = createTextureAndFramebuffer(gl, 64, 64);
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]), gl.STATIC_DRAW);
function setAttributes(buf, positionLoc) {
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
}
const colorPrgPositionLoc = gl.getAttribLocation(colorProgram, "position");
setAttributes(buf, colorPrgPositionLoc);
const colorLoc = gl.getUniformLocation(colorProgram, "color");
const colorProgMatrixLoc = gl.getUniformLocation(colorProgram, "matrix");
// draw red rect to first texture through the framebuffer it's attached to
gl.useProgram(colorProgram);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair1.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
0.5, 0, 0, 0,
0,.25, 0, 0,
0, 0, 1, 0,
.2,.3, 0, 1,
]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Draw a blue rect to the second texture through the framebuffer it's attached to
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair2.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [0, 0, 1, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
0.25, 0, 0, 0,
0,.5, 0, 0,
0, 0, 1, 0,
.2,.3, 0, 1,
]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Draw both textures to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
const mixPrgPositionLoc = gl.getAttribLocation(mixProgram, "position");
setAttributes(buf, mixPrgPositionLoc);
const mixProgMatrixLoc = gl.getUniformLocation(mixProgram, "matrix");
const tex1Loc = gl.getUniformLocation(mixProgram, "tex1");
const tex2Loc = gl.getUniformLocation(mixProgram, "tex2");
gl.useProgram(mixProgram);
gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, texFbPair1.tex);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, texFbPair2.tex);
gl.uniformMatrix4fv(mixProgMatrixLoc, false, [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
function createTextureAndFramebuffer(gl, width, height) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
return {tex: tex, fb: fb};
}
&#13;
canvas { border: 1px solid black; }
&#13;
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>
&#13;
第一个程序和第二个程序之间唯一的功能区别是纹理如何获取数据。在第一个示例中,纹理从画布2d获取其数据。在第二个例子中,纹理通过使用WebGL渲染它们来获取数据。
至于为什么你的例子没有混合纹理,为了混合2个纹理你需要一个使用两个纹理的着色器。
答案 1 :(得分:-2)
通过使用以下代码,使自己变得容易。看这个例子,祝你好运!
<html>
<body>
<canvas id="myCanvas" width="400" height="400">
</canvas>
<script src="https://www.drawing3d.de/bridge.js"></script>
<script src="https://www.drawing3d.de/WebDrawing3d.js"></script>
<script src="https://www.drawing3d.de/Classes.js"></script>
<script>
var canvas = document.getElementById("myCanvas");
var WebDevice = new Device(canvas);
WebDevice.BackGround=Color.WhiteSmoke;
var fbu = new FrameBuffer(WebDevice);
fbu.BackGround = Color.Red;
fbu.Init(WebDevice.ViewPortHeight);
fbu.StartWriting();
WebDevice.drawSphere(10); // draw something
fbu.EndWriting();
var _texture =fbu.FBOTexture;
WebDevice.ActivateTexture(_texture); // set the texture
WebDevice.Paint = draw;
WebDevice.Refresh();
function draw() {
WebDevice.drawBox(new xyz(-10,-2,0), new xyz(10,10,1), new xyz(1,1,1));
}
</script>
</body>
</html>