对于后处理着色器,我需要帧缓冲区的颜色和深度缓冲区。访问colorbuffer工作正常,但我在创建deepbuffer时遇到问题。尝试将texImage2D用于深度纹理时,我总是收到INVALID_ENUM错误:
WebGL error INVALID_ENUM in texImage2D(TEXTURE_2D, 0, DEPTH_COMPONENT16, 1536, 502, 0, DEPTH_COMPONENT, UNSIGNED_BYTE, null)
使用渲染缓冲区而不是纹理可以工作,但我想要纹理中的深度,所以我可以将它传递给着色器。
带深度纹理代码的帧缓冲:
Framebuffer.prototype.initBufferStuffTexture = function(width, height){
if(this.width == width && this.height == height){
return;
}
this.width = width;
this.height = height;
// remove existing buffers
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
if(this.texture != null){
gl.deleteTexture(this.texture.glid);
this.texture = null;
}
if(this.renderbuffer != null){
gl.deleteRenderbuffer(this.renderbuffer);
this.renderbuffer = null;
}
if(this.framebuffer != null){
gl.deleteFramebuffer(this.framebuffer);
this.framebuffer = null;
}
// create new buffers
this.framebuffer = gl.createFramebuffer();
this.texture = new Texture();
this.texture.glid = gl.createTexture();
this.depth = new Texture();
this.depth.glid = gl.createTexture();
// framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
this.framebuffer.width = width;
this.framebuffer.height = height;
// colorbuffer
gl.bindTexture(gl.TEXTURE_2D, this.texture.glid);
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, this.framebuffer.width, this.framebuffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// depthbuffer
gl.bindTexture(gl.TEXTURE_2D, this.depth.glid);
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.DEPTH_COMPONENT16, this.framebuffer.width, this.framebuffer.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_BYTE, null);
// assemble buffers
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.glid, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, this.depth.glid, 0);
this.checkBuffer();
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
答案 0 :(得分:7)
OpenGL ES 2.0规范(针对其指定了WebGL)未将GL_DEPTH_COMPONENT
(或其任何大小的版本)列为有效的纹理内部格式,因此它似乎不支持深度纹理并且作为WebGL规范并未声明其行为不同,它也不支持深度纹理。
但也许这个link有帮助,通过将深度值打包成标准的rgba纹理,可以在WebGL中模拟深度txtures。
答案 1 :(得分:-3)
texImage2D(TEXTURE_2D,0,DEPTH_COMPONENT16,1536,502,0,DEPTH_COMPONENT,UNSIGNED_BYTE,null)
OpenGL ES的像素传输参数一直比桌面GL更具限制性。因此,即使您实际上没有上传任何数据,也必须确保像素传输参数与内部格式相匹配。所以尝试使用UNSIGNED_SHORT而不是UNSIGNED_BYTE。