绑定多个统一缓冲区对象
Bind multiple Uniform Buffer Objects
有了 WebGL 2,我们现在可以使用统一缓冲区对象了。
它们看起来是个好主意,不必将通用制服附加到每个程序(例如每个渲染对象通用的投影和视图矩阵)。
我创建了一个助手 class,每次我想绑定一个统一的缓冲区对象时都会调用它。
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
如果像这样创建统一缓冲区的想法
const perScene = new UniformBuffer(gl, [
...vec4.create(),
...vec4.create(),
], 0); // and bind it to bind location 0?
const perObject = new UniformBuffer(gl, [
...vec4.create(),
], 1); // and bind it to bind location 1?
在我的渲染循环中,我通过调用
更新 "perScene" 制服
perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
], 4); // giving an offset to update only the 2nd color.
然后我将查看场景中的所有对象,我的想法是像这样更新每个对象的统一缓冲区
for (let i = 0; i < objects.length; i++) {
perObject.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
}
我说 vec4
只是为了让示例更简单,但我的想法是在 perScene 上有矩阵(投影和视图),在 perObject 上有(对象和法线矩阵)。
在我的着色器中,我将它们声明为
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
我这里有一个工作片段
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
const vertex = `#version 300 es
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
in vec3 a_position;
out vec3 v_color;
void main() {
gl_Position = vec4(a_position, 1.0);
v_color = color1.rgb + color2.rgb; // WORKS
// v_color = color1.rgb + color2.rgb + color3.rgb; // DOESNT WORK
}
`;
const fragment = `#version 300 es
precision highp float;
precision highp int;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1.0);
}
`;
const geometry = {
positions: [-0.5, -0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0],
indices: [0, 2, 1, 1, 2, 3],
};
const renderList = [];
// STEP 1 (create canvas)
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
console.log('no webgl2 buddy');
}
// STEP 2 (create program)
const v = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(v, vertex);
gl.compileShader(v);
const f = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(f, fragment);
gl.compileShader(f);
const program = gl.createProgram();
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.linkProgram(program);
// STEP 3 (create VAO)
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
const colorUniformLocation = gl.getUniformLocation(program, 'color');
const positionsBuffer = gl.createBuffer();
const indicesBuffer = gl.createBuffer();
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// position & indices
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geometry.positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(geometry.indices), gl.STATIC_DRAW);
// STEP 4 (create UBO)
// bound to location 0
const perScene = new UniformBuffer(gl, [
...vec4.create(), // color 1
...vec4.create(), // color 2
], 0);
// bound to location 1 ?
const perModel = new UniformBuffer(gl, [
...vec4.create(), // color 3
], 3);
// STEP 5 (add instances)
for (let i = 0; i < 1; i++) {
renderList.push({
id: i,
vao: vao,
program: program,
color: [0, 1, 1],
});
}
// STEP 6 (draw)
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
...vec4.fromValues(0, 1, 0, 1),
]);
for (let i = 0; i < renderList.length; i++) {
const current = renderList[i];
gl.useProgram(current.program);
gl.bindVertexArray(current.vao);
// update perObject
perModel.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
gl.drawElements(gl.TRIANGLES, geometry.indices.length, gl.UNSIGNED_SHORT, 0);
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
console.log('compiled!');
canvas {
background-color: black;
}
<canvas id="canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
我不应该看到一个白色方块吗,因为所有颜色加起来都是 vec4(1.0, 1.0, 1.0, 1.0)
? (jsfiddle 第 41 行)
我做错了什么?
谢谢
所以,您做错的第一件事就是没有调用 gl.getUniformBlockIndex
。就像制服一样,您必须查询位置或在本例中查询每个块的索引。
第二件事是块制服是间接的一级,你需要调用 gl.uniformBlockBinding(program, uniformBlockIndex, uniformBufferIndex)
;
uniformBlockIndex
是您从 gl.getUniformBlockIndex
获得的索引。 uniformBufferIndex
类似于纹理单元。有 N 个统一缓冲区索引。您可以选择从 0
到 MAX_UNIFORM_BUFFER_BINDINGS - 1
.
的任何缓冲区索引
如果您有一个程序使用块 A、B 而另一个程序使用 A 和 C,则此间接寻址会有所帮助。在这种情况下,块 A 在这两个程序中可能具有不同的索引,但您让它从相同的 uniformBufferIndex.
请注意,此状态是每个程序状态,因此如果您计划始终对同一统一块使用相同的统一缓冲区索引,则可以在初始化时设置它。
更详细地说明。你有一个着色器程序。它有状态
var someProgram = {
uniforms: {
projectionMatrix: [1, 0, 0, 0, 0, ... ], // etc
},
uniformBlockIndcies[ // one per uniform block
0,
0,
0,
],
...
}
接下来你有全局状态的统一缓冲区索引
glState = {
textureUnits: [ ... ],
uniformBuffers: [ null, null, null ..., ],
};
您告诉程序每个统一缓冲区块,使用哪个统一缓冲区索引 gl.uniformBlockBinding
。然后使用 gl.bindBufferBase
或 gl.bindBufferRange
.
将缓冲区绑定到该索引
这与告诉程序使用哪个纹理单元然后将纹理绑定到该单元非常相似。当您执行此操作时,在初始化时间或渲染时间完全取决于您。在我看来,我似乎更有可能在初始时决定我的 perScene 东西总是在缓冲区索引 0 和 perModel 东西在索引 1 上,因此我可以设置它们的程序部分(对 gl.uniformBlockBinding
的调用)在初始化时间。
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
const vertex = `#version 300 es
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
in vec3 a_position;
out vec3 v_color;
void main() {
gl_Position = vec4(a_position, 1.0);
v_color = color1.rgb + color2.rgb + color3.rgb;
}
`;
const fragment = `#version 300 es
precision highp float;
precision highp int;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1.0);
}
`;
const geometry = {
positions: [-0.5, -0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0],
indices: [0, 2, 1, 1, 2, 3],
};
const renderList = [];
// STEP 1 (create canvas)
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
console.log('no webgl2 buddy');
}
// STEP 2 (create program)
const v = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(v, vertex);
gl.compileShader(v);
const f = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(f, fragment);
gl.compileShader(f);
const program = gl.createProgram();
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.linkProgram(program);
// STEP 3 (create VAO)
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
const colorUniformLocation = gl.getUniformLocation(program, 'color');
const positionsBuffer = gl.createBuffer();
const indicesBuffer = gl.createBuffer();
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// position & indices
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geometry.positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(geometry.indices), gl.STATIC_DRAW);
// STEP 4 (create UBO)
// bound to location 0
const perScene = new UniformBuffer(gl, [
...vec4.create(), // color 1
...vec4.create(), // color 2
], 0);
// bound to location 1 ?
const perModel = new UniformBuffer(gl, [
...vec4.create(), // color 3
], 1);
gl.uniformBlockBinding(program, gl.getUniformBlockIndex(program, "perScene"), perScene.boundLocation);
gl.uniformBlockBinding(program, gl.getUniformBlockIndex(program, "perModel"), perModel.boundLocation);
// STEP 5 (add instances)
for (let i = 0; i < 1; i++) {
renderList.push({
id: i,
vao: vao,
program: program,
color: [0, 1, 1],
});
}
// STEP 6 (draw)
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
...vec4.fromValues(0, 1, 0, 1),
]);
for (let i = 0; i < renderList.length; i++) {
const current = renderList[i];
gl.useProgram(current.program);
gl.bindVertexArray(current.vao);
// update perObject
perModel.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
gl.drawElements(gl.TRIANGLES, geometry.indices.length, gl.UNSIGNED_SHORT, 0);
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
console.log('compiled!');
canvas {
background-color: black;
}
<canvas id="canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
在this example中有5个统一块。
projection
和 view
以及 viewProjection
等共享矩阵
- 每个模型矩阵,如
world
和 worldInverseTransform
- 每个灯的信息,如
lightPosition
和 lightColor
。
- 有 2 个灯,所以第 4 个方块与第 3 个方块相似
- material 环境颜色、镜面反射等数据。
我并不是说这是完美的设置。我真的不知道。但是制作一个叫做 "material" 的东西并在多个模型中共享 material 是很常见的,所以这就像一个 perMaterial
块,它不同于 perModel
块。共享照明信息也很常见。我不知道理想的设置是什么,只是指出 perScene
和 perModel
可能不足以应对相当常见的情况。
另一件事,这一行
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
没有意义。 ELEMENT_ARRAY_BUFFER
是 VAO 状态的一部分。
正如gman所说,获取统一块的索引,然后将其与gl.bindBufferBase
绑定
您更新后的 class 应该类似于:
class UniformBuffer {
constructor(gl, data, program, uniformName, targetIndex = 0) {
this.data = new Float32Array(data);
const boundLocation = gl.getUniformBlockIndex(program, uniformName);
this.buffer = gl.createBuffer();
gl.bindBufferBase(gl.UNIFORM_BUFFER, boundLocation, this.buffer);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
}
};
有了 WebGL 2,我们现在可以使用统一缓冲区对象了。
它们看起来是个好主意,不必将通用制服附加到每个程序(例如每个渲染对象通用的投影和视图矩阵)。
我创建了一个助手 class,每次我想绑定一个统一的缓冲区对象时都会调用它。
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
如果像这样创建统一缓冲区的想法
const perScene = new UniformBuffer(gl, [
...vec4.create(),
...vec4.create(),
], 0); // and bind it to bind location 0?
const perObject = new UniformBuffer(gl, [
...vec4.create(),
], 1); // and bind it to bind location 1?
在我的渲染循环中,我通过调用
更新 "perScene" 制服perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
], 4); // giving an offset to update only the 2nd color.
然后我将查看场景中的所有对象,我的想法是像这样更新每个对象的统一缓冲区
for (let i = 0; i < objects.length; i++) {
perObject.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
}
我说 vec4
只是为了让示例更简单,但我的想法是在 perScene 上有矩阵(投影和视图),在 perObject 上有(对象和法线矩阵)。
在我的着色器中,我将它们声明为
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
我这里有一个工作片段
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
const vertex = `#version 300 es
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
in vec3 a_position;
out vec3 v_color;
void main() {
gl_Position = vec4(a_position, 1.0);
v_color = color1.rgb + color2.rgb; // WORKS
// v_color = color1.rgb + color2.rgb + color3.rgb; // DOESNT WORK
}
`;
const fragment = `#version 300 es
precision highp float;
precision highp int;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1.0);
}
`;
const geometry = {
positions: [-0.5, -0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0],
indices: [0, 2, 1, 1, 2, 3],
};
const renderList = [];
// STEP 1 (create canvas)
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
console.log('no webgl2 buddy');
}
// STEP 2 (create program)
const v = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(v, vertex);
gl.compileShader(v);
const f = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(f, fragment);
gl.compileShader(f);
const program = gl.createProgram();
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.linkProgram(program);
// STEP 3 (create VAO)
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
const colorUniformLocation = gl.getUniformLocation(program, 'color');
const positionsBuffer = gl.createBuffer();
const indicesBuffer = gl.createBuffer();
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// position & indices
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geometry.positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(geometry.indices), gl.STATIC_DRAW);
// STEP 4 (create UBO)
// bound to location 0
const perScene = new UniformBuffer(gl, [
...vec4.create(), // color 1
...vec4.create(), // color 2
], 0);
// bound to location 1 ?
const perModel = new UniformBuffer(gl, [
...vec4.create(), // color 3
], 3);
// STEP 5 (add instances)
for (let i = 0; i < 1; i++) {
renderList.push({
id: i,
vao: vao,
program: program,
color: [0, 1, 1],
});
}
// STEP 6 (draw)
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
...vec4.fromValues(0, 1, 0, 1),
]);
for (let i = 0; i < renderList.length; i++) {
const current = renderList[i];
gl.useProgram(current.program);
gl.bindVertexArray(current.vao);
// update perObject
perModel.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
gl.drawElements(gl.TRIANGLES, geometry.indices.length, gl.UNSIGNED_SHORT, 0);
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
console.log('compiled!');
canvas {
background-color: black;
}
<canvas id="canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
我不应该看到一个白色方块吗,因为所有颜色加起来都是 vec4(1.0, 1.0, 1.0, 1.0)
? (jsfiddle 第 41 行)
我做错了什么? 谢谢
所以,您做错的第一件事就是没有调用 gl.getUniformBlockIndex
。就像制服一样,您必须查询位置或在本例中查询每个块的索引。
第二件事是块制服是间接的一级,你需要调用 gl.uniformBlockBinding(program, uniformBlockIndex, uniformBufferIndex)
;
uniformBlockIndex
是您从 gl.getUniformBlockIndex
获得的索引。 uniformBufferIndex
类似于纹理单元。有 N 个统一缓冲区索引。您可以选择从 0
到 MAX_UNIFORM_BUFFER_BINDINGS - 1
.
如果您有一个程序使用块 A、B 而另一个程序使用 A 和 C,则此间接寻址会有所帮助。在这种情况下,块 A 在这两个程序中可能具有不同的索引,但您让它从相同的 uniformBufferIndex.
请注意,此状态是每个程序状态,因此如果您计划始终对同一统一块使用相同的统一缓冲区索引,则可以在初始化时设置它。
更详细地说明。你有一个着色器程序。它有状态
var someProgram = {
uniforms: {
projectionMatrix: [1, 0, 0, 0, 0, ... ], // etc
},
uniformBlockIndcies[ // one per uniform block
0,
0,
0,
],
...
}
接下来你有全局状态的统一缓冲区索引
glState = {
textureUnits: [ ... ],
uniformBuffers: [ null, null, null ..., ],
};
您告诉程序每个统一缓冲区块,使用哪个统一缓冲区索引 gl.uniformBlockBinding
。然后使用 gl.bindBufferBase
或 gl.bindBufferRange
.
这与告诉程序使用哪个纹理单元然后将纹理绑定到该单元非常相似。当您执行此操作时,在初始化时间或渲染时间完全取决于您。在我看来,我似乎更有可能在初始时决定我的 perScene 东西总是在缓冲区索引 0 和 perModel 东西在索引 1 上,因此我可以设置它们的程序部分(对 gl.uniformBlockBinding
的调用)在初始化时间。
class UniformBuffer {
constructor(gl, data, boundLocation = 0) {
this.boundLocation = boundLocation;
this.data = new Float32Array(data);
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
gl.bindBufferBase(gl.UNIFORM_BUFFER, this.boundLocation, this.buffer);
}
};
const vertex = `#version 300 es
uniform perScene {
vec4 color1;
vec4 color2;
};
uniform perModel {
vec4 color3;
};
in vec3 a_position;
out vec3 v_color;
void main() {
gl_Position = vec4(a_position, 1.0);
v_color = color1.rgb + color2.rgb + color3.rgb;
}
`;
const fragment = `#version 300 es
precision highp float;
precision highp int;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1.0);
}
`;
const geometry = {
positions: [-0.5, -0.5, 0, -0.5, 0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0],
indices: [0, 2, 1, 1, 2, 3],
};
const renderList = [];
// STEP 1 (create canvas)
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
console.log('no webgl2 buddy');
}
// STEP 2 (create program)
const v = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(v, vertex);
gl.compileShader(v);
const f = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(f, fragment);
gl.compileShader(f);
const program = gl.createProgram();
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.linkProgram(program);
// STEP 3 (create VAO)
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
const colorUniformLocation = gl.getUniformLocation(program, 'color');
const positionsBuffer = gl.createBuffer();
const indicesBuffer = gl.createBuffer();
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// position & indices
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(geometry.positions), gl.STATIC_DRAW);
gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(geometry.indices), gl.STATIC_DRAW);
// STEP 4 (create UBO)
// bound to location 0
const perScene = new UniformBuffer(gl, [
...vec4.create(), // color 1
...vec4.create(), // color 2
], 0);
// bound to location 1 ?
const perModel = new UniformBuffer(gl, [
...vec4.create(), // color 3
], 1);
gl.uniformBlockBinding(program, gl.getUniformBlockIndex(program, "perScene"), perScene.boundLocation);
gl.uniformBlockBinding(program, gl.getUniformBlockIndex(program, "perModel"), perModel.boundLocation);
// STEP 5 (add instances)
for (let i = 0; i < 1; i++) {
renderList.push({
id: i,
vao: vao,
program: program,
color: [0, 1, 1],
});
}
// STEP 6 (draw)
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
perScene.update(gl, [
...vec4.fromValues(1, 0, 0, 1),
...vec4.fromValues(0, 1, 0, 1),
]);
for (let i = 0; i < renderList.length; i++) {
const current = renderList[i];
gl.useProgram(current.program);
gl.bindVertexArray(current.vao);
// update perObject
perModel.update(gl, [
...vec4.fromValues(0, 0, 1, 1),
]);
gl.drawElements(gl.TRIANGLES, geometry.indices.length, gl.UNSIGNED_SHORT, 0);
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
console.log('compiled!');
canvas {
background-color: black;
}
<canvas id="canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
在this example中有5个统一块。
projection
和view
以及viewProjection
等共享矩阵
- 每个模型矩阵,如
world
和worldInverseTransform
- 每个灯的信息,如
lightPosition
和lightColor
。 - 有 2 个灯,所以第 4 个方块与第 3 个方块相似
- material 环境颜色、镜面反射等数据。
我并不是说这是完美的设置。我真的不知道。但是制作一个叫做 "material" 的东西并在多个模型中共享 material 是很常见的,所以这就像一个 perMaterial
块,它不同于 perModel
块。共享照明信息也很常见。我不知道理想的设置是什么,只是指出 perScene
和 perModel
可能不足以应对相当常见的情况。
另一件事,这一行
// unbind
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
没有意义。 ELEMENT_ARRAY_BUFFER
是 VAO 状态的一部分。
正如gman所说,获取统一块的索引,然后将其与gl.bindBufferBase
您更新后的 class 应该类似于:
class UniformBuffer {
constructor(gl, data, program, uniformName, targetIndex = 0) {
this.data = new Float32Array(data);
const boundLocation = gl.getUniformBlockIndex(program, uniformName);
this.buffer = gl.createBuffer();
gl.bindBufferBase(gl.UNIFORM_BUFFER, boundLocation, this.buffer);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferData(gl.UNIFORM_BUFFER, this.data, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
}
update(gl, data, offset = 0) {
this.data.set(data, offset);
gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.data, 0, null);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
}
};