片段着色器 - 确定整个(单色)图像的最小值/最大值,并将它们用于进一步的像素操作

Jan*_*sky 2 webgl html5-canvas

我想以这种方式标准化单色图像像素,最小值为黑色,最大值为白色,中间的值按比例分布。目前我在画布上分两步完成,但我相信在 WebGL 中它应该更快。

我可以想象通过片段着色器操纵颜色,但我找不到任何有效的方法来 (1) 确定图像的实际范围,也找不到 (2) 将此信息传递给另一个片段着色器的方法,然后它可以执行该灰色水平归一化。

gma*_*man 5

似乎您可以在片段着色器中生成逐渐变小的纹理,并在每个纹理中写出最小值和最大值。例如,如果您有一个 16x16 的纹理,那么每 2x2 个像素写出 1 个代表最大值的像素。

 vec4 c00 = texture2D(sampler, uv);
 vec4 c10 = texture2D(sampler, uv + vec2(onePixelRight, 0));
 vec4 c01 = texture2D(sampler, uv + vec2(0, onePixelUp));
 vec4 c11 = texture2D(sampler, uv + vec2(onePixelRight, onePixelUp);
 gl_FragColor = max(max(c00, c10), max(c01, c11));
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重复直到达到 1x1 像素。对分钟做同样的事情。完成后,您将拥有 2 个 1x1 像素的纹理。要么使用 readPixels 读取它们,要么将它们作为您的范围传递给另一个着色器。

使用更大的块可能会更快,而不是 2x2 做 8x8 或 16x16 区域,但不断减少直到达到 1x1 像素

在伪代码中。

// setup
textures = [];
framebuffers = [];
cellSize = 16
maxDimension = max(width, height)
w = width 
h = height
while w > 1 || h > 1
   w = max(1, w / cellSize)
   h = max(1, h / cellSize)
   textures.push(create Texture of size w, h)
   framebuffers.push(create framebuffer and attach texture)
}
  
// computation
bind original image as input texture
foreach(framebuffer)
   bind framebuffer
   render to framebuffer with max GLSL shader above
   bind texture of current framebuffer as input to next iteration
}
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现在最后一个帧缓冲区为 1x1 像素纹理,其中包含最大值。

 vec4 c00 = texture2D(sampler, uv);
 vec4 c10 = texture2D(sampler, uv + vec2(onePixelRight, 0));
 vec4 c01 = texture2D(sampler, uv + vec2(0, onePixelUp));
 vec4 c11 = texture2D(sampler, uv + vec2(onePixelRight, onePixelUp);
 gl_FragColor = max(max(c00, c10), max(c01, c11));
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// setup
textures = [];
framebuffers = [];
cellSize = 16
maxDimension = max(width, height)
w = width 
h = height
while w > 1 || h > 1
   w = max(1, w / cellSize)
   h = max(1, h / cellSize)
   textures.push(create Texture of size w, h)
   framebuffers.push(create framebuffer and attach texture)
}
  
// computation
bind original image as input texture
foreach(framebuffer)
   bind framebuffer
   render to framebuffer with max GLSL shader above
   bind texture of current framebuffer as input to next iteration
}
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此外,如果您有WEBGL_draw_buffers支持,您可以同时写入 2 个不同的帧缓冲区附件

"use strict";

var cellSize = 2;

// make a texture as our source
var ctx = document.createElement("canvas").getContext("2d");
ctx.fillStyle = "rgb(12, 34, 56)";
ctx.fillRect(20, 30, 1, 1);
ctx.fillStyle = "rgb(254, 243, 232)";
ctx.fillRect(270, 140, 1, 1);

var canvas = document.createElement("canvas");
var m4 = twgl.m4;
var gl = canvas.getContext("webgl");
var fsSrc = document.getElementById("max-fs").text.replace("$(cellSize)s", cellSize);
var programInfo = twgl.createProgramInfo(gl, ["vs", fsSrc]);

var unitQuadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
var framebufferInfo = twgl.createFramebufferInfo(gl);

var srcTex = twgl.createTexture(gl, { 
  src: ctx.canvas, 
  min: gl.NEAREST, 
  mag: gl.NEAREST,
  wrap: gl.CLAMP_TO_EDGE,
});

var framebuffers = [];
var w = ctx.canvas.width;
var h = ctx.canvas.height;
while (w > 1 || h > 1) {
  w = Math.max(1, (w + cellSize - 1) / cellSize | 0);
  h = Math.max(1, (h + cellSize - 1) / cellSize | 0);
  // creates a framebuffer and creates and attaches an RGBA/UNSIGNED texture 
  var fb = twgl.createFramebufferInfo(gl, [
    { min: gl.NEAREST, max: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE },
  ], w, h);
  framebuffers.push(fb);
}

var uniforms = {
  u_srcResolution: [ctx.canvas.width, ctx.canvas.height],
  u_texture: srcTex,
};

gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, unitQuadBufferInfo);

var w = ctx.canvas.width;
var h = ctx.canvas.height;
framebuffers.forEach(function(fbi, ndx) {
  w = Math.max(1, (w + cellSize - 1) / cellSize | 0);
  h = Math.max(1, (h + cellSize - 1) / cellSize | 0);
  uniforms.u_dstResolution = [w, h];
  twgl.bindFramebufferInfo(gl, fbi);
  twgl.setUniforms(programInfo, uniforms);
  twgl.drawBufferInfo(gl, unitQuadBufferInfo);
  
  uniforms.u_texture = fbi.attachments[0];
  uniforms.u_srcResolution = [w, h];
});

var p = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, p);
log("max: ", p[0], p[1], p[2]);


function log() {
  var elem = document.createElement("pre");
  elem.appendChild(document.createTextNode(Array.prototype.join.call(arguments, " ")));
  document.body.appendChild(elem);
}
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<script id="vs" type="not-js">
attribute vec4 position;

void main() {
  gl_Position = position;
}
</script>
<script id="max-fs" type="not-js">
precision mediump float;

#define CELL_SIZE $(cellSize)s

uniform sampler2D u_texture;
uniform vec2 u_srcResolution;  
uniform vec2 u_dstResolution;  

void main() {
  // compute the first pixel the source cell
  vec2 srcPixel = floor(gl_FragCoord.xy) * float(CELL_SIZE);
  
  // one pixel in source
  vec2 onePixel = vec2(1) / u_srcResolution;
  
  // uv for first pixel in cell. +0.5 for center of pixel
  vec2 uv = (srcPixel + 0.5) * onePixel;
    
  vec4 maxColor = vec4(0);
  for (int y = 0; y < CELL_SIZE; ++y) {
    for (int x = 0; x < CELL_SIZE; ++x) {
      maxColor = max(maxColor, texture2D(u_texture, uv + vec2(x, y) * onePixel)); 
    }
  }

  gl_FragColor = maxColor;
}
</script>
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
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现在你有了答案,你可以将它传递给另一个着色器来“对比”你的纹理

如果你读出这些值,那么

uniform vec4 u_minColor;
uniform vec4 u_maxColor;
uniform sampler2D u_texture;

...

  vec4 color = texture2D(u_texture, uv);     
  vec4 range = u_maxColor - u_minColor;
  gl_FragColor = (color - u_minColor) * range;
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如果您只想传入纹理而不读取它们,那么

uniform sampler2D u_minColor;
uniform sampler2D u_maxColor;
uniform sampler2D u_texture;

...
  vec4 minColor = texture2D(u_minColor, vec2(0));
  vec4 maxColor = texture2D(u_maxColor, vec2(0));
  vec4 color = texture2D(u_texture, uv);     
  vec4 range = maxColor - minColor;
  gl_FragColor = vec4(((color - minColor) / range).rgb, 1);
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我不知道一个是否比另一个更好。我认为从纹理读取比从统一读取慢,但对于这么小的着色器,性能差异可能很小

"use strict";

var cellSize = 2;

// make a texture as our source
var ctx = document.createElement("canvas").getContext("2d");
ctx.fillStyle = "rgb(128, 128, 128)";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillStyle = "rgb(12, 34, 56)";
ctx.fillRect(20, 30, 1, 1);
ctx.fillStyle = "rgb(254, 243, 232)";
ctx.fillRect(270, 140, 1, 1);

var canvas = document.createElement("canvas");
var m4 = twgl.m4;
var gl = canvas.getContext("webgl");

var ext = gl.getExtension("WEBGL_draw_buffers");
if (!ext) {
   alert("sample requires WEBGL_draw_buffers");
}
var fsSrc = document.querySelector("#minmax-fs").text.replace("$(cellSize)s", cellSize);
var programInfo = twgl.createProgramInfo(gl, ["vs", fsSrc]);

var unitQuadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);

var srcTex = twgl.createTexture(gl, { 
  src: ctx.canvas, 
  min: gl.NEAREST, 
  mag: gl.NEAREST,
  wrap: gl.CLAMP_TO_EDGE,
});

var framebuffers = [];
var w = ctx.canvas.width;
var h = ctx.canvas.height;
while (w > 1 || h > 1) {
  w = Math.max(1, (w + cellSize - 1) / cellSize | 0);
  h = Math.max(1, (h + cellSize - 1) / cellSize | 0);
  // creates a framebuffer and creates and attaches 2 RGBA/UNSIGNED textures
  var fbi = twgl.createFramebufferInfo(gl, [
    { min: gl.NEAREST, mag: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE, },
    { min: gl.NEAREST, mag: gl.NEAREST, wrap: gl.CLAMP_TO_EDGE, },
  ], w, h);
  ext.drawBuffersWEBGL([ext.COLOR_ATTACHMENT0_WEBGL, ext.COLOR_ATTACHMENT1_WEBGL]);
  framebuffers.push(fbi);
}
    
// need separate FBs to read the output  
var lastFBI = framebuffers[framebuffers.length - 1];
var minFBI = twgl.createFramebufferInfo(gl, [
    { attachment: lastFBI.attachments[0] }
], 1, 1);
var maxFBI = twgl.createFramebufferInfo(gl, [
    { attachment: lastFBI.attachments[1] }
], 1, 1);

var uniforms = {
  u_srcResolution: [ctx.canvas.width, ctx.canvas.height],
  u_minTexture: srcTex,
  u_maxTexture: srcTex,
};

gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, unitQuadBufferInfo);

var w = ctx.canvas.width;
var h = ctx.canvas.height;
framebuffers.forEach(function(fbi, ndx) {
  w = Math.max(1, (w + cellSize - 1) / cellSize | 0);
  h = Math.max(1, (h + cellSize - 1) / cellSize | 0);
  uniforms.u_dstResolution = [w, h];
  twgl.bindFramebufferInfo(gl, fbi);
  twgl.setUniforms(programInfo, uniforms);
  twgl.drawBufferInfo(gl, unitQuadBufferInfo);
  
  uniforms.u_minTexture = fbi.attachments[0];
  uniforms.u_maxTexture = fbi.attachments[1];
  uniforms.u_srcResolution = [w, h];
});

var p = new Uint8Array(4);
twgl.bindFramebufferInfo(gl, minFBI);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, p);
log("min: ", p[0], p[1], p[2]);
twgl.bindFramebufferInfo(gl, maxFBI);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, p);
log("max: ", p[0], p[1], p[2]);

function log() {
  var elem = document.createElement("pre");
  elem.appendChild(document.createTextNode(Array.prototype.join.call(arguments, " ")));
  document.body.appendChild(elem);
}
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<script id="vs" type="not-js">
attribute vec4 position;

void main() {
  gl_Position = position;
}
</script>
<script id="minmax-fs" type="not-js">
#extension GL_EXT_draw_buffers : require
precision mediump float;

#define CELL_SIZE $(cellSize)s

uniform sampler2D u_minTexture;
uniform sampler2D u_maxTexture;
uniform vec2 u_srcResolution;  
uniform vec2 u_dstResolution;  

void main() {
  // compute the first pixel the source cell
  vec2 srcPixel = floor(gl_FragCoord.xy) * float(CELL_SIZE);
  
  // one pixel in source
  vec2 onePixel = vec2(1) / u_srcResolution;
  
  // uv for first pixel in cell. +0.5 for center of pixel
  vec2 uv = (srcPixel + 0.5) / u_srcResolution;
    
  vec4 minColor = vec4(1);
  vec4 maxColor = vec4(0);
  for (int y = 0; y < CELL_SIZE; ++y) {
    for (int x = 0; x < CELL_SIZE; ++x) {
      vec2 off = uv + vec2(x, y) * onePixel;
      minColor = min(minColor, texture2D(u_minTexture, off));
      maxColor = max(maxColor, texture2D(u_maxTexture, off));
    }
  }

  gl_FragData[0] = minColor;
  gl_FragData[1] = maxColor;
}
</script>
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
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uniform vec4 u_minColor;
uniform vec4 u_maxColor;
uniform sampler2D u_texture;

...

  vec4 color = texture2D(u_texture, uv);     
  vec4 range = u_maxColor - u_minColor;
  gl_FragColor = (color - u_minColor) * range;
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至于单色,只需将 src 纹理更改为 gl.LUMINANCE