仅关注单个顶点/片段着色器对的制服/属性/变量,我想知道如何使用textures为以下系统建模。专注于2D。
起初我想这样做:
attribute vec3 a_position;
attribute vec3 a_translation;
attribute vec3 a_velocity;
attribute vec3 a_rotation;
attribute vec3 a_force;
attribute vec3 a_temperature;
attribute vec3 a_material; // mass and density
attribute vec4 a_color;
attribute vec4 a_curvature;
但这可能会遇到too many attributes的问题。
因此,我为此记得了using textures。无需赘述,我只是想知道您如何构造制服/属性/变量来完成此工作。
attribute vec2 a_position_uv;
attribute vec2 a_translation_uv;
attribute vec2 a_velocity_uv;
attribute vec2 a_rotation_uv;
attribute vec2 a_force_uv;
attribute vec2 a_temperature_uv;
attribute vec2 a_material_uv;
attribute vec2 a_color_uv;
attribute vec2 a_curvature_uv;
如果这样做的话,在所有属性都引用纹理坐标的情况下,纹理可能会存储vec4
数据,因此我们可以避免属性过多的问题。
但是我现在不确定如何为两个着色器定义纹理。想知道它是否就是这样:
uniform sampler2D u_position_texture;
uniform sampler2D u_translation_texture;
uniform sampler2D u_velocity_texture;
uniform sampler2D u_rotation_texture;
uniform sampler2D u_force_texture;
uniform sampler2D u_temperature_texture;
uniform sampler2D u_material_texture;
uniform sampler2D u_color_texture;
uniform sampler2D u_curvature_texture;
然后在顶点着色器的main
中,我们可以使用纹理来计算位置。
void main() {
vec4 position = texture2D(u_position_texture, a_position_uv);
vec4 translation = texture2D(u_translation_texture, a_translation_uv);
// ...
gl_Position = position * ...
}
这样,除非需要在片段着色器中使用计算结果,否则在顶点着色器中不需要任何varyings
来通过颜色。但是我可以弄清楚那部分。现在,我只想知道是否可以像这样构造着色器,所以最终的顶点着色器将是:
attribute vec2 a_position_uv;
attribute vec2 a_translation_uv;
attribute vec2 a_velocity_uv;
attribute vec2 a_rotation_uv;
attribute vec2 a_force_uv;
attribute vec2 a_temperature_uv;
attribute vec2 a_material_uv;
attribute vec2 a_color_uv;
attribute vec2 a_curvature_uv;
uniform sampler2D u_position_texture;
uniform sampler2D u_translation_texture;
uniform sampler2D u_velocity_texture;
uniform sampler2D u_rotation_texture;
uniform sampler2D u_force_texture;
uniform sampler2D u_temperature_texture;
uniform sampler2D u_material_texture;
uniform sampler2D u_color_texture;
uniform sampler2D u_curvature_texture;
void main() {
vec4 position = texture2D(u_position_texture, a_position_uv);
vec4 translation = texture2D(u_translation_texture, a_translation_uv);
// ...
gl_Position = position * ...
}
最后的片段着色器可能类似于:
uniform sampler2D u_position_texture;
uniform sampler2D u_translation_texture;
uniform sampler2D u_velocity_texture;
uniform sampler2D u_rotation_texture;
uniform sampler2D u_force_texture;
uniform sampler2D u_temperature_texture;
uniform sampler2D u_material_texture;
uniform sampler2D u_color_texture;
uniform sampler2D u_curvature_texture;
varying vec2 v_foo
varying vec2 v_bar
void main() {
// ...
gl_Color = position * ... * v_foo * v_bar
}
答案 0 :(得分:2)
您链接的问题不是太多的属性,而是太多的 variings ,99.9% of WebGL implementations support up to 16 attributes,这不仅与纹理单元的最大数量相等在大多数平台上都受支持,但是如果您不需要将所有数据从顶点传输到片段着色器,那应该很好。如果您不进行任何较大的批处理,则可以仅使用制服。就是说,如果您出于任何原因决定使用纹理,则可能只使用一个UV坐标并对齐所有数据纹理,否则,您实际上会无缘无故地几乎增加了一倍带宽需求。
通过这种方式,您的数据集本身可以被压缩很多。您可以将ActiveCell
和position
存储为四元数(在2D模式下,您甚至可以仅将vec3与rotation
一起使用)x,y,α
和velocity
(缺少实际上是原始位置和下一个位置的差值,因此您只需要存储其中一组(速度/扭矩或下一个位置/旋转),torque
就显得无关紧要如果将它们应用于CPU,则force
和mass
是标量值,因此它们将完全适合一个vec2以及其他一些爵士乐。但是我越努力理解它,看起来似乎就越不成熟,您实际上无法在GPU上进行仿真,但是一半的属性是渲染不需要的仿真属性,感觉就像您过早地进行了优化甚至还不存在的东西,所以建议您:建好它,看看。
答案 1 :(得分:1)
LJ的答案可以说是正确的选择,但是如果您想将数据存储在纹理中,那么您需要的只是每个顶点的索引
attribute float index;
然后您可以据此计算UV坐标
uniform vec2 textureSize; // size of texture
float numVec4sPerElement = 8.;
float elementsPerRow = floor(textureSize.x / numVec4sPerElement);
float tx = mod(index, elementsPerRow) * numVec4sPerElement;
float ty = floor(index / elementsPerRow);
vec2 baseTexel = vec2(tx, ty) + 0.5;
现在您可以提取数据。 (注意:假设它是浮动纹理)
vec4 position = texture2D(dataTexture, baseTexel / textureSize);
vec4 translation = texture2D(dataTexture, (baseTexel + vec2(1,0)) / textureSize);
vec4 velocity = texture2D(dataTexture, (baseTexel + vec2(2,0)) / textureSize);
vec4 rotation = texture2D(dataTexture, (baseTexel + vec2(3,0)) / textureSize);
vec4 forces = texture2D(dataTexture, (baseTexel + vec2(4,0)) / textureSize);
等...
当然,您可以对数据进行更多的交织。比如说上面的位置是vec4,也许是position.w是重力,translate.w是质量,等等...
然后将数据放入纹理
position0, translation0, velocity0, rotation0, forces0, ....
position1, translation1, velocity1, rotation1, forces1, ....
position2, translation2, velocity2, rotation2, forces2, ....
position2, translation3, velocity3, rotation3, forces3, ....
const m4 = twgl.m4;
const v3 = twgl.v3;
const gl = document.querySelector('canvas').getContext('webgl');
const ext = gl.getExtension('OES_texture_float');
if (!ext) {
alert('need OES_texture_float');
}
const vs = `
attribute float index;
uniform vec2 textureSize;
uniform sampler2D dataTexture;
uniform mat4 modelView;
uniform mat4 projection;
varying vec3 v_normal;
varying vec4 v_color;
void main() {
float numVec4sPerElement = 3.; // position, normal, color
float elementsPerRow = floor(textureSize.x / numVec4sPerElement);
float tx = mod(index, elementsPerRow) * numVec4sPerElement;
float ty = floor(index / elementsPerRow);
vec2 baseTexel = vec2(tx, ty) + 0.5;
// Now you can pull out the data.
vec3 position = texture2D(dataTexture, baseTexel / textureSize).xyz;
vec3 normal = texture2D(dataTexture, (baseTexel + vec2(1,0)) / textureSize).xyz;
vec4 color = texture2D(dataTexture, (baseTexel + vec2(2,0)) / textureSize);
gl_Position = projection * modelView * vec4(position, 1);
v_color = color;
v_normal = normal;
}
`;
const fs = `
precision highp float;
varying vec3 v_normal;
varying vec4 v_color;
uniform vec3 lightDirection;
void main() {
float light = dot(lightDirection, normalize(v_normal)) * .5 + .5;
gl_FragColor = vec4(v_color.rgb * light, v_color.a);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
const radius = 1;
const thickness = .3;
const radialSubdivisions = 20;
const bodySubdivisions = 12;
const verts = twgl.primitives.createTorusVertices(
radius, thickness, radialSubdivisions, bodySubdivisions);
/*
verts is now an object like this
{
position: float32ArrayOfPositions,
normal: float32ArrayOfNormals,
indices: uint16ArrayOfIndices,
}
*/
// covert the vertex data to a texture
const numElements = verts.position.length / 3;
const vec4sPerElement = 3; // position, normal, color
const maxTextureWidth = 2048; // you could query this
const elementsPerRow = maxTextureWidth / vec4sPerElement | 0;
const textureWidth = elementsPerRow * vec4sPerElement;
const textureHeight = (numElements + elementsPerRow - 1) /
elementsPerRow | 0;
const data = new Float32Array(textureWidth * textureHeight * 4);
for (let i = 0; i < numElements; ++i) {
const dstOffset = i * vec4sPerElement * 4;
const posOffset = i * 3;
const nrmOffset = i * 3;
data[dstOffset + 0] = verts.position[posOffset + 0];
data[dstOffset + 1] = verts.position[posOffset + 1];
data[dstOffset + 2] = verts.position[posOffset + 2];
data[dstOffset + 4] = verts.normal[nrmOffset + 0];
data[dstOffset + 5] = verts.normal[nrmOffset + 1];
data[dstOffset + 6] = verts.normal[nrmOffset + 2];
// color, just make it up
data[dstOffset + 8] = 1;
data[dstOffset + 9] = (i / numElements * 2) % 1;
data[dstOffset + 10] = (i / numElements * 4) % 1;
data[dstOffset + 11] = 1;
}
// use indices as `index`
const arrays = {
index: { numComponents: 1, data: new Float32Array(verts.indices), },
};
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureWidth, textureHeight, 0, gl.RGBA, gl.FLOAT, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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);
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
const fov = Math.PI * 0.25;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 20;
const projection = m4.perspective(fov, aspect, near, far);
const eye = [0, 0, 3];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
// set the matrix for each model in the texture data
const modelView = m4.rotateY(view, time);
m4.rotateX(modelView, time * .2, modelView);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
lightDirection: v3.normalize([1, 2, 3]),
textureSize: [textureWidth, textureHeight],
projection: projection,
modelView: modelView,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
请注意,从纹理中提取数据比从属性中获取数据要慢。慢多少可能取决于GPU。不过,它可能比您正在考虑的任何替代方法都要快。
您可能还对使用纹理进行批处理绘制调用感兴趣。有效地将传统上属于制服的东西存储在纹理中。