在着色器程序之间传递数据



好的,我会尽可能简单。我想在着色器程序之间传递数据。我目前正在使用readPixels来实现这一点,但我觉得这可能会减慢操作速度,我正在探索更快的选项。

我的程序做什么:

  1. 程序1对画布进行渲染
  2. program2在它的着色器中做了一些很棒的操作,我想把它传给program1

我的问题:

  1. 是否可以使用program2中的vbo并将其传递给program1进行渲染?从我下面给出的链接听起来,你不能在上下文中共享数据,这意味着来自一个缓冲区的数据不能用于另一个缓冲区时。但也许我错过了什么
  2. 我相信本文中提到的方法可以实现我想要的效果,方法是渲染到画布上,然后使用texImage2D更新程序1(将帧缓冲区数据从一个WebGLRenderingContext复制到另一个?(。我说得对吗?如果是这样的话,这会比使用readPixels更快吗(我问是因为如果使用texImage2D差不多,我就不会麻烦了(

提前感谢任何回答的人。

将数据从一个着色器传递到下一个着色器的正常方法是渲染到纹理(通过将该纹理附加到帧缓冲区(。然后将该纹理传递给第二个着色器。

function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
const vs1 = `#version 300 es
void main () {
gl_Position = vec4(0, 0, 0, 1);
gl_PointSize = 64.0;
}
`;

const fs1 = `#version 300 es
precision highp float;
out vec4 myOutColor;
void main() {
myOutColor = vec4(fract(gl_PointCoord * 4.), 0, 1);
}
`;

const vs2 = `#version 300 es
in vec4 position;
void main () {
gl_Position = position;
gl_PointSize = 32.0;
}
`;

const fs2 = `#version 300 es
precision highp float;
uniform sampler2D tex;
out vec4 myOutColor;
void main() {
myOutColor = texture(tex, gl_PointCoord);
}
`;
// make 2 programs
const prg1 = twgl.createProgram(gl, [vs1, fs1]);
const prg2 = twgl.createProgram(gl, [vs2, fs2]);
// make a texture
const tex = gl.createTexture();
const texWidth = 64;
const texHeight = 64;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, texWidth, texHeight, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// attach texture to framebuffer
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, tex, 0);
// render to texture
gl.viewport(0, 0, texWidth, texHeight);
gl.useProgram(prg1);
gl.drawArrays(gl.POINTS, 0, 1);

// render texture (output of prg1) to canvas using prg2
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(prg2);
// note: the texture is already bound to texture unit 0
// and uniforms default to 0 so the texture is already setup
const posLoc = gl.getAttribLocation(prg2, 'position')
const numDraws = 12
for (let i = 0; i < numDraws; ++i) {
const a = i / numDraws * Math.PI * 2;
gl.vertexAttrib2f(posLoc, Math.sin(a) * .7, Math.cos(a) * .7);
gl.drawArrays(gl.POINTS, 0, 1);
}
}
main();
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

也可以使用"变换反馈"将顶点着色器的输出存储到一个或多个缓冲区,当然这些缓冲区也可以用作另一个着色器的输入。

// this example from
// https://webgl2fundamentals.org/webgl/lessons/resources/webgl-state-diagram.html?exampleId=transform-feedback
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl2');
const genPointsVSGLSL = `#version 300 es
uniform int numPoints;
out vec2 position;
out vec4 color;
#define PI radians(180.0)
void main() {
float u = float(gl_VertexID) / float(numPoints);
float a = u * PI * 2.0;
position = vec2(cos(a), sin(a)) * 0.8;
color = vec4(u, 0, 1.0 - u, 1);
}
`;
const genPointsFSGLSL = `#version 300 es
void main() {
discard;
}
`;
const drawVSGLSL = `#version 300 es
in vec4 position;
in vec4 color;
out vec4 v_color;
void main() {
gl_PointSize = 20.0;
gl_Position = position;
v_color = color;
}
`;
const drawFSGLSL = `#version 300 es
precision highp float;
in vec4 v_color;
out vec4 outColor;
void main() {
outColor = v_color;
}
`;
const createShader = function(gl, type, glsl) {
const shader = gl.createShader(type)
gl.shaderSource(shader, glsl)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader))
}
return shader
};
const createProgram = function(gl, vsGLSL, fsGLSL, outVaryings) {
const vs = createShader(gl, gl.VERTEX_SHADER, vsGLSL)
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsGLSL)
const prg = gl.createProgram()
gl.attachShader(prg, vs)
gl.attachShader(prg, fs)
if (outVaryings) {
gl.transformFeedbackVaryings(prg, outVaryings, gl.SEPARATE_ATTRIBS)
}
gl.linkProgram(prg)
if (!gl.getProgramParameter(prg, gl.LINK_STATUS)) {
throw new Error(gl.getProgramParameter(prg))
}
return prg
};
const genProg = createProgram(gl, genPointsVSGLSL, genPointsFSGLSL, ['position', 'color']);
const drawProg = createProgram(gl, drawVSGLSL, drawFSGLSL);
const numPointsLoc = gl.getUniformLocation(genProg, 'numPoints');
const posLoc = gl.getAttribLocation(drawProg, 'position');
const colorLoc = gl.getAttribLocation(drawProg, 'color');
const numPoints = 24;
// make a vertex array and attach 2 buffers
// one for 2D positions, 1 for colors.
const dotVertexArray = gl.createVertexArray();
gl.bindVertexArray(dotVertexArray);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, numPoints * 2 * 4, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(
posLoc,       // location
2,            // size (components per iteration)
gl.FLOAT,     // type of to get from buffer
false,        // normalize
0,            // stride (bytes to advance each iteration)
0,            // offset (bytes from start of buffer)
);
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, numPoints * 4 * 4, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(colorLoc);
gl.vertexAttribPointer(
colorLoc,   // location
4,          // size (components per iteration)
gl.FLOAT,   // type of to get from buffer
false,      // normalize
0,          // stride (bytes to advance each iteration)
0,          // offset (bytes from start of buffer)
);
// This is not really needed but if we end up binding anything
// to ELEMENT_ARRAY_BUFFER, say we are generating indexed geometry
// we'll change cubeVertexArray's ELEMENT_ARRAY_BUFFER. By binding
// null here that won't happen.
gl.bindVertexArray(null);
// setup a transform feedback object to write to
// the position and color buffers
const tf = gl.createTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, positionBuffer);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, colorBuffer);
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
// above this line is initialization code
// --------------------------------------
// below is rendering code.
// --------------------------------------
// First compute points into buffers
// no need to call the fragment shader
gl.enable(gl.RASTERIZER_DISCARD);
// unbind the buffers so we don't get errors.
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, null);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.useProgram(genProg);
// generate numPoints of positions and colors
// into the buffers
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.beginTransformFeedback(gl.POINTS);
gl.uniform1i(numPointsLoc, numPoints);
gl.drawArrays(gl.POINTS, 0, numPoints);
gl.endTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
// turn on using fragment shaders again
gl.disable(gl.RASTERIZER_DISCARD);
// --------------------------------------
// Now draw using the buffers we just computed
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.bindVertexArray(dotVertexArray);
gl.useProgram(drawProg);
gl.drawArrays(gl.POINTS, 0, numPoints);
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

这个答案也可能有用。

好吧,所以我想做的事情如下(希望这能在未来帮助其他人(。基本上,我想让一个着色器为另一个将渲染的着色器(程序#1(进行移动计算(程序#2(。我想避免在JS中进行任何矢量计算。这个例子结合了@gman的变换反馈样本和我上面提供的样本:

const canvas = document.querySelector('canvas');
			var gl = canvas.getContext('webgl2', {preserveDrawingBuffer: true});
			
			
			// ___________shaders
			
			// ___________vs and fs #1
			const genPointsVSGLSL = `#version 300 es
			in vec4 aPos;
			void main(void) {
			   gl_PointSize = 20.0;
			   gl_Position = vec4( -0.01 + aPos.x , -0.01+aPos.y , aPos.zw);
			}
			`;
			const genPointsFSGLSL = `#version 300 es
			precision highp float;
			out vec4 color;
			void main() {
			 discard;
			 //color = vec4(0.5,0.5,0.0,1.0);
			}
			`;
		
		
		
			// ___________vs and fs #2
			
			const drawVSGLSL = `#version 300 es
			in vec4 position;
			void main() {
			  gl_PointSize = 20.0;
			  gl_Position = position;
			}
			`;
			const drawFSGLSL = `#version 300 es
			precision highp float;
			out vec4 outColor;
			void main() {
				outColor = vec4( 255.0,0.0,0.0,1.0 );
			}
			`;
			
		
		
		
			// create shaders and programs code
			const createShader = function(gl, type, glsl) {
			  const shader = gl.createShader(type)
			  gl.shaderSource(shader, glsl)
			  gl.compileShader(shader)
			  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
				throw new Error(gl.getShaderInfoLog(shader))
			  }
			  return shader
			};
			const createProgram = function(gl, vsGLSL, fsGLSL, outVaryings) {
			  const vs = createShader(gl, gl.VERTEX_SHADER, vsGLSL)
			  const fs = createShader(gl, gl.FRAGMENT_SHADER, fsGLSL)
			  const prg = gl.createProgram()
			  gl.attachShader(prg, vs)
			  gl.attachShader(prg, fs)
			  if (outVaryings) {
				gl.transformFeedbackVaryings(prg, outVaryings, gl.SEPARATE_ATTRIBS)
			  }
			  gl.linkProgram(prg)
			  if (!gl.getProgramParameter(prg, gl.LINK_STATUS)) {
				throw new Error(gl.getProgramParameter(prg))
			  }
			  return prg
			};
			const genProg = createProgram(gl, genPointsVSGLSL, genPointsFSGLSL, ['gl_Position']);
			const drawProg = createProgram(gl, drawVSGLSL, drawFSGLSL, ['gl_Position']);
			
			
			// program1 location attribute
			const positionLoc = gl.getAttribLocation( drawProg , 'position');
			// program2 location attribute
			const aPosLoc = gl.getAttribLocation( genProg , 'aPos');
		
		
			var vertizes = [0.8,0,0,1, 0.8,0.5,0,1];
			var indizes = vertizes.length/4;
		
			// create buffers and transform feedback
			var bufA = gl.createBuffer()
			gl.bindBuffer(gl.ARRAY_BUFFER, bufA)
			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( vertizes ), gl.DYNAMIC_COPY)
			var bufB = gl.createBuffer()
			gl.bindBuffer(gl.ARRAY_BUFFER, bufB)
			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( vertizes ) , gl.DYNAMIC_COPY)
			var transformFeedback = gl.createTransformFeedback()
			gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, transformFeedback)
		
		
		
		
			// draw
			function draw(){
				
				
				gl.useProgram( genProg );
				gl.clear(gl.COLOR_BUFFER_BIT);
				
				// bind bufA to output of program#2
				gl.bindBuffer(gl.ARRAY_BUFFER, bufA);
				gl.enableVertexAttribArray( aPosLoc );
				gl.vertexAttribPointer(aPosLoc, 4, gl.FLOAT, gl.FALSE, 0, 0)
				
				// run movement calculation code, aka program#2 (calculate movement location and hide the results using RASTERIZER_DISCARD )
				gl.enable(gl.RASTERIZER_DISCARD);
				gl.drawArrays(gl.POINTS, 0, indizes);
				gl.disable(gl.RASTERIZER_DISCARD);
				
				gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, bufB);
				
				
				
				
				 // move dot using rendering code and the position calculated previously which is still stored in bufA
				gl.useProgram( drawProg );
				gl.bindBuffer( gl.ARRAY_BUFFER, bufA );
				gl.enableVertexAttribArray( positionLoc );
				gl.vertexAttribPointer( positionLoc , 4, gl.FLOAT, gl.FALSE, 0, 0);
				gl.drawArrays(gl.POINTS, 0, indizes);
				
				
				
				gl.useProgram( genProg );
				
				// run transforma feedback
				gl.beginTransformFeedback(gl.POINTS);
				gl.drawArrays(gl.POINTS, 0, indizes);
				gl.endTransformFeedback();
				gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
				// switch bufA and bufB in preperation for the next draw call
				var t = bufA;
				bufA = bufB;
				bufB = t;
				
			}
		
		
		
			setInterval( draw , 100 );
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
		<canvas></canvas>

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