Sub*_*ash 5 javascript webgl fragment-shader
我想将片段着色器中的计算值保存在某个变量中,以便下次可以使用它。
目前,我正在使用一个巨大的算法准备图像,我想将其保存到一些vec4中,再次请求时,我只想获取该vec4,应该说
gl_FragColor = vec4(previously saved variable)
这个问题与我也问过的另一个问题有关,但是我觉得如果这个问题有答案,那么我可以轻松地破解另一个问题。
有什么建议么 ?
WebGL 中的片段着色器写入两件事之一。(1) 画布到 (2) 帧缓冲区的附件。帧缓冲区的附件可以是纹理。纹理可以用作着色器的输入。因此,您可以写入纹理并在下一次绘制中使用该纹理。
这是一个例子
var vs = `
attribute vec4 position;
void main() {
gl_Position = position;
}
`;
var fs = `
precision mediump float;
uniform sampler2D u_texture;
void main() {
// just grab the middle pixel(s) from the texture
// but swizzle the colors g->r, b->g, r->b
gl_FragColor = texture2D(u_texture, vec2(.5)).gbra;
}`;
var canvas = document.querySelector("canvas");
var gl = canvas.getContext("webgl");
var program = twgl.createProgramFromSources(gl, [vs, fs]);
var positionLocation = gl.getAttribLocation(program, "position");
// we don't need to look up the texture's uniform location because
// we're only using 1 texture. Since the uniforms default to 0
// it will use texture 0.
// put in a clipspace quad
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// make 2 1x1 pixel textures and put a red pixel the first one
var tex1 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA,
gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
var tex2 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex2);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA,
gl.UNSIGNED_BYTE, null);
// make a framebuffer for tex1
var fb1 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb1);
// attach tex1
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, tex1, 0);
// check this will actually work
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !==
gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments not supported");
}
// make a framebuffer for tex2
var fb2 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
// attach tex2
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, tex2, 0);
// check this will actually work
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !==
gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments not supported");
}
function render() {
gl.useProgram(program);
// render tex1 to the tex2
// input to fragment shader
gl.bindTexture(gl.TEXTURE_2D, tex1);
// output from fragment shader
gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
gl.viewport(0, 0, 1, 1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// render to canvas so we can see it
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// input to fragment shader, the texture we just rendered to
gl.bindTexture(gl.TEXTURE_2D, tex2);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// swap which texture we are rendering from and to
var t = tex1;
tex1 = tex2;
tex2 = t;
var f = fb1;
fb1 = fb2;
fb2 = f;
requestAnimationFrame(render);
}
requestAnimationFrame(render);Run Code Online (Sandbox Code Playgroud)
<script src="https://twgljs.org/dist/twgl-full.min.js"></script>
<canvas></canvas>Run Code Online (Sandbox Code Playgroud)
上面的示例在纹理中添加了红色。然后它通过调整颜色来渲染该纹理。绿色进入红色通道,蓝色进入绿色通道,红色进入蓝色通道。
我制作了 2 个纹理并将它们附加到 2 个帧缓冲区。
第一次迭代
tex1 = red
tex2 = 0,0,0,0
render to fb2
tex2 is now blue (because red was copied to blue)
render tex2 to canvas (canvas is now green because blue is copied to green)
switch which textures we're rendering to
Run Code Online (Sandbox Code Playgroud)
第二次迭代
tex1 = blue (was tex2 last time)
tex2 = red (was tex1 last time)
render to fb2 (was fb1 last time)
tex2 = green (because blue is copied to green)
render tex2 to canvas (canvas is now red because green is copied to red)
switch which textures we're rendering to
Run Code Online (Sandbox Code Playgroud)
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