使用帧缓冲区对象的图像上的 WebGL 多个片段着色器提供黑色输出



首先,我是WebGL的新手。我正在尝试在要渲染的单个图像上应用多个片段着色器(此处为 2 个着色器(。我在不同的文章和其他堆栈溢出问题中读到我们应该为此目的使用帧缓冲器(乒乓方法(,但在任何地方都找不到任何示例代码片段。 我的理解是,首先我创建两个程序,每个程序都有不同的片段着色器。然后使用帧缓冲对象,我可以在原始图像上使用我的第一个程序(第一个着色器(并将其输出到该 fbo 纹理。然后将此输出纹理用作第二个程序中的输入,以便保留两个着色器。此输出最终呈现在画布上。 我尝试做同样的事情,但我的画布是完全黑色的。我在控制台中没有收到任何错误,一切似乎都很好,但不是结果。 我被击中了几个小时.谁能帮我检查一下? 下面是我写的代码

const canvas = document.querySelector("canvas")
const gl = canvas.getContext("webgl");
//create two programs using a createprogram function written in my code.
const programA = createProgram(gl, vertexShader, fragmentShaderA); // program using #shader1
const programB = createProgram(gl, vertexShader, fragmentShaderB);
const texFbPair = createTextureAndFramebuffer(gl); //function defined below
setAttributes(programA);
setAttributes(programB);
function setAttributes(program) {
const positionLocation = gl.getAttribLocation(program, 'position');
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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);
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
}
const texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(gl, texture);
};
texture.image.crossOrigin = '';
texture.image.src = 'skogafoss_waterfall_iceland.jpg';
function handleLoadedTexture(gl, texture, callback) {
gl.bindTexture(gl.TEXTURE_2D, texture);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
}
gl.useProgram(programA);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair.fb);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clearColor(0, 0, 1, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.useProgram(programB);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, texFbPair.tex);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)
function createTextureAndFramebuffer(gl) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
return { tex: tex, fb: fb };
}

从您的代码来看,您对属性的工作原理有误解。属性是WebGL1中的全局状态,因此这些行

setAttributes(programA);
setAttributes(programB);

行不通。对setAttributes的第二次调用只会将全局属性更改为第二次调用的设置。

看到这个和这个

下一个问题是代码不等待图像加载,因此它会创建一个图像,设置完成加载时的回调,然后绘制 2 件事。然后,图像完成加载并复制到纹理中,但之后不会发生任何绘制。

该代码也永远不会分配实际纹理createTextureAndFramebuffer

为此,您需要致电gl.texImage2D

这是一些工作代码。

const vertexShader = `
attribute vec4 position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = position;
v_texCoord = a_texCoord;
}
`;
const fragmentShaderA = `
precision highp float;
varying vec2 v_texCoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texCoord);
}
`;
const fragmentShaderB = `
precision highp float;
varying vec2 v_texCoord;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texCoord);
}
`;
const canvas = document.querySelector("canvas")
const gl = canvas.getContext("webgl");
//create two programs using a createprogram function written in my code.
const programA = createProgram(gl, vertexShader, fragmentShaderA); // program using #shader1
const programB = createProgram(gl, vertexShader, fragmentShaderB);
const texFbPair = createTextureAndFramebuffer(gl); //function defined below
function setAttributes(program) {
const positionLocation = gl.getAttribLocation(program, 'position');
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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);
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
}
const texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(gl, texture);
};
texture.image.crossOrigin = '';
texture.image.src = 'https://i.imgur.com/ZKMnXce.png';
function handleLoadedTexture(gl, texture, callback) {
gl.bindTexture(gl.TEXTURE_2D, texture);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);

setAttributes(programA);
gl.useProgram(programA);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair.fb);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clearColor(0, 0, 1, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
setAttributes(programB);
gl.useProgram(programB);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, texFbPair.tex);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)}

function createTextureAndFramebuffer(gl) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D,
0, // mip level
gl.RGBA, // internal format
gl.canvas.width, // width
gl.canvas.height, // height
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
null); // data
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
return { tex: tex, fb: fb };
}
function createProgram(gl, vs, fs) {
return twgl.createProgram(gl, [vs, fs]);
}
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

我注意到的其他事情。

采样器的制服永远不会被查找(当然我不知道你的实际着色器是什么样子的,我使用了占位符(。因此,它之所以有效,是因为制服默认为 0,因此程序将引用绑定到纹理单元 0 的纹理,这是默认值。

我还注意到通过帧缓冲的第一次绘制将视口设置为画布的大小。如果帧缓冲中附件的大小是画布的大小(我在添加对texImage2D的调用时使它们成为画布的大小(,这是正确的,但记录该纹理的宽度和高度可能更合适,因此如果您更改其大小,代码不会失败。

最后,当我将setAttributes调用移动到正确的位置时,在渲染时创建和填充缓冲区并不常见。在初始化时创建缓冲区并在渲染时设置属性更为常见,但我不想更改更多代码。

您可能会发现这些教程很有帮助。

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