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webgl - 帧缓冲区绑定(bind)顺序

转载 作者:行者123 更新时间:2023-12-01 01:50:45 24 4
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我正在尝试在绘图调用之外实例化我的所有帧缓冲区。但如果我这样做,渲染就会非常有问题。

我认为我的代码应该如何结构化

framebuffer1 = createFramebuffer()
framebuffer2 = createFramebuffer()

draw(){
bindFramebuffer(framebuffer1)
drawScene()
bindFramebuffer(framebuffer2)
drawFirstPostProcess()
bindFramebuffer(null)
drawSecondPostProcess()
}

我当前的代码看起来如何
framebuffer1 = createFramebuffer()

draw(){
bindFramebuffer(framebuffer1)
drawScene()
framebuffer2 = createFramebuffer()
bindFramebuffer(framebuffer2)
drawFirstPostProcess()
bindFramebuffer(null)
drawSecondPostProcess()
}

这是我的真实代码:(第一个后期处理是景深,第二个是色差)

我如何实例化帧缓冲区 GitHub
export function createFramebuffer(gl, width, height) {
// Framebuffer part
const colorTexture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, colorTexture)
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_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null,
)

// Create the depth texture
const depthTexture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, depthTexture)
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_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0,
gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null,
)

const buffer = gl.createFramebuffer()
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTexture, 0)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture, 0)

gl.bindTexture(gl.TEXTURE_2D, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)

return {
buffer,
colorTexture,
depthTexture,
}
}

我绘制所有元素的主要功能 GitHub
const chromatic = new ChromaticAberration(gl)
const depth = new DepthField(gl)

const bufftex1 = createFramebuffer(gl, canvas.width, canvas.height)

GLB.animate = (time) => {
window.requestAnimationFrame(GLB.animate)

gl.enable(gl.DEPTH_TEST)

gl.viewport(0.0, 0.0, canvas.width, canvas.height)

gl.bindFramebuffer(gl.FRAMEBUFFER, bufftex1.buffer)

gl.clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)

drawCubes()
skybox.draw()

const bufftex2 = createFramebuffer(gl, canvas.width, canvas.height)
gl.bindFramebuffer(gl.FRAMEBUFFER, bufftex2.buffer)

depth.draw(
canvas.width, canvas.height, bufftex1.colorTexture, bufftex1.depthTexture,
document,
)

gl.bindFramebuffer(gl.FRAMEBUFFER, null)
gl.disable(gl.DEPTH_TEST)

chromatic.draw(time, canvas.width, canvas.height, bufftex2.colorTexture, document)
}

更新 1

故障:

glitch

正确的:

correct

我们可以看到、移动的对象,但在“故障”版本中它们不会。浏览器没有错误。就像帧缓冲区只有第一个绘​​图调用一样。

更新 2

你可以在这里找到源代码: https://github.com/ice-blaze/lilengine/tree/depth%2313
如果要运行项目:
  • git clone
  • npm install
  • npm start
  • 转至 http://localhost:8080/
  • 最佳答案

    答案是:缺少 gl.clear(...) .绑定(bind)一个新的帧缓冲区后,我想做一个clear 是一个好习惯。 .

    关于webgl - 帧缓冲区绑定(bind)顺序,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44745025/

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