尝试理解与通用移动目标的WebGL开发相关的许多问题,现在我需要将深度信息存储在纹理附件中,以便以后检索和后处理。
JavaScript的:
var depthRB = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthRB);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthRB);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
顶点着色器:
precision mediump float;
uniform mat4 u_transformMatrix;
attribute vec3 a_position;
varying float v_depth;
void main() {
vec4 tcoords = u_transformMatrix * vec4(a_position, 1.0);
v_depth = 0.5 * (tcoords.z + 1.0);
gl_Position = tcoords;,
}
片段着色器:
precision mediump float;
varying float v_depth;
vec4 PackDepth(in float frag_depth) {
vec4 bitSh = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
vec4 bitMsk = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 enc = fract(frag_depth * bitSh);
enc -= enc.xxyz * bitMsk;
return enc;
}
float UnpackDepth( const in vec4 enc ) {
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
float decoded = dot( enc, bit_shift );
return decoded;
}
void main() {
vec4 encoded_depth;
float decoded_depth;
encoded_depth = PackDepth(v_depth);
decoded_depth = UnpackDepth(encoded_depth);
//gl_FragColor = vec4(vec3(decoded_depth), 1.0);
gl_FragColor = encoded_depth;',
}
这就是我现在得到的:左:iPad PRO / Android /桌面Chrome - emulate-shader-precision,中:桌面FF / Chrome(无标记),右:编码和解码(显然为256色灰色 - 刻度)
我尝试了许多不同的打包/拆包方法,但似乎都没有。 关于我做错了什么的建议?
此外,我注意到许多使用RGBA纹理来存储深度信息的最常见的WebGL库的例子被打破了 - 我相信出于同样的原因,在打包/解包函数中存在问题。
编辑:Three.js中的同一问题:https://github.com/mrdoob/three.js/issues/9092
有趣的是,如果我使用旧的mod方法来填充深度,我 得到一堆更精确(至少几个位)
使用mediump
精度来存储和检索深度信息的正确方法是什么?
答案 0 :(得分:2)
具有precsion限定符mediump
的变量的浮点精度保证为10位。
见OpenGL ES Shading Language 1.00 Specification - 4.5.2 Precision Qualifiers, page 33
精确限定符所需的最小范围和精度是:
因此,只有编码深度的两个最高字节才有意义。该算法存储alpha通道中的最高字节和蓝色通道中的第二高字节。这导致编码深度的RGB视图看起来是任意的。
此外,算法的深度为1.0。这导致1的深度被编码为完全黑色,但是当解码时黑色变为0.0。
将深度值从[0.0,1.0]编码为从b00000000到b11111111的16位的算法可能看起来像这样(RG颜色通道):
vec2 PackDepth16( in float depth )
{
float depthVal = depth * (256.0*256.0 - 1.0) / (256.0*256.0);
vec3 encode = fract( depthVal * vec3(1.0, 256.0, 256.0*256.0) );
return encode.xy - encode.yz / 256.0 + 1.0/512.0;
}
float UnpackDepth16( in vec2 pack )
{
float depth = dot( pack, 1.0 / vec2(1.0, 256.0) );
return depth * (256.0*256.0) / (256.0*256.0 - 1.0);
}
该算法可以扩展到24位或32位:
vec3 PackDepth24( in float depth )
{
float depthVal = depth * (256.0*256.0*256.0 - 1.0) / (256.0*256.0*256.0);
vec4 encode = fract( depthVal * vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return encode.xyz - encode.yzw / 256.0 + 1.0/512.0;
}
float UnpackDepth24( in vec3 pack )
{
float depth = dot( pack, 1.0 / vec3(1.0, 256.0, 256.0*256.0) );
return depth * (256.0*256.0*256.0) / (256.0*256.0*256.0 - 1.0);
}
vec4 PackDepth32( in float depth )
{
depth *= (256.0*256.0*256.0 - 1.0) / (256.0*256.0*256.0);
vec4 encode = fract( depth * vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return vec4( encode.xyz - encode.yzw / 256.0, encode.w ) + 1.0/512.0;
}
float UnpackDepth32( in vec4 pack )
{
float depth = dot( pack, 1.0 / vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return depth * (256.0*256.0*256.0) / (256.0*256.0*256.0 - 1.0);
}
请参阅代码片段,该代码片段比较答案(顶部)和问题算法(底部)的算法:
(function onLoad() {
// shader program object
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList, uniformNames ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.unifomLocation = {};
for ( var i_n = 0; i_n < uniformNames.length; ++ i_n ) {
var name = uniformNames[i_n];
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript) {
source = "";
var node = shaderScript.firstChild;
while (node) {
if (node.nodeType == 3) source += node.textContent;
node = node.nextSibling;
}
}
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : 0;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : 0;
}
function drawScene(){
var canvas = document.getElementById( "ogl-canvas" );
var vp = [canvas.width, canvas.height];
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
ShaderProgram.Use( progDraw );
gl.enableVertexAttribArray( progDraw.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.drawArrays( gl.TRIANGLE_STRIP, 0, 4 );
gl.disableVertexAttribArray( progDraw.pos );
}
var gl;
var prog;
var bufObj = {};
var canvas
function sceneStart() {
container = document.getElementById('container');
canvas = document.getElementById( "ogl-canvas");
resize();
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
progDraw = ShaderProgram.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
], [] );
progDraw.inPos = gl.getAttribLocation( progDraw, "inPos" );
if ( prog == 0 )
return;
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1, -1, 1, -1, -1, 1, 1, 1 ] ), gl.STATIC_DRAW );
window.onresize = resize;
setInterval(drawScene, 50);
}
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
sceneStart();
})();
<canvas id="ogl-canvas"></canvas>
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 vertPos;
void main()
{
vertPos = inPos;
gl_Position = vec4( inPos.xy, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertPos;
vec2 PackDepth16( in float depth )
{
float depthVal = depth * (256.0*256.0 - 1.0) / (256.0*256.0);
vec3 encode = fract( depthVal * vec3(1.0, 256.0, 256.0*256.0) );
return encode.xy - encode.yz / 256.0 + 1.0/512.0;
}
float UnpackDepth16( in vec2 pack )
{
float depth = dot( pack, 1.0 / vec2(1.0, 256.0) );
return depth * (256.0*256.0) / (256.0*256.0 - 1.0);
}
vec4 PackDepth32_orig(in float frag_depth) {
vec4 bitSh = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
vec4 bitMsk = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 enc = fract(frag_depth * bitSh);
enc -= enc.xxyz * bitMsk;
return enc;
}
float UnpackDepth32_orig( const in vec4 enc ) {
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
float decoded = dot( enc, bit_shift );
return decoded;
}
void main()
{
float depthTest = clamp(vertPos.x + 0.5, 0.0, 1.0);
vec2 color1 = clamp(PackDepth16( depthTest ), 0.0, 1.0);
float depth1 = UnpackDepth16( color1 );
vec4 color2 = clamp(PackDepth32_orig( depthTest ), 0.0, 1.0);
float depth2 = UnpackDepth32_orig( color2 );
gl_FragColor = vec4( mix( vec3(depth1), vec3(depth2), step(vertPos.y, 0.0) ), 1.0 );
}
</script>