如何将大矩阵发送到着色器?

时间:2017-04-27 14:29:57

标签: matrix textures webgl

我想在顶点着色器中发送大于4 * 4(mat4)的矩阵。我想将矩阵放在纹理中,然后将纹理发送到着色器。

问题在于我不知道究竟是怎么做到的。 你能帮我一个关于如何在纹理中设置矩阵以及如何从着色器中的纹理中获取元素的基本示例吗?

以下是我的代码的一些部分: 有2个矩阵:m1和m2:

r1 = m1.rows,
r2 = m2.rows,
c1 = m1.cols,
c2 = m2.cols,
d1 = m1.data,
d2 = m2.data;

要放入纹理的数据:

count = Math.max(r1, r2) * Math.max(c1, c2);
var texels = new Float32Array(3 * count); // RGB
        /* same dimensions for both matrices */
        if (r1 == r2 && c1 == c2) {
            /* put m1 in red channel and m2 in green channel */
            var i = 0, index1 = 0, index2 = 0;
            do {
                texels[i++] = d1[index1++];
                texels[i++] = d2[index2++];
                i++; // skip blue channel
            } while (--count);
        } else {
            var index, row = 0, col = 0;
            for (index = 0; index < r1 * c1; index++) {
                texels[index * 3] = d1[index];
            }

            for (index = 0; index < r2 * c2; index++) {
                texels[index * 3 + 1] = d2[index];
            }
        }

制作纹理:

var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, Math.max(m1.c, m2.c), Math.max(m1.r, m2.r), 0, gl.RGB, gl.FLOAT, texels);

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_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);

var sampler = gl.getUniformLocation(program, "usampler");
gl.uniform1i(sampler, 0);

顶点着色器:

#ifdef GL_ES 
    precision highp float; 
#endif 
attribute vec3 a_position;
attribute vec2 a_texcoord;
varying vec2   vTex;
void main(void)
{
gl_Position = vec4(a_position, 1.0);
vTex = a_texcoord;
}

片段着色器:

#ifdef GL_ES 
    precision highp float; 
#endif 
 
   // passed in from the vertex shader. 
    varying vec2      vTex;         // row, column to calculate 
    uniform sampler2D usampler;     
    uniform int       uLength;      
    uniform float     uStepS;       // increment across source texture 
    uniform float     uStepT;       // increment down source texture 
    uniform float     uOutRows;     
    uniform float     uOutCols;     
      
    // sum row r x col c 
    float sumrowcol(float row, float col) { 
        float sum = 0.;             // sum 
        float ss = 0.;              // column on source texture 
        float tt = 0.;              // row on source texture 
        float r = row*uStepT;       // moving texture coordinate 
        float c = col*uStepS;       // moving texture coordinate 
        for (int pos=0; pos<2048; ++pos) { 
            if(pos >= uLength) break; // stop when we multiple a row by a column 
            float m1 = texture2D(usampler,vec2(r,ss)).r; 
            float m2 = texture2D(usampler,vec2(tt,c)).g; 
            sum += (m1*m2); 
            ss += uStepS; 
            tt += uStepT; 
        } 
        return sum; 
    } 
      
   float shift_right (float v, float amt) { 
       v = floor(v) + 0.5; 
       return floor(v / exp2(amt)); 
   }
      
   float shift_left (float v, float amt) { 
       return floor(v * exp2(amt) + 0.5); 
   }
      
   float mask_last (float v, float bits) {
       return mod(v, shift_left(1.0, bits)); 
   }
      
   float extract_bits (float num, float from, float to) { 
       from = floor(from + 0.5); to = floor(to + 0.5); 
       return mask_last(shift_right(num, from), to - from); 
   }
      
   vec4 encode_float (float val) { 
       if (val == 0.0) return vec4(0, 0, 0, 0); 
       float sign = val > 0.0 ? 0.0 : 1.0; 
       val = abs(val); 
       float exponent = floor(log2(val)); 
       float biased_exponent = exponent + 127.0; 
       float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0; 
       float t = biased_exponent / 2.0; 
       float last_bit_of_biased_exponent = fract(t) * 2.0; 
       float remaining_bits_of_biased_exponent = floor(t); 
       float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0; 
       float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0; 
       float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0; 
       float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0; 
       return vec4(byte1, byte2, byte3, byte4); 
    } 
    void main(void) { 
          
        // get the implied row and column from .s and .t of passed texel 
        float col = floor((vTex.s*uOutRows)); 
        float row = floor((vTex.t*uOutCols));    
 
        // sum row x col for the passed pixel 
        float v = sumrowcol(row,col); 
 
        gl_FragColor = encode_float(v); 
    }

2 个答案:

答案 0 :(得分:0)

这是你需要做的:

  1. 为任务创建可能的最大尺寸的2D纹理,因为重新分配纹理比重新分配RAM要难一个数量级。
  2. 根据您需要的每个纹素的通道数量,将纹理类型设置为GL_REDGL_RGGL_RGBGL_RGBA。频道类型肯定应为GL_FLOAT
  3. 将新创建的纹理传递到着色器,然后在每次算法需要时更新它。
  4. 帮助更新2D纹理中任意矩形区域的函数是glTexSubImage2D
  5. 另外请记住,您最好将放大模式设置为GL_NEAREST,否则除了texelFetch系列之外的任何纹理采样函数都会接近相邻颜色,这很可能不是您想要的。
  6. W.R.T。示例代码...哪种语言适合您?

答案 1 :(得分:0)

纹理只是具有1到4个通道的2D数据阵列。对于矩阵,您可能需要浮点纹理。浮点纹理支持是可选的,但常见的

ext = gl.getExtension("OES_texture_float");
if (!ext) {
   // tell the user they can't run your app

所以,你把数据放在纹理

const width = 5;
const height = 5;
const data = new Float32Array(width * height);
data[0] = ???
data[1] = ???

现在制作一个纹理并上传

const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
const level = 0;
gl.texImage2D(gl.TEXTURE_2D, level, gl.LUMINANCE, width, height 0,
              gl.LUMINANCE, gl.FLOAT, data);
// set the filtering so values don't get mixed
gl.texParameteri(gl.TEXTURE2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

LUMINANCE是单通道纹理。

要阅读它,您需要知道着色器中的尺寸,您必须自己传递WebGL1

uniform vec2 dataTextureSize;
uniform sampler2D dataTexture;

然后你可以获得这样的任何元素

float row = ??
float col = ??
vec2 uv = (vec2(col, row) + .5) / dataTextureSize;
float value = texture2D(dataTexture, uv).r;  // just the red channel

WebGL通常不允许您选择写入的位置(这将需要计算着色器,这是几个版本关闭)。因此,您需要构建应用程序,以便按顺序处理每个目标行和列,或者有一些技巧,例如使用gl.POINT并设置gl_Position来选择特定的输出像素。

您可以看到an example of that here

如果您使用WebGL2,则无需扩展,您可以使用texelFetch从纹理中获取特定值。

float value = texelFetch(dataTexture, ivec2(col, row));

使用gl.R32F作为内部格式

可能更合适
const level = 0;
gl.texImage2D(gl.TEXTURE_2D, level, gl.R32F, width, height 0,
              gl.RED, gl.FLOAT, data);