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WebGL 帧缓冲多重采样

[英]WebGL Framebuffer Multisampling

我知道 webgl 可以抗锯齿或多采样你渲染到屏幕上的东西以避免硬边,但是当我使用帧缓冲区时它不再这样做了,屏幕上有一堆锯齿状的边缘。

如何使帧缓冲区使用多重采样?

这花了我一天的时间才弄明白,所以我想我应该发布一个例子供其他人效仿。 我从webgl2fundamentals.org借用了下面的立方体动画代码。 我添加的只是在 3d 纹理上进行抗锯齿的代码。 确保使用canvas.getContext("webgl2", {antialias: false});初始化上下文canvas.getContext("webgl2", {antialias: false}); 此方法不适用于抗锯齿。

要对生成的纹理进行抗锯齿处理,您需要初始化一个Renderbuffer对象和两个Framebuffer对象,一个用于存储绘图,另一个用于随后处理抗锯齿图形。

  // Create and bind the framebuffer
  const FRAMEBUFFER = 
  {
    RENDERBUFFER: 0,
    COLORBUFFER: 1
  };
  const fb = 
  [
    gl.createFramebuffer(), 
    gl.createFramebuffer()
  ];
  const colorRenderbuffer = gl.createRenderbuffer();

  gl.bindRenderbuffer(gl.RENDERBUFFER, 
                      colorRenderbuffer);

  gl.renderbufferStorageMultisample(gl.RENDERBUFFER,
                                    gl.getParameter(gl.MAX_SAMPLES),
                                    gl.RGBA8, 
                                    targetTextureWidth,
                                    targetTextureHeight);

  gl.bindFramebuffer(gl.FRAMEBUFFER, 
                     fb[FRAMEBUFFER.RENDERBUFFER]);

  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, 
                             gl.COLOR_ATTACHMENT0, 
                             gl.RENDERBUFFER, 
                             colorRenderbuffer);

  gl.bindFramebuffer(gl.FRAMEBUFFER, 
                     fb[FRAMEBUFFER.COLORBUFFER]);

  gl.framebufferTexture2D(gl.FRAMEBUFFER, 
                          gl.COLOR_ATTACHMENT0, 
                          gl.TEXTURE_2D, 
                          targetTexture, 0);

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);

在绘制将成为您的纹理的内容之前,将Framebuffer设置为两个Framebuffer对象中的第一个。

  // render to our targetTexture by binding the framebuffer
  gl.bindFramebuffer(gl.FRAMEBUFFER, 
                     fb[FRAMEBUFFER.RENDERBUFFER]);

然后进行纹理绘制,然后进行抗锯齿,这将需要第二个缓冲区。

  // ... drawing code ...
  //
  // "blit" the cube into the color buffer, which adds antialiasing
  gl.bindFramebuffer(gl.READ_FRAMEBUFFER, 
                     fb[FRAMEBUFFER.RENDERBUFFER]);

  gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, 
                     fb[FRAMEBUFFER.COLORBUFFER]);

  gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]);

  gl.blitFramebuffer(0, 0, targetTextureWidth, targetTextureHeight,
                     0, 0, targetTextureWidth, targetTextureHeight,
                     gl.COLOR_BUFFER_BIT, gl.LINEAR);

  // render the top layer to the framebuffer as well
  gl.bindFramebuffer(gl.FRAMEBUFFER, 
                     fb[FRAMEBUFFER.RENDERBUFFER]);

完成将顶层绘制到缓冲区后,使用与之前相同的抗锯齿方法,这次将DRAW_FRAMEBUFFER设置为null 这告诉它绘制到实际的画布上。

  // this time render to the default buffer, which is just canvas
  gl.bindFramebuffer(gl.READ_FRAMEBUFFER, 
                     fb[FRAMEBUFFER.RENDERBUFFER]);

  gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);

  gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]);
  gl.blitFramebuffer(0, 0, canvas.width, canvas.height,
                     0, 0, canvas.width, canvas.height,
                     gl.COLOR_BUFFER_BIT, gl.LINEAR);

这是成品:

 "use strict"; var vertexShaderSource = `#version 300 es // an attribute is an input (in) to a vertex shader. // It will receive data from a buffer in vec4 a_position; in vec2 a_texcoord; // A matrix to transform the positions by uniform mat4 u_matrix; // a varying to pass the texture coordinates to the fragment shader out vec2 v_texcoord; // all shaders have a main function void main() { // Multiply the position by the matrix. gl_Position = u_matrix * a_position; // Pass the texcoord to the fragment shader. v_texcoord = a_texcoord; } `; var fragmentShaderSource = `#version 300 es precision mediump float; // Passed in from the vertex shader. in vec2 v_texcoord; // The texture. uniform sampler2D u_texture; // we need to declare an output for the fragment shader out vec4 outColor; void main() { outColor = texture(u_texture, v_texcoord); } `; function main() { // Get A WebGL context /** @type {HTMLCanvasElement} */ var canvas = document.getElementById("canvas"); var gl = canvas.getContext("webgl2", { antialias: false }); if (!gl) { return; } // Use our boilerplate utils to compile the shaders and link into a program var program = webglUtils.createProgramFromSources(gl, [vertexShaderSource, fragmentShaderSource]); // look up where the vertex data needs to go. var positionAttributeLocation = gl.getAttribLocation(program, "a_position"); var texcoordAttributeLocation = gl.getAttribLocation(program, "a_texcoord"); // look up uniform locations var matrixLocation = gl.getUniformLocation(program, "u_matrix"); var textureLocation = gl.getUniformLocation(program, "u_texture"); // Create a buffer var positionBuffer = gl.createBuffer(); // Create a vertex array object (attribute state) var vao = gl.createVertexArray(); // and make it the one we're currently working with gl.bindVertexArray(vao); // Turn on the attribute gl.enableVertexAttribArray(positionAttributeLocation); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); // Set Geometry. setGeometry(gl); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) var size = 3; // 3 components per iteration var type = gl.FLOAT; // the data is 32bit floats var normalize = false; // don't normalize the data var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position var offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer( positionAttributeLocation, size, type, normalize, stride, offset); // create the texcoord buffer, make it the current ARRAY_BUFFER // and copy in the texcoord values var texcoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer); setTexcoords(gl); // Turn on the attribute gl.enableVertexAttribArray(texcoordAttributeLocation); // Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER) var size = 2; // 2 components per iteration var type = gl.FLOAT; // the data is 32bit floating point values var normalize = true; // convert from 0-255 to 0.0-1.0 var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next color var offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer( texcoordAttributeLocation, size, type, normalize, stride, offset); // Create a texture. var texture = gl.createTexture(); // use texture unit 0 gl.activeTexture(gl.TEXTURE0 + 0); // bind to the TEXTURE_2D bind point of texture unit 0 gl.bindTexture(gl.TEXTURE_2D, texture); // fill texture with 3x2 pixels { const level = 0; const internalFormat = gl.R8; const width = 3; const height = 2; const border = 0; const format = gl.RED; const type = gl.UNSIGNED_BYTE; const data = new Uint8Array([ 128, 64, 128, 0, 192, 0, ]); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, format, type, data); } // set the filtering so we don't need mips 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); // Create a texture to render to const targetTextureWidth = 512; const targetTextureHeight = 512; const targetTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, targetTexture); { // define size and format of level 0 const level = 0; const internalFormat = gl.RGBA; const border = 0; const format = gl.RGBA; const type = gl.UNSIGNED_BYTE; const data = null; gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, targetTextureWidth, targetTextureHeight, border, format, type, data); // set the filtering so we don't need mips 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); } // Create and bind the framebuffer const FRAMEBUFFER = { RENDERBUFFER: 0, COLORBUFFER: 1 }; const fb = [gl.createFramebuffer(), gl.createFramebuffer()]; const colorRenderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer); gl.renderbufferStorageMultisample(gl.RENDERBUFFER, gl.getParameter(gl.MAX_SAMPLES), gl.RGBA8, targetTextureWidth, targetTextureHeight); gl.bindFramebuffer(gl.FRAMEBUFFER, fb[FRAMEBUFFER.RENDERBUFFER]); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer); gl.bindFramebuffer(gl.FRAMEBUFFER, fb[FRAMEBUFFER.COLORBUFFER]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, targetTexture, 0); gl.bindFramebuffer(gl.FRAMEBUFFER, null); function degToRad(d) { return d * Math.PI / 180; } var fieldOfViewRadians = degToRad(60); var modelXRotationRadians = degToRad(0); var modelYRotationRadians = degToRad(0); // Get the starting time. var then = 0; requestAnimationFrame(drawScene); function drawCube(aspect) { // Tell it to use our program (pair of shaders) gl.useProgram(program); // Bind the attribute/buffer set we want. gl.bindVertexArray(vao); // Compute the projection matrix var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, 1, 2000); var cameraPosition = [0, 0, 2]; var up = [0, 1, 0]; var target = [0, 0, 0]; // Compute the camera's matrix using look at. var cameraMatrix = m4.lookAt(cameraPosition, target, up); // Make a view matrix from the camera matrix. var viewMatrix = m4.inverse(cameraMatrix); var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix); var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians); matrix = m4.yRotate(matrix, modelYRotationRadians); // Set the matrix. gl.uniformMatrix4fv(matrixLocation, false, matrix); // Tell the shader to use texture unit 0 for u_texture gl.uniform1i(textureLocation, 0); // Draw the geometry. var primitiveType = gl.TRIANGLES; var offset = 0; var count = 6 * 6; gl.drawArrays(primitiveType, offset, count); } // Draw the scene. function drawScene(time) { // convert to seconds time *= 0.001; // Subtract the previous time from the current time var deltaTime = time - then; // Remember the current time for the next frame. then = time; // Animate the rotation modelYRotationRadians += -0.7 * deltaTime; modelXRotationRadians += -0.4 * deltaTime; //webglUtils.resizeCanvasToDisplaySize(gl.canvas); gl.enable(gl.CULL_FACE); gl.enable(gl.DEPTH_TEST); { // render to our targetTexture by binding the framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, fb[FRAMEBUFFER.RENDERBUFFER]); // render cube with our 3x2 texture gl.bindTexture(gl.TEXTURE_2D, texture); // Tell WebGL how to convert from clip space to pixels gl.viewport(0, 0, targetTextureWidth, targetTextureHeight); // Clear the canvas AND the depth buffer. gl.clearColor(0, 0, 1, 1); // clear to blue gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); const aspect = targetTextureWidth / targetTextureHeight; drawCube(aspect); // "blit" the cube into the color buffer, which adds antialiasing gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb[FRAMEBUFFER.RENDERBUFFER]); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb[FRAMEBUFFER.COLORBUFFER]); gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]); gl.blitFramebuffer(0, 0, targetTextureWidth, targetTextureHeight, 0, 0, targetTextureWidth, targetTextureHeight, gl.COLOR_BUFFER_BIT, gl.LINEAR); } { // render the top layer to the frame buffer as well gl.bindFramebuffer(gl.FRAMEBUFFER, fb[FRAMEBUFFER.RENDERBUFFER]); // render the cube with the texture we just rendered to gl.bindTexture(gl.TEXTURE_2D, targetTexture); // Tell WebGL how to convert from clip space to pixels gl.viewport(0, 0, targetTextureWidth, targetTextureHeight); // Clear the canvas AND the depth buffer. gl.clearColor(0.105, 0.105, 0.105, 1); // clear to black gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); const aspect = 1; drawCube(aspect); // this time render to the default buffer, which is just canvas gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb[FRAMEBUFFER.RENDERBUFFER]); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]); gl.blitFramebuffer(0, 0, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height, gl.COLOR_BUFFER_BIT, gl.LINEAR); } requestAnimationFrame(drawScene); } } // Fill the buffer with the values that define a cube. function setGeometry(gl) { var positions = new Float32Array( [-0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, ]); gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); } // Fill the buffer with texture coordinates the cube. function setTexcoords(gl) { gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, ]), gl.STATIC_DRAW); } main();
 html { background-color: #1b1b1b; }
 <canvas id="canvas" width="512" height="512"></canvas> <!-- for most samples webgl-utils only provides shader compiling/linking and canvas resizing because why clutter the examples with code that's the same in every sample. See http://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html and http://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html for webgl-utils, m3, m4, and webgl-lessons-ui. --> <script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script> <script src="https://webgl2fundamentals.org/webgl/resources/m4.js"></script>

WebGL1 不支持帧缓冲区的多重采样,因此在这种情况下,您的选择是在渲染到画布和/或运行一些后期处理效果以进行抗锯齿时渲染到更高的分辨率和下采样

WebGL2 确实支持帧缓冲区的多重采样。 您可以调用renderbufferStorageMultisample来创建多采样渲染缓冲区,并且可以调用blitFramebuffer将其解析到画布中

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