【问题标题】:How to work with framebuffers in webgl?如何在 webgl 中使用帧缓冲区?
【发布时间】:2017-06-09 01:00:26
【问题描述】:

我一直在尝试理解 WebGL/OpenGL-ES 中的帧缓冲区。 我知道我们可以使用帧缓冲区来混合多个纹理。

所以,为了理解我通过采用 1*1 纹理编写了一个示例,并尝试在其上应用帧缓冲逻辑。 但是,它没有用。

看底部的sn-p,如果你点击“混合红蓝”,图像不会被渲染,我做错了什么吗?

代码: `

var canvas, gl, attrPosition, texture, program, vertexBuffer, textureBuffer, vertices, texVertices, attrPos, attrTexPos, textures = [], framebuffers = [];

canvas = document.getElementById('canvas');
    gl = getWebGL();
    vertices = new Float32Array([
        -1.0, -1.0,  
         1.0, -1.0, 
         1.0,  1.0, 
        -1.0,  1.0, 
        -1.0, -1.0, 
    ]);

    texVertices = new Float32Array([
        0.0, 0.0,
        1.0, 0.0,
        1.0, 1.0,
        0.0, 1.0,
        0.0, 0.0
    ]);
    var getProgram = function () {
        var vs = createVertexShader([
            'attribute vec2 attrPos;',
            'attribute vec2 attrTexPos;',
            'varying highp vec2 vTexCoord;',
            'void main() {',
                '\tgl_Position = vec4(attrPos, 0.0, 1.0);',
            '}'
        ].join('\n'));

        var fs = createFragmentShader([
            'varying highp vec2 vTexCoord;',
            'uniform sampler2D uImage;',
            'void main() {',
                '\tgl_FragColor = texture2D(uImage, vTexCoord);',
            '}'
        ].join('\n'));
        return createAndLinkPrograms(vs, fs);
    };

    var render = function () {
        gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
        gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
        gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
    };
    if (gl) {
        gl.clearColor(0.1, 0.5, 1.0, 1.0);
        render();
        program = getProgram();
        texture = createAndSetupTexture();
        vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
        attrPos = gl.getUniformLocation(program, 'attrPos');
        gl.enableVertexAttribArray(attrPos);

        textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
        attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
        gl.enableVertexAttribArray(attrTexPos);

        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
        render();
    }

    var initPingPongTextures = function(textures, framebuffers) {
        for (var i = 0; i < 2; ++i) {
            var tex = createAndSetupTexture(gl);
            textures.push(tex);
            // make the texture the same size as the image
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
            // Create a framebuffer
            var fbo = gl.createFramebuffer();
            framebuffers.push(fbo);
            gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
            // Attach a texture to it.
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
        }
    }

    var setFramebuffer = function(fbo, width, height) {
        gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
        gl.viewport(0, 0, width, height);
    };

    var mixRedAndBlue = function () {
        gl.activeTexture(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, texture);

        setFramebuffer(framebuffers[0], 1, 1);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
        render();
        gl.bindTexture(gl.TEXTURE_2D, textures[0]);

        setFramebuffer(framebuffers[1], 1, 1);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
        render();
        gl.bindTexture(gl.TEXTURE_2D, textures[1]);

        setFramebuffer(null, 1, 1);
        render();
    };`

var getWebGLContext = function(canvas) {
	var webglContextParams = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
	var webglContext = null;
	for (var index = 0; index < webglContextParams.length; index++) {
		try {
			webglContext = canvas.getContext(webglContextParams[index]);
			if(webglContext) {
				//breaking as we got our context
				break;
			}
		} catch (E) {
			console.log(E);
		}
	}
	if(webglContext === null) {
		alert('WebGL is not supported on your browser.');
	} else {
		//WebGL is supported in your browser, lets render the texture
	}
	fillGLForCleanUp(webglContext);
	return webglContext;
}
var createVertexShader = function (vertexShaderSource) {
	console.log(vertexShaderSource);
	var vertexShader = gl.createShader(gl.VERTEX_SHADER);
	gl.shaderSource(vertexShader, vertexShaderSource);
	gl.compileShader(vertexShader);
	return vertexShader;
}

var createFragmentShader = function (fragmentShaderSource) {
	console.log(fragmentShaderSource);
	var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
	gl.shaderSource(fragmentShader, fragmentShaderSource);
	gl.compileShader(fragmentShader);
	return fragmentShader;
}


var createAndLinkPrograms = function (vertexShader, fragmentShader) {
	var program = gl.createProgram();
	gl.attachShader(program, vertexShader);
	gl.attachShader(program, fragmentShader);
	gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        alert('Could not initialise shaders');
    }
	gl.useProgram(program);
	return program;
}

var createAndBindBuffer = function (verticesOrIndices, bufferType) {
	var buffer = gl.createBuffer();
	gl.bindBuffer(bufferType, buffer);
	gl.bufferData(bufferType, verticesOrIndices, gl.STATIC_DRAW);
	//clear memory
	gl.bindBuffer(bufferType, null);
	return buffer;
}

var allowAllImageSizes = function() {
	  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.LINEAR);
	  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
	 // gl.bindTexture(gl.TEXTURE_2D, null);
} 

var createAndSetupTexture = function() {
	var texture = gl.createTexture();
	gl.bindTexture(gl.TEXTURE_2D, texture);
	allowAllImageSizes();
	gl.textures.push(texture);
	return texture;
}

var getWebGL = function (canvas, width, height) {
	if(!canvas) {
		canvas = document.createElement('canvas');
		canvas.id = 'canvas';
		canvas.width = !width ? 512 : width;
		canvas.height = !height ? 512 : height;
		document.body.appendChild(canvas);
	} else {
		canvas.width = !width ? 512 : width;
		canvas.height = !height ? 512 : height;
	}
	return getWebGLContext(canvas);
}

var fillGLForCleanUp = function (gl) {
	gl.textures = [];
	gl.framebuffers = [];
	gl.array_buffer = [];
	gl.element_array_buffers = [];
}


var canvas, gl, attrPosition, texture, program, 
vertexBuffer, textureBuffer, vertices, texVertices,
attrPos, attrTexPos, textures = [], framebuffers = [];
canvas = document.getElementById('canvas');
gl = getWebGL(canvas);
vertices = new Float32Array([
	-1.0, -1.0,  
	 1.0, -1.0, 
	 1.0,  1.0, 
	-1.0,  1.0, 
	-1.0, -1.0, 
]);

texVertices = new Float32Array([
	0.0, 0.0,
	1.0, 0.0,
	1.0, 1.0,
	0.0, 1.0,
	0.0, 0.0
]);
var getProgram = function () {
	var vs = createVertexShader([
		'attribute vec2 attrPos;',
		'attribute vec2 attrTexPos;',
		'varying highp vec2 vTexCoord;',
		'void main() {',
			'\tgl_Position = vec4(attrPos, 0.0, 1.0);',
		'}'
	].join('\n'));

	var fs = createFragmentShader([
		'varying highp vec2 vTexCoord;',
		'uniform sampler2D uImage;',
		'void main() {',
			'\tgl_FragColor = texture2D(uImage, vTexCoord);',
		'}'
	].join('\n'));
	return createAndLinkPrograms(vs, fs);
};

var render = function () {
	gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
	gl.bindTexture(gl.TEXTURE_2D, texture);
	gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
	gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
	gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
	gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
	gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
};
if (gl) {
	gl.clearColor(0.1, 0.5, 1.0, 1.0);
	render();
	program = getProgram();
	texture = createAndSetupTexture();
	vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
	attrPos = gl.getUniformLocation(program, 'attrPos');
	gl.enableVertexAttribArray(attrPos);

	textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
	attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
	gl.enableVertexAttribArray(attrTexPos);

	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
	render();
}

var initPingPongTextures = function(textures, framebuffers) {
	for (var i = 0; i < 2; ++i) {
		var tex = createAndSetupTexture(gl);
		textures.push(tex);
		// make the texture the same size as the image
		gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
		// Create a framebuffer
		var fbo = gl.createFramebuffer();
		framebuffers.push(fbo);
		gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
		// Attach a texture to it.
		gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
	}
}

var setFramebuffer = function(fbo, width, height) {
	gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
	gl.viewport(0, 0, width, height);
};

var mixRedAndBlue = function () {
	gl.activeTexture(gl.TEXTURE0);
	gl.bindTexture(gl.TEXTURE_2D, texture);

	setFramebuffer(framebuffers[0], 1, 1);
	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
	render();
	gl.bindTexture(gl.TEXTURE_2D, textures[0]);

	setFramebuffer(framebuffers[1], 1, 1);
	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
	render();
	gl.bindTexture(gl.TEXTURE_2D, textures[1]);

	setFramebuffer(null, 1, 1);
	render();
};
<button id="redImg" onclick="mixRedAndBlue()">Mix Red and blue</button><hr/>
<canvas id="canvas" width=512 height=512></canvas>

编辑 1:

我正在尝试为具有多个片段着色器的多个程序实现相同的效果,因为不建议在片段着色器中使用 if/else 语句,因为它针对每个像素运行。

`
Shaders.prototype.VS_Base = [ '属性 vec3 verticesPosition;', '属性 vec2 texturePosition;', '改变 highp vec2 vTextureCoord;', '无效的主要(无效){', '\tgl_Position = vec4(verticesPosition * vec3(1.0, -1.0, 1.0), 0.5);', '\tvTextureCoord = texturePosition;', '}' ].join('\n');

Shaders.prototype.FS_Base_Image_RED = [
        '#ifdef GL_ES',
        'precision highp float;',
        '#endif',
        'uniform sampler2D uImage;',
        'varying highp vec2 vTextureCoord;',
        'void main (void) {',
        '\tgl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//texture2D(uImage, vTextureCoord);',
        '}'
].join('\n');

Shaders.prototype.FS_Base_Image_BLUE = [
        '#ifdef GL_ES',
        'precision highp float;',
        '#endif',
        'uniform sampler2D uImage;',
        'varying highp vec2 vTextureCoord;',
        'void main (void) {',
        '\tgl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);//texture2D(uImage, vTextureCoord);',
        '}'
].join('\n');`

现在我有 2 个用于片段着色器的单独程序,我需要使用帧缓冲区来混合红色和蓝色。我不是在寻找mix(),因为实际情况非常复杂,这就是我使用多个带有片段着色器的程序来避免条件 if/else 语句的原因。

【问题讨论】:

  • 不清楚您要做什么。你有一个只需要一个纹理作为输入的着色器。要混合 2 个纹理,您需要有 2 个纹理作为输入。

标签: javascript webgl


【解决方案1】:

不清楚您要做什么。帧缓冲区只是附件列表(纹理和渲染缓冲区)。您可以使用它们渲染到纹理和/或渲染缓冲区。然后,您可以使用刚刚渲染到的纹理作为其他渲染的输入。

这是一个没有帧缓冲区的示例。它融合了 2 种纹理。

var vs = `
attribute vec4 position;

varying vec2 v_texcoord;

void main() {
  gl_Position = position;
  v_texcoord = position.xy * .5 + .5;
}
`;

var fs = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D tex1;
uniform sampler2D tex2;

void main() {
  vec4 color1 = texture2D(tex1, v_texcoord);
  vec4 color2 = texture2D(tex2, v_texcoord);
  gl_FragColor = mix(color1, color2, 0.5);
}
`;

const gl = document.querySelector("canvas").getContext("webgl");
const program = twgl.createProgramFromSources(gl, [vs, fs]);

// make 2 textures with canvas 2d
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 64;
ctx.canvas.height = 64;

// first texture has a circle
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, 64, 64);
ctx.strokeStyle = "yellow";
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2, false);
ctx.lineWidth = 12;
ctx.stroke();

const tex1 = createTextureFromCanvas(gl, ctx.canvas);

// second texture has a diamond (diagonal square)
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 64, 64);
ctx.fillStyle = "cyan";
ctx.beginPath();
ctx.moveTo(32, 6);
ctx.lineTo(58, 32);
ctx.lineTo(32, 58);
ctx.lineTo(6, 32);
ctx.lineTo(32, 6);
ctx.fill();

const tex2 = createTextureFromCanvas(gl, ctx.canvas);

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  -1, -1,
   1, -1,
  -1,  1,
  -1,  1,
   1, -1,
   1,  1,
]), gl.STATIC_DRAW);


const positionLoc = gl.getAttribLocation(program, "position");
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

const tex1Loc = gl.getUniformLocation(program, "tex1");  
const tex2Loc = gl.getUniformLocation(program, "tex2");  
  
gl.useProgram(program);

gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, tex1);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, tex2);

gl.drawArrays(gl.TRIANGLES, 0, 6);

function createTextureFromCanvas(gl, canvas) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
  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);
  return tex;
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>

出于您的目的,混合部分没有区别,唯一的区别是纹理的来源。上面的纹理是使用 2d 画布创建的。相反,您可以使用帧缓冲区渲染到纹理。 您已渲染到纹理之后,您可以在其他渲染中使用该纹理,就像上面一样。

要先渲染到纹理,您需要创建一个帧缓冲区

var fb = gl.createFramebuffer();

然后你给它附加一个纹理

gl.bindFramebuffer(gl.FRAMEBUFFER, fb);  
gl.framebufferTexture2D(
    gl.FRAMEBUFFER, 
    gl.COLOR_ATTACHMENT0,  // attach texture as COLOR_ATTACHMENT0
    gl.TEXTURE_2D,         // attach a 2D texture
    someTexture,           // the texture to attach
    0);                    // the mip level to render to (must be 0 in WebGL1)

根据您的附件,您应该检查它们是否有效。

if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
  // these attachments don't work
}

WebGL 规范列出了 3 种保证有效的附件组合。下面的示例使用这 3 个中的一个,因此无需检查

现在如果你绑定帧缓冲区

gl.bindFramebuffer(gl.FRAMEBUFFER, fb);

然后,当您调用任何gl.drawXXX 函数或gl.clear 时,它将绘制到someTexture 而不是画布。要再次开始在画布上绘图,请绑定 null

gl.bindFramebuffer(gl.FRAMEBUFFER, null);

请记住,如果画布和纹理大小不同,您需要调用 gl.viewport 才能正确渲染

var vs = `
attribute vec4 position;

uniform mat4 matrix;

varying vec2 v_texcoord;

void main() {
  gl_Position = matrix * position;
  v_texcoord = position.xy * .5 + .5;
}
`;

var colorFS = `
precision mediump float;

uniform vec4 color;

void main() {
  gl_FragColor = color;
}
`;

var mixFS = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D tex1;
uniform sampler2D tex2;

void main() {
  // probably should use different texture coords for each
  // texture for more flexibility but I'm lazy
  vec4 color1 = texture2D(tex1, v_texcoord);
  vec4 color2 = texture2D(tex2, v_texcoord);
  gl_FragColor = mix(color1, color2, 0.5);
}
`;

const gl = document.querySelector("canvas").getContext("webgl");
const colorProgram = twgl.createProgramFromSources(gl, [vs, colorFS]);
const mixProgram = twgl.createProgramFromSources(gl, [vs, mixFS]);

// make 2 textures by attaching them to framebuffers and rendering to them
const texFbPair1 = createTextureAndFramebuffer(gl, 64, 64);
const texFbPair2 = createTextureAndFramebuffer(gl, 64, 64);

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  -1, -1,
   1, -1,
  -1,  1,
  -1,  1,
   1, -1,
   1,  1,
]), gl.STATIC_DRAW);

function setAttributes(buf, positionLoc) {
  gl.enableVertexAttribArray(positionLoc);
  gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
}
  
const colorPrgPositionLoc = gl.getAttribLocation(colorProgram, "position");
setAttributes(buf, colorPrgPositionLoc);
const colorLoc = gl.getUniformLocation(colorProgram, "color");
const colorProgMatrixLoc = gl.getUniformLocation(colorProgram, "matrix");

// draw red rect to first texture through the framebuffer it's attached to
gl.useProgram(colorProgram);
  
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair1.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
  0.5, 0, 0, 0,
    0,.25, 0, 0,
    0, 0, 1, 0,
   .2,.3, 0, 1,
]);

gl.drawArrays(gl.TRIANGLES, 0, 6);

// Draw a blue rect to the second texture through the framebuffer it's attached to
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair2.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [0, 0, 1, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
  0.25, 0, 0, 0,
    0,.5, 0, 0,
    0, 0, 1, 0,
   .2,.3, 0, 1,
]);

gl.drawArrays(gl.TRIANGLES, 0, 6);

// Draw both textures to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  
const mixPrgPositionLoc = gl.getAttribLocation(mixProgram, "position");
setAttributes(buf, mixPrgPositionLoc);
  
const mixProgMatrixLoc = gl.getUniformLocation(mixProgram, "matrix");

const tex1Loc = gl.getUniformLocation(mixProgram, "tex1");  
const tex2Loc = gl.getUniformLocation(mixProgram, "tex2");  
  
gl.useProgram(mixProgram);

gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, texFbPair1.tex);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, texFbPair2.tex);
gl.uniformMatrix4fv(mixProgMatrixLoc, false, [
    1, 0, 0, 0,
    0, 1, 0, 0,
    0, 0, 1, 0,
    0, 0, 0, 1,
]);  

gl.drawArrays(gl.TRIANGLES, 0, 6);

function createTextureAndFramebuffer(gl, width, height) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, 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};
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>

第一个程序和第二个程序之间唯一的功能区别是纹理如何获取数据。在第一个示例中,纹理从 2d 画布中获取数据。在第二个示例中,纹理通过使用 WebGL 渲染来获取数据。

至于您的示例为什么不混合纹理,为了混合 2 个纹理,您需要一个使用两个纹理的着色器。

【讨论】:

  • 感谢您的回答,我有多个程序,每个程序都有一个单独的片段着色器和公共顶点着色器。我正在尝试将输出从一个片段着色器传递到另一个程序中的另一个片段着色器。您能否修改您的答案以支持多个程序或帮助我提供一些伪代码
  • 片段着色器输出到画布或帧缓冲区中的附件。为了更简洁,片段着色器输出到纹理(在 WebGL 内部,画布实际上是带有纹理附件的帧缓冲区)。要在另一个着色器中使用一个片段着色器的输出,您只需使用您在第一个片段着色器中写入的纹理作为第二个片段着色器的输入(在第二个片段着色器中,您创建一个 uniform sampler2D 并为其分配纹理你在使用第一个片段着色器渲染时写的。
  • 那么,你的意思是说我可以在不使用帧缓冲区的情况下实现这一点?或者我肯定需要帧缓冲区。因为我不知道如何将一个 fs 的输出传递给另一个 fs..
  • 第二个示例已经完成了您的要求。它创建了 2 个程序 colorProgrammixProgram。它使用colorProgram 写入gl_FragColor,因为我们调用gl.bindFrambuffer(texFbPair1.fb) 写入texFbPair1.tex 纹理中的像素,因为texFbPair1.tex 附加到texFbPair1.fb 帧缓冲区。然后将相同的着色器与gl.bindFramebuffer(..., texFbPair2.fb) 一起使用以写入texFBPair2.tex。最后,这两个纹理都作为普通纹理传递给mixProgram
  • 您需要帧缓冲区。通过将纹理附加到帧缓冲区,然后绑定该帧缓冲区,您正在使着色器写入纹理。然后,您可以将该纹理与其他着色器一起使用,就像任何普通纹理一样。
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