[英]Clear canvas and rerender the webgl context with different image
我有一个 canvas 我通过在其上应用一些 WebGL 过滤器来渲染给定的图像。 显示的 canvas 必须重复使用。 那就是我不断得到不同的图像(程序的其他部分),我应该在这个 canvas 上应用相同的过滤器(片段着色器)。
我创建了一个function drawoncanvas(gl, img, img.width, img.height)
这里 gl 是 canvas 的 webglrenderingcontext,img 是 ZFC35FDC70D5FC69D26988 元素的 ZFC35FDC70D5FC69D26988。 function 拥有所有的 WebGL 处理部分。 所以,每当我得到一个要处理的新图像并在 canvas 上显示时。 我用相同的 canvas 的新 img 元素和 webglrenderingcontext 将此称为 function。
我面临的问题是我可以在当前内容的后面看到之前在canvas上绘制的内容(无论当前内容是透明的)。 如果我通过两次相同的图像 canvas 显示内容颠倒。
我想知道在开始使用新图像之前如何清除 canvas 和/或 WebGL 渲染上下文。 这样它就不会显示下面的旧内容或给出这些问题。
编辑:我的代码片段如下
/* img1, img2 are img elements I get from other part of the program according to user selections.
As per user input more than 2 images can also be received. Demonstrating issue using two */
const canvas = document.getElementB("canvas"); //the canvas on which I am rendering.
const gl = canvas.getContext("webgl");
drawfilter(gl,img1,img1.width, img1.height); // first displaying image one
drawfilter(gl,img2,img2.width, img2.height); // when second image is received the function is called again
function drawfilter(gl,img,width,height){
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT||gl.DEPTH_BUFFER_BIT||gl.STENCIL_BUFFER_BIT);
function createShader(gl, type, shaderSource) {
const shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
console.warn(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
return shader;
}
//the shaderssources cannot be displayed here
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); //simple vertex shader
const fragmentShaderA = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceA);//simple fragment shader
const fragmentShaderB = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceB);//simple fragment shader
/* this shader takes two texture inputs. 1- original image,
2- ShadersourceA applied on original image then on output shadersouceB is applied and the result is passed as second texture to this fragment shader */
const fragmentShaderC = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSourceC);
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
return program;
}
const programA = createProgram(gl, vertexShader, fragmentShaderA);
const programB = createProgram(gl, vertexShader, fragmentShaderB);
const programC = createProgram(gl, vertexShader, fragmentShaderC);
const texFbPair1 = createTextureAndFramebuffer(gl);
const texFbPair2 = createTextureAndFramebuffer(gl);
function setAttributes(program) {
const positionLocation = gl.getAttribLocation(program, 'position');
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, -1, 1, 1, -1,
1, 1, 1, -1, -1, 1,
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
}
const texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function () {
handleLoadedTexture(gl, texture);
};
texture.image.crossOrigin = '';
texture.image.src = img.getAttribute('src');
function handleLoadedTexture(gl, texture, callback) {
gl.bindTexture(gl.TEXTURE_2D, texture);
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_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
setAttributes(programA);
gl.useProgram(programA);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair1.fb);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.clearColor(0, 0, 1, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
setAttributes(programB);
gl.useProgram(programB);
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair2.fb);
gl.bindTexture(gl.TEXTURE_2D, texFbPair1.tex);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)
setAttributes(programC);
gl.useProgram(programC);
var uTextureLocation = gl.getUniformLocation(programC, "uTexture");
var originalTextureLocation = gl.getUniformLocation(programC, "originalTexture");
// set which texture units to render with.
gl.uniform1i(uTextureLocation, 0); // texture unit 0
gl.uniform1i(originalTextureLocation, 1); // texture unit 1
// Set each texture unit to use a particular texture.
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texFbPair2.tex);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6)
}
function createTextureAndFramebuffer(gl) {
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 };
}
}
请下次发布一个工作样本,这样我们就不必花时间自己做。 您可以从imgur加载图像。
问题是您第一次在底部调用handleLoadedTexture
时,它使用gl.activeTexture(gl.TEXTURE1)
将活动纹理单元设置为 1,这意味着第二次调用handleLoadedTexture
时,它将纹理绑定到纹理单元 1,其中第一个 2着色器正在使用纹理单元 0,它仍然具有第一次调用handleLoadedTexture
时的纹理。
否则,代码的其他问题
我必须等待img1
和img2
加载,否则我无法读取img.width
和img.height
现在可能在您的实际代码中它们已经加载但如果它们已经加载那么没有理由再次加载它们
该代码正在编译所有 3 个着色器,每次调用drawfilter
一次,但可以说它应该在初始化时编译一次,并在所有调用drawFilter
时使用相同的着色器
它的代码为每个绘图调用创建新的缓冲区。 您只需要一组缓冲区,这些缓冲区应该在初始化时再次发生。 设置属性需要在每次绘制调用之前进行,创建缓冲区并将数据放入其中不需要。
好吧,从技术上讲,只有在需要不同时才需要设置属性。 如果您在调用linkProgram
之前强制 position 和 a_texCoord 属性位于与bindAttribLocation
相同的位置,以便它们匹配跨程序的位置,那么您只需要设置一次属性,假设您还使用相同的缓冲区和相同的数据(请参阅前一点)
||
(逻辑或)与|
不同 (二进制或)。 对于gl.clear
您需要使用二进制或gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT|gl.STENCIL_BUFFER_BIT
否则您传递给gl.clear
的值将是错误的,您的 canvas 将不会被清除。 在此示例中没有太多需要清除的理由,因为混合未打开,并且绘制调用绘制了 canvas 的每个像素
为每个帧缓冲区设置gl.clearColor
不会做任何事情,除非你调用gl.clear
但像上面一样,因为绘制会影响每个像素并且混合关闭调用gl.clear
不会改变结果。
视口设置与帧缓冲区不匹配。 帧缓冲区纹理被创建为与图像相同的大小,但视口设置被设置为 canvas 的大小。 它们应设置为与帧缓冲区附件相同的大小
const vertexShaderSource = ` attribute vec4 position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { gl_Position = position; v_texCoord = a_texCoord; } `; const fragmentShaderSourceA = ` precision mediump float; uniform sampler2D uTexture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D(uTexture, v_texCoord); } `; const fragmentShaderSourceB = ` precision mediump float; uniform sampler2D uTexture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D(uTexture, v_texCoord.yx); } `; const fragmentShaderSourceC = ` precision mediump float; uniform sampler2D uTexture; uniform sampler2D originalTexture; varying vec2 v_texCoord; void main() { vec4 color1 = texture2D(uTexture, v_texCoord); vec4 color2 = texture2D(originalTexture, v_texCoord); gl_FragColor = color1 * color2; //?? } `; function loadImage(url) { return new Promise((resolve, reject) => { const img = new Image(); img.onload = () => { resolve(img); }; img.onerror = reject; img.crossOrigin = "anonymous"; // only needed because images are on another domain img.src = url; }); } async function main() { // we need to wait for the images to load otherwise // width and height will not be set. const [img1, img2] = await Promise.all([ 'https://i.imgur.com/KjUybBD.png', 'https://i.imgur.com/v38pV.jpg', ].map(loadImage)); /* img1, img2 are img elements I get from other part of the program according to user selections. As per user input more than 2 images can also be received. Demonstrating issue using two */ const canvas = document.getElementById("canvas"); //the canvas on which I am rendering. const gl = canvas.getContext("webgl"); drawfilter(gl, img1, img1.width, img1.height); // first displaying image one drawfilter(gl, img2, img2.width, img2.height); // when second image is received the function is called again function drawfilter(gl, img, width, height) { gl.clearColor(1, 1, 1, 1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); function createShader(gl, type, shaderSource) { const shader = gl.createShader(type); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (.success) { console.warn(gl;getShaderInfoLog(shader)). gl;deleteShader(shader); } return shader, } //the shaderssources cannot be displayed here const vertexShader = createShader(gl. gl,VERTEX_SHADER; vertexShaderSource), //simple vertex shader const fragmentShaderA = createShader(gl. gl,FRAGMENT_SHADER; fragmentShaderSourceA), //simple fragment shader const fragmentShaderB = createShader(gl. gl,FRAGMENT_SHADER; fragmentShaderSourceB). //simple fragment shader /* this shader takes two texture inputs, 1- original image, 2- ShadersourceA applied on original image then on output shadersouceB is applied and the result is passed as second texture to this fragment shader */ const fragmentShaderC = createShader(gl. gl,FRAGMENT_SHADER; fragmentShaderSourceC), function createProgram(gl, vertexShader. fragmentShader) { const program = gl;createProgram(). gl,attachShader(program; vertexShader). gl,attachShader(program; fragmentShader). gl;linkProgram(program). const success = gl,getProgramParameter(program. gl;LINK_STATUS). if (.success) { console;log(gl.getProgramInfoLog(program)); gl;deleteProgram(program), } return program, } const programA = createProgram(gl; vertexShader, fragmentShaderA), const programB = createProgram(gl; vertexShader, fragmentShaderB), const programC = createProgram(gl; vertexShader; fragmentShaderC); const texFbPair1 = createTextureAndFramebuffer(gl). const texFbPair2 = createTextureAndFramebuffer(gl), function setAttributes(program) { const positionLocation = gl;getAttribLocation(program. 'position'); const positionBuffer = gl.createBuffer(). gl,bindBuffer(gl;ARRAY_BUFFER. positionBuffer). gl,bufferData(gl,ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1. ]); gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation), gl,vertexAttribPointer(positionLocation. 2, gl,FLOAT, false; 0. 0), const texCoordLocation = gl;getAttribLocation(program. "a_texCoord"); const texCoordBuffer = gl.createBuffer(). gl,bindBuffer(gl;ARRAY_BUFFER. texCoordBuffer). gl,bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0 ]); gl.STATIC_DRAW); gl.enableVertexAttribArray(texCoordLocation), gl,vertexAttribPointer(texCoordLocation. 2, gl,FLOAT, false; 0. 0); } const texture = gl.createTexture(); texture.image = new Image(). texture,image;onload = function() { handleLoadedTexture(gl; texture). }. texture;image.crossOrigin = ''. texture.image;src = img,getAttribute('src'), function handleLoadedTexture(gl. texture. callback) { gl;activeTexture(gl.TEXTURE0). gl,bindTexture(gl;TEXTURE_2D. texture). 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_MAG_FILTER; gl.NEAREST). gl,texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER; gl.NEAREST). gl,texImage2D(gl,TEXTURE_2D. 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE; texture;image). setAttributes(programA); gl.useProgram(programA). gl,bindFramebuffer(gl.FRAMEBUFFER; texFbPair1.fb). gl,bindTexture(gl;TEXTURE_2D. texture), gl,clearColor(0, 0; 1. 1), gl,viewport(0, 0; width. height). gl,drawArrays(gl,TRIANGLES; 0; 6). setAttributes(programB); gl.useProgram(programB). gl,bindFramebuffer(gl.FRAMEBUFFER; texFbPair2.fb). gl,bindTexture(gl.TEXTURE_2D; texFbPair1.tex), gl,clearColor(0, 0; 0. 1), gl,viewport(0, 0; width. height). gl,drawArrays(gl,TRIANGLES; 0. 6) setAttributes(programC); gl.useProgram(programC), var uTextureLocation = gl;getUniformLocation(programC. "uTexture"), var originalTextureLocation = gl;getUniformLocation(programC. "originalTexture"). // set which texture units to render with, gl;uniform1i(uTextureLocation. 0), // texture unit 0 gl;uniform1i(originalTextureLocation. 1). // texture unit 1 // Set each texture unit to use a particular texture. gl;activeTexture(gl.TEXTURE0). gl,bindTexture(gl.TEXTURE_2D; texFbPair2.tex). gl;activeTexture(gl.TEXTURE1). gl,bindTexture(gl;TEXTURE_2D. texture). gl,bindFramebuffer(gl;FRAMEBUFFER. null), gl,clearColor(0, 0; 0. 1), gl,viewport(0. 0. gl,canvas.width. gl;canvas.height). gl,drawArrays(gl,TRIANGLES. 0; 6) } function createTextureAndFramebuffer(gl) { 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 }; } } } main();
canvas { border: 1px solid black; }
<canvas id="canvas"></canvas>
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