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WebGL 从浮点渲染目标读取像素

转载 作者:行者123 更新时间:2023-12-04 02:48:12 25 4
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有一些困惑e.g.在 WebGL 中渲染到浮点纹理的支持级别。根据 Optional support for FLOAT textures as FBO attachments (deprecated),OES_texture_float 扩展本身似乎并没有强制要求。 ,但看起来一些供应商继续实现它。因此,我的基本理解是渲染到浮点纹理实际上可以在非 ES 桌面环境中工作。不过,我无法直接从浮点渲染目标中读取数据。

我的问题是是否有一种方法可以使用 WebGLContext::readPixels() 调用和 Float32Array 目标从浮点纹理中读取?提前致谢。

附件是一个脚本,它成功地从字节纹理读取,但对于浮点纹理失败:

<html>
<head>
<script>
function run_test(use_float) {
// Create canvas and context
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var gl = canvas.getContext("experimental-webgl");

// Decide on types to user for texture
var texType, bufferFmt;
if (use_float) {
texType = gl.FLOAT;
bufferFmt = Float32Array;
} else {
texType = gl.UNSIGNED_BYTE;
bufferFmt = Uint8Array;
}

// Query extension
var OES_texture_float = gl.getExtension('OES_texture_float');
if (!OES_texture_float) {
throw new Error("No support for OES_texture_float");
}

// Clear
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);

// Create texture
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 512, 512, 0, gl.RGBA, texType, null);

// Create and attach frame buffer
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.bindTexture(gl.TEXTURE_2D, null);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
throw new Error("gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE");
}

// Clear
gl.viewport(0, 0, 512, 512);
gl.clear(gl.COLOR_BUFFER_BIT);
var pixels = new bufferFmt(4 * 512 * 512);
gl.readPixels(0, 0, 512, 512, gl.RGBA, texType, pixels);

if (pixels[0] !== (use_float ? 1.0 : 255)) {
throw new Error("pixels[0] === " + pixels[0].toString());
}
}

function main() {
run_test(false);
console.log('Test passed using GL_UNSIGNED_BYTE');
run_test(true);
console.log('Test passed using GL_FLOAT');
}
</script>
</head>
<body onload='main()'>
</body>
</html>

最佳答案

不幸的是,将 RGBA 组件读取为字节似乎仍然是 WebGL 的唯一方法。如果您需要将浮点数编码为像素值,可以使用以下内容:

在您的分形着色器(GLSL/HLSL)中:

float shift_right (float v, float amt) { 
v = floor(v) + 0.5;
return floor(v / exp2(amt));
}
float shift_left (float v, float amt) {
return floor(v * exp2(amt) + 0.5);
}
float mask_last (float v, float bits) {
return mod(v, shift_left(1.0, bits));
}
float extract_bits (float num, float from, float to) {
from = floor(from + 0.5); to = floor(to + 0.5);
return mask_last(shift_right(num, from), to - from);
}
vec4 encode_float (float val) {
if (val == 0.0) return vec4(0, 0, 0, 0);
float sign = val > 0.0 ? 0.0 : 1.0;
val = abs(val);
float exponent = floor(log2(val));
float biased_exponent = exponent + 127.0;
float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0;
float t = biased_exponent / 2.0;
float last_bit_of_biased_exponent = fract(t) * 2.0;
float remaining_bits_of_biased_exponent = floor(t);
float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0;
float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0;
float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0;
float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0;
return vec4(byte4, byte3, byte2, byte1);
}

// (the following inside main(){}) return your float as the fragment color
float myFloat = 420.420;
gl_FragColor = encode_float(myFloat);

然后回到 JavaScript 端,在进行绘图调用后,您可以使用以下内容提取每个像素的编码浮点值:
var pixels = new Uint8Array(CANVAS.width * CANVAS.height * 4);
gl.readPixels(0, 0, CANVAS.width, CANVAS.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
pixels = new Float32Array(pixels.buffer);

// pixels now contains an array of floats, 1 float for each pixel

关于WebGL 从浮点渲染目标读取像素,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17981163/

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