WebGL drawBuffer 输出黑色纹理



我正在尝试在drawBuffers的帮助下编写简单的webgl multipass程序。我创建了 2 个 drawBuffer 纹理,并在 fragmentShaderPass1 中为它们分配颜色。纹理 1 应为绿色,纹理 2 应为棕色。然后,我将这些纹理作为统一传递给fragmentShaderPass2,后者使用Texture1的颜色来渲染矩形。问题是矩形总是黑色而不是绿色!我在这里做错了什么?

// STAGE 1
let fragmentShaderPass1 = `
#extension GL_EXT_draw_buffers : require
precision highp float;
precision highp int;
precision highp sampler2D;
void main( void )
{
gl_FragData[0] = vec4(.2, .8, .0, 1);  // green
gl_FragData[1] = vec4(.6, .5, .4, .3);  // brown
}
`;
let pass1_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass1);
let firstStageFrameBuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, firstStageFrameBuffer);
gl.useProgram(pass1_prog);
for (let i = 0; i < 2; i++) 
{
let tex = gl.createTexture();
textures.push(tex);
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);
// attach texture to framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, ext.COLOR_ATTACHMENT0_WEBGL + i, gl.TEXTURE_2D, tex, 0);
}
gl.disable(gl.DEPTH_TEST); // framebuffer doesn't even have a depth buffer!
gl.viewport(0, 0, _this.canvas.width, _this.canvas.height); 
ext.drawBuffersWEBGL([
ext.COLOR_ATTACHMENT0_WEBGL,
ext.COLOR_ATTACHMENT1_WEBGL
]);
gl.drawArrays(gl.POINTS, 0, 1); 

// STAGE 2
let fragmentShaderPass2 = `
precision highp float;
precision highp int;
precision highp sampler2D;
uniform sampler2D inColor0;
uniform sampler2D inColor1;
void main( void )
{
gl_FragColor = texture2D(inColor0, vec2(0.5));
}
`;
let pass2_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass2);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(pass2_prog);
gl.viewport(0, 0, canvas.width, canvas.height); 
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[0]);
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor0"), 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, textures[1]); 
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor1"), 1);
gl.drawArrays(gl.POINTS, 0, 1);

您上面发布的代码不会使您的纹理可渲染,并在 JavaScript 控制台中收到此错误

渲染

警告:绑定到纹理单元 0 的纹理不可渲染。它可能是非 2 次方或具有不兼容的纹理过滤(也许(?

它们不可渲染,因为它们没有 mips,但设置为使用 mips(默认值(。它们也可能不是 2 维的幂,尽管您没有显示画布的大小,但只是猜测它不是 2 的幂。

使它们可渲染

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);

使它们呈现

const canvas = document.querySelector('canvas');
const _this = {canvas};
const textures = [];
const gl = _this.canvas.getContext('webgl');
const ext = gl.getExtension('WEBGL_draw_buffers');
if (!ext) { alert('need WEBGL_draw_buffers'); }
const globals = {
vertexShader: `
void main() {
gl_Position = vec4(0, 0, 0, 1);
gl_PointSize = 100.0;
}
`,
}
// STAGE 1
let fragmentShaderPass1 = `
#extension GL_EXT_draw_buffers : require
precision highp float;
precision highp int;
precision highp sampler2D;
void main( void )
{
gl_FragData[0] = vec4(.2, .8, .0, 1);  // green
gl_FragData[1] = vec4(.6, .5, .4, 1);  // brown
}
`;
let pass1_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass1);
let firstStageFrameBuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, firstStageFrameBuffer);
gl.useProgram(pass1_prog);
for (let i = 0; i < 2; i++) {
let tex = gl.createTexture();
textures.push(tex);
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);
// attach texture to framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, ext.COLOR_ATTACHMENT0_WEBGL + i, gl.TEXTURE_2D, tex, 0);
}
gl.disable(gl.DEPTH_TEST); // framebuffer doesn't even have a depth buffer!
gl.viewport(0, 0, _this.canvas.width, _this.canvas.height);
ext.drawBuffersWEBGL([
ext.COLOR_ATTACHMENT0_WEBGL,
ext.COLOR_ATTACHMENT1_WEBGL
]);
gl.drawArrays(gl.POINTS, 0, 1);
// STAGE 2
let fragmentShaderPass2 = `
precision highp float;
precision highp int;
precision highp sampler2D;
uniform sampler2D inColor0;
uniform sampler2D inColor1;
void main( void )
{
gl_FragColor = texture2D(inColor0, vec2(0.5));
}
`;
let pass2_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass2);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(pass2_prog);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[0]);
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor0"), 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, textures[1]);
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor1"), 1);
gl.drawArrays(gl.POINTS, 0, 1);
// ---
function createProgram(gl, vSrc, fSrc) {
return twgl.createProgram(gl, [vSrc, fSrc]);
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

注意 我将"棕色"颜色从vec4(.6, .5, .4, .3)更改为vec4(.6, .5, .4, 1)vec4(.6, .5, .4, .3)是画布的无效颜色,除非您对输出执行更多数学运算或将画布设置为除预乘 alpha 颜色之外的 NOT。输出着色器没有执行任何额外的数学运算,也没有显示用于设置画布的代码。默认情况下,浏览器希望您将预乘的颜色值放入画布中。vec4(.6, .5, .4, .3)不是预乘的alpha,因为如果它是r,g和b就不能>a。

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