我正在尝试学习如何在 WebGL2 中利用gl.drawBuffer()功能从同一程序执行多个输出。
我查看了“ OpenGL ES 3.0 编程指南”一书,第 11 章,其中列出了发生多输出所需的内容。然而,着色器源示例非常简单,仅输出常量值。
我想知道是否有人有更好的例子?或者是否可以解释 TextureCoordinates 变化发生了什么?在普通着色器代码中,我会使用它从我的输入中查找数据值并将它们写出来。现在面对多个布局,不同的 TextureCoordinates 如何对应每个布局?我的 viewPort 的尺寸会发生什么变化?哪个输出纹理对应?
以下是我理解它们的一些步骤:
对于每个FB:
调用传递颜色附件数组的 drawBuffers
在着色器内部访问输出值,如下所示:
layout(location = 0) out vec4 fragData0;
layout(location = 1) out vec4 fragData1;
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您只需要一个帧缓冲对象。您将所有纹理附加到它。所以你的步骤是
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert("need WebGL2");
}
const vs = `
#version 300 es
void main() {
gl_PointSize = 300.0;
gl_Position = vec4(0, 0, 0, 1);
}
`;
const fs = `
#version 300 es
precision mediump float;
layout(location = 0) out vec4 outColor0;
layout(location = 1) out vec4 outColor1;
layout(location = 2) out vec4 outColor2;
layout(location = 3) out vec4 outColor3;
void main() {
outColor0 = vec4(1, .5, .3, .7); // orange
outColor1 = vec4(.6, .5, .4, .3); // brown
outColor2 = vec4(.2, .8, .0, 1); // green
outColor3 = vec4(.3, .4, .9, .6); // blue
}
`
const program = twgl.createProgram(gl, [vs, fs]);
const textures = [];
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
for (let i = 0; i < 4; ++i) {
const tex = gl.createTexture();
textures.push(tex);
gl.bindTexture(gl.TEXTURE_2D, tex);
const width = 1;
const height = 1;
const level = 0;
gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
// attach texture to framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i,
gl.TEXTURE_2D, tex, level);
}
// our framebuffer textures are only 1x1 pixels
gl.viewport(0, 0, 1, 1);
// tell it we want to draw to all 4 attachments
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
]);
// draw a single point
gl.useProgram(program);
{
const offset = 0;
const count = 1
gl.drawArrays(gl.POINT, 0, 1);
}
// --- below this is not relevant to the question but just so we
// --- we can see it's working
// render the 4 textures
const fs2 = `
#version 300 es
precision mediump float;
uniform sampler2D tex[4];
out vec4 outColor;
void main() {
vec4 colors[4];
// you can't index textures with non-constant integer expressions
// in WebGL2 (you can in WebGL1 lol)
colors[0] = texture(tex[0], vec2(0));
colors[1] = texture(tex[1], vec2(0));
colors[2] = texture(tex[2], vec2(0));
colors[3] = texture(tex[3], vec2(0));
vec4 color = vec4(0);
for (int i = 0; i < 4; ++i) {
float x = gl_PointCoord.x * 4.0;
float amount = step(float(i), x) * step(x, float(i + 1));
color = mix(color, colors[i], amount);
}
outColor = vec4(color.rgb, 1);
}
`;
const prgInfo2 = twgl.createProgramInfo(gl, [vs, fs2]);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(prgInfo2.program);
// binds all the textures and set the uniforms
twgl.setUniforms(prgInfo2, {
tex: textures,
});
gl.drawArrays(gl.POINTS, 0, 1);
}
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<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
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