Framebuffer绑定顺序

时间:2017-06-25 09:31:58

标签: webgl framebuffer

我试图在绘制调用之外实例化我的所有帧缓冲区。但是,如果我这样做,渲染是非常小问题。

我认为我的代码应如何构建

framebuffer1 = createFramebuffer()
framebuffer2 = createFramebuffer()

draw(){
    bindFramebuffer(framebuffer1)
    drawScene()
    bindFramebuffer(framebuffer2)
    drawFirstPostProcess()
    bindFramebuffer(null)
    drawSecondPostProcess()
}

我当前的代码看起来如何

framebuffer1 = createFramebuffer()

draw(){
    bindFramebuffer(framebuffer1)
    drawScene()
    framebuffer2 = createFramebuffer()
    bindFramebuffer(framebuffer2)
    drawFirstPostProcess()
    bindFramebuffer(null)
    drawSecondPostProcess()
}

这是我的真实代码:(第一个后期处理是景深,第二个是色差)

如何实例化帧缓冲区 GitHub

export function createFramebuffer(gl, width, height) {
    // Framebuffer part
    const colorTexture = gl.createTexture()
    gl.bindTexture(gl.TEXTURE_2D, colorTexture)
    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.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.texImage2D(
        gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
        null,
    )

    // Create the depth texture
    const depthTexture = gl.createTexture()
    gl.bindTexture(gl.TEXTURE_2D, depthTexture)
    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.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.texImage2D(
        gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0,
        gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null,
    )

    const buffer = gl.createFramebuffer()
    gl.bindFramebuffer(gl.FRAMEBUFFER, buffer)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTexture, 0)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture, 0)

    gl.bindTexture(gl.TEXTURE_2D, null)
    gl.bindFramebuffer(gl.FRAMEBUFFER, null)

    return {
        buffer,
        colorTexture,
        depthTexture,
    }
}

我绘制所有元素的主要功能 GitHub

const chromatic = new ChromaticAberration(gl)
const depth = new DepthField(gl)

const bufftex1 = createFramebuffer(gl, canvas.width, canvas.height)

GLB.animate = (time) => {
    window.requestAnimationFrame(GLB.animate)

    gl.enable(gl.DEPTH_TEST)

    gl.viewport(0.0, 0.0, canvas.width, canvas.height)

    gl.bindFramebuffer(gl.FRAMEBUFFER, bufftex1.buffer)

    gl.clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)

    drawCubes()
    skybox.draw()

    const bufftex2 = createFramebuffer(gl, canvas.width, canvas.height)
    gl.bindFramebuffer(gl.FRAMEBUFFER, bufftex2.buffer)

    depth.draw(
        canvas.width, canvas.height, bufftex1.colorTexture, bufftex1.depthTexture,
        document,
    )

    gl.bindFramebuffer(gl.FRAMEBUFFER, null)
    gl.disable(gl.DEPTH_TEST)

    chromatic.draw(time, canvas.width, canvas.height, bufftex2.colorTexture, document)
}

更新1

出问题:

glitch

正确:

correct

我们可以看到的对象,移动,但在"小故障"他们没有版本。浏览器中没有错误。这就像帧缓冲区只有第一次绘制调用一样。

更新2

您可以在此处找到源代码:https://github.com/ice-blaze/lilengine/tree/depth%2313 如果要运行项目:

  • git clone
  • npm install
  • npm start
  • 转到http://localhost:8080/

1 个答案:

答案 0 :(得分:3)

答案是:缺少gl.clear(...)。绑定一个新的帧缓冲区后,我想这是一个做clear的好习惯。