与屏幕渲染相比,渲染到纹理时图像质量差

时间:2019-05-24 13:59:14

标签: glsl render-to-texture webgl2 image-quality

要实现一些后期处理效果,我想将场景渲染为纹理,而不是直接渲染到屏幕。出于测试目的,我在横跨整个屏幕的简单四边形上绘制了该纹理。但是图像质量令人失望:

将场景渲染到屏幕

Render Scene To Screen

VS

将场景渲染为纹理

Render Scene To Texture

我真的不知道,为什么会这样。画布大小适合绘图缓冲区大小。另外,在调整屏幕大小时,我会创建一个全新的纹理,框架和渲染缓冲区。我的帧缓冲设置不正确吗?还是WebGL的限制?我正在使用Google Chrome和WebGL2。

function resize() {

  if (tex) { tex.delete(); }
  if (fb) { gl.deleteFramebuffer(fb); }
  if (rb) { gl.deleteRenderbuffer(rb); }

  fb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);

  tex = new Texture2D(null, {
    internalFormat: gl.RGB,
    width: gl.drawingBufferWidth,
    height: gl.drawingBufferHeight,
    minFilter: gl.LINEAR,
    magFilger: gl.LINEAR
  });

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex.id, 0);



  rb = gl.createRenderbuffer();
  gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, gl.drawingBufferWidth, gl.drawingBufferHeight);
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb);

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}

run() {
  gl.resize();
  gl.addEventListener('resize', resize);
  resize();

  gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.enable(gl.DEPTH_TEST);
  gl.enable(gl.CULL_FACE);
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

  gl.loop(() => {
    if (!ctx.scene || !ctx.car || !ctx.wheels) return;

    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    renderScene();

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    screenShader.use();
    screen.bind();
    screenShader.screenMap = tex.active(0);
    gl.drawElements(gl.TRIANGLES, screen.length, gl.UNSIGNED_SHORT, 0);

  });
}

1 个答案:

答案 0 :(得分:0)

有了gman的提示,才有可能找到原因:在WebGL中,无法对帧缓冲区进行抗锯齿。如here所述,我能够使用多采样渲染缓冲区优化图像质量。