Webgl / Javascript : canvas 纹理内容复制到另一个上下文纹理对象

Webgl / Javascript : canvas texture content copy to another context texture object

我正在尝试将我的第一个 webgl 上下文的内容(图像显示)复制到另一个 webgl 上下文的纹理。 我正在使用带有 canvas 元素的 texImage2D 函数作为源,没有出现任何错误,但它只呈现黑色。 我不知道我错过了什么,所以非常感谢任何帮助。 我正在查看 webgl1 解决方案,并使用 Chrome.

var canvas1;
var texture1;
var image;
var shaderProgram;
var vertex_buffer;
var texture_buffer;
var aVertLocation;
var aTexLocation;
var vertices = [];
var texCoords = [];

var gl;
var gl2;
var canvas2;
var texture2;
var shaderProgram2;
var vertex_buffer2;
var texture_buffer2;
var index_Buffer2;
var aVertLocation2;
var aTexLocation2;
var vertices2 = [];
var texCoords2 = [];

indices = [0, 1, 2, 0, 2, 3];
vertices = [-1, -1, 1, -1, 1, 1, -1, 1];
texCoords = [0, 0, 1, 0, 1, 1, 0, 1];

function initApp()
{
  initWebGL();
  
  image = new Image();
  image.onload = function(){
    render();
    render2();
  }
  image.crossOrigin = '';
  image.src = 'https://i.imgur.com/ZKMnXce.png';
}

function initWebGL()
{

  canvas1 = document.getElementById('glCanvas1');
  gl = canvas1.getContext('webgl');

  /*====================== Shaders =======================*/

  // Vertex shader source code
  var vertCode =
    'attribute vec2 coordinates;' +
    'attribute vec2 aTexCoord;' +
    'varying highp vec2 vTexCoord;' +
    'void main(void) {' +
      'gl_Position = vec4(coordinates,1.0,1.0);' +
      'vTexCoord = aTexCoord;' +
    '}';
  var vertShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertShader, vertCode);
  gl.compileShader(vertShader);

  //fragment shader source code
  var fragCode =
    'uniform sampler2D texture;' +
    'varying highp vec2 vTexCoord;' +
    'void main(void) {' +
      ' gl_FragColor = texture2D(texture, vTexCoord);' +
    '}';
  var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragShader, fragCode);
  gl.compileShader(fragShader);

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertShader);
  gl.attachShader(shaderProgram, fragShader);
  gl.deleteShader( vertShader );
  gl.deleteShader( fragShader );
  gl.linkProgram(shaderProgram);
  gl.useProgram(shaderProgram);

  aVertLocation = gl.getAttribLocation(shaderProgram, "coordinates");
  aTexLocation = gl.getAttribLocation(shaderProgram, "aTexCoord");

  vertex_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
  gl.enableVertexAttribArray(aVertLocation);
  gl.vertexAttribPointer(aVertLocation, 2, gl.FLOAT, false, 0, 0);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  texture_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
  gl.enableVertexAttribArray(aTexLocation);
  gl.vertexAttribPointer(aTexLocation, 2, gl.FLOAT, false, 0, 0);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  index_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

  texture1 = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.uniform1i( gl.getUniformLocation( shaderProgram, 'texture' ), 0 );
  gl.bindTexture(gl.TEXTURE_2D, null);


  //==========================================================//

  canvas2 = document.getElementById('glCanvas2');
  gl2 = canvas2.getContext('webgl');
  var vertShader2 = gl2.createShader(gl2.VERTEX_SHADER);
  var fragShader2 = gl2.createShader(gl2.FRAGMENT_SHADER);
  gl2.shaderSource(vertShader2, vertCode);
  gl2.shaderSource(fragShader2, fragCode);
  gl2.compileShader(vertShader2);
  gl2.compileShader(fragShader2);

  shaderProgram2 = gl2.createProgram();
  gl2.attachShader(shaderProgram2, vertShader2);
  gl2.attachShader(shaderProgram2, fragShader2);
  gl2.deleteShader( vertShader2 );
  gl2.deleteShader( fragShader2 );
  gl2.linkProgram(shaderProgram2);
  gl2.useProgram(shaderProgram2);

  aVertLocation2 = gl2.getAttribLocation(shaderProgram2, "coordinates");
  aTexLocation2 = gl2.getAttribLocation(shaderProgram2, "aTexCoord");

  vertex_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ARRAY_BUFFER, vertex_buffer2);
  gl2.enableVertexAttribArray(aVertLocation2);
  gl2.vertexAttribPointer(aVertLocation2, 2, gl2.BYTE, false, 0, 0);
  gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(vertices), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ARRAY_BUFFER, null);

  texture_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ARRAY_BUFFER, texture_buffer2);
  gl2.enableVertexAttribArray(aTexLocation2);
  gl2.vertexAttribPointer(aTexLocation, 2, gl2.BYTE, false, 0, 0);
  gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(texCoords), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ARRAY_BUFFER, null);

  index_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
  gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, null);

  texture2 = gl2.createTexture();
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.uniform1i( gl2.getUniformLocation( shaderProgram2, 'texture' ), 0 );
  gl2.bindTexture(gl2.TEXTURE_2D, null); 
}

function updateTexture()
{
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  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);
  gl.generateMipmap(gl.TEXTURE_2D);
  gl.bindTexture(gl.TEXTURE_2D, null);
}  

function render()
{
  if ( !shaderProgram ) return;
  updateTexture();
  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.enableVertexAttribArray(aVertLocation);
  gl.enableVertexAttribArray(aTexLocation);
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer)
  gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
  gl.disableVertexAttribArray(aVertLocation);
  gl.disableVertexAttribArray(aTexLocation);

}

function updateTexture2()
{
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.texImage2D(gl2.TEXTURE_2D, 0, gl2.RGBA, gl2.RGBA, gl2.UNSIGNED_BYTE, canvas1);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MAG_FILTER, gl2.LINEAR);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MIN_FILTER, gl2.LINEAR);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_S, gl2.CLAMP_TO_EDGE);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_T, gl2.CLAMP_TO_EDGE);
  gl2.generateMipmap(gl2.TEXTURE_2D);  
  gl2.bindTexture(gl2.TEXTURE_2D, null);
}  

function render2()
{
  if ( !shaderProgram2 ) return;
  updateTexture2();
  gl2.clearColor(0.0, 0.0, 0.0, 1.0);
  gl2.clear( gl2.COLOR_BUFFER_BIT | gl2.DEPTH_BUFFER_BIT );
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.enableVertexAttribArray(aVertLocation2);
  gl2.enableVertexAttribArray(aTexLocation2);
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
  gl2.drawElements(gl2.TRIANGLES, 6, gl2.UNSIGNED_SHORT,0);
  gl2.disableVertexAttribArray(aVertLocation2);
  gl2.disableVertexAttribArray(aTexLocation2);
}

document.addEventListener('DOMContentLoaded', initApp);
<canvas id="glCanvas1" width="128" height="128" ></canvas>
<canvas id="glCanvas2" width="128" height="128" ></canvas>

提前致谢:)

副本工作正常。不起作用的是您的代码

这是我找到错误的方法

  • 首先将代码移至片段,这样我就可以 运行 它了。以后请使用代码片段。

  • 接下来我使用了imgur的图片。因为该图像位于另一个域中,所以我需要设置 crossOrigin。幸运的是,imgur 支持 CORS,允许 WebGL 使用图像。如果是我,我不会使用图像,因为那部分并不重要。单个彩色像素也可以显示问题,并且不需要图像

  • 现在代码是 运行ning 并且显示的错误首先要做的是更改 updateTexture2

    中的这一行
    gl2.texImage2D(gl2.TEXTURE_2D, 0, gl2.RGBA, gl2.RGBA, gl2.UNSIGNED_BYTE, canvas1);
    

    只使用同一张图片

    gl2.texImage2D(gl2.TEXTURE_2D, 0, gl2.RGBA, gl2.RGBA, gl2.UNSIGNED_BYTE, image);
    

    第二个 canvas 仍然是黑色,表明问题与复制 canvas.

  • 无关
  • 所以,接下来我将片段着色器编辑成这样

      gl_FragColor = vec4(1,0,0,1);
    

    第二个canvas还是黑的。这表明该问题与纹理完全无关。第二个 canvas.

  • 代码没有绘制任何可见的东西
  • 因此,查看与顶点着色器相关的内容,错误是这两行

    gl2.vertexAttribPointer(aVertLocation2, 2, gl2.BYTE, false, 0, 0);
    
    ...
    
    gl2.vertexAttribPointer(aTexLocation, 2, gl2.BYTE, false, 0, 0);
    

    需要 gl.FLOAT 而不是 gl.BYTE

其他一些随机评论。

  • 我为着色器使用了多行模板文字

  • 如果您的过滤设置为不使用 mips

  • ,则没有理由调用 gl.generateMips
  • 这段代码没有意义

    gl.bindTexture(gl.TEXTURE_2D, texture1);
    gl.uniform1i( gl.getUniformLocation( shaderProgram, 'texture' ), 0 );
    gl.bindTexture(gl.TEXTURE_2D, null);
    

    没有理由在这里绑定纹理。 gl.uniform1i 只是将整数值设置为统一 shaderProgram。它不记录任何关于纹理本身的信息,所以只是

    gl.uniform1i( gl.getUniformLocation( shaderProgram, 'texture' ), 0 );
    

    没有 bindTexture 调用就可以了。最重要的是制服默认为 0,所以你真的不需要 gl.uniform1i 调用。另一方面,也许你让他们稍后将其设置为 0 以外的值。

最后,因为 WebGL 无法在 canvases 之间共享资源(至少截至 2017 年 7 月),然后,根据您正在制作的内容,您可能需要考虑使用单个 canvas . See the last solution in this answer

var canvas1;
var texture1;
var image;
var shaderProgram;
var vertex_buffer;
var texture_buffer;
var aVertLocation;
var aTexLocation;
var vertices = [];
var texCoords = [];

var gl;
var gl2;
var canvas2;
var texture2;
var shaderProgram2;
var vertex_buffer2;
var texture_buffer2;
var index_Buffer2;
var aVertLocation2;
var aTexLocation2;
var vertices2 = [];
var texCoords2 = [];

indices = [0, 1, 2, 0, 2, 3];
vertices = [-1, -1, 1, -1, 1, 1, -1, 1];
texCoords = [0, 0, 1, 0, 1, 1, 0, 1];

function initApp()
{
  initWebGL();
  
  image = new Image();
  image.onload = function(){
    render();
    render2();
  }
  image.crossOrigin = '';
  image.src = 'https://i.imgur.com/ZKMnXce.png';
}

function initWebGL()
{

  canvas1 = document.getElementById('glCanvas1');
  gl = canvas1.getContext('webgl');

  /*====================== Shaders =======================*/

  // Vertex shader source code
  var vertCode = `
    attribute vec2 coordinates;
    attribute vec2 aTexCoord;
    varying highp vec2 vTexCoord;
    void main(void) {
      gl_Position = vec4(coordinates,1.0,1.0);
      vTexCoord = aTexCoord;
    }
  `;
  var vertShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertShader, vertCode);
  gl.compileShader(vertShader);

  //fragment shader source code
  var fragCode = `
    precision mediump float;
    uniform sampler2D texture;
    varying highp vec2 vTexCoord;
    void main(void) {
       gl_FragColor = texture2D(texture, vTexCoord);
    }
  `;
  var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragShader, fragCode);
  gl.compileShader(fragShader);

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertShader);
  gl.attachShader(shaderProgram, fragShader);
  gl.deleteShader( vertShader );
  gl.deleteShader( fragShader );
  gl.linkProgram(shaderProgram);
  gl.useProgram(shaderProgram);

  aVertLocation = gl.getAttribLocation(shaderProgram, "coordinates");
  aTexLocation = gl.getAttribLocation(shaderProgram, "aTexCoord");

  vertex_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
  gl.enableVertexAttribArray(aVertLocation);
  gl.vertexAttribPointer(aVertLocation, 2, gl.FLOAT, false, 0, 0);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  texture_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
  gl.enableVertexAttribArray(aTexLocation);
  gl.vertexAttribPointer(aTexLocation, 2, gl.FLOAT, false, 0, 0);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);

  index_buffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);

  texture1 = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.uniform1i( gl.getUniformLocation( shaderProgram, 'texture' ), 0 );
  gl.bindTexture(gl.TEXTURE_2D, null);


  //==========================================================//

  canvas2 = document.getElementById('glCanvas2');
  gl2 = canvas2.getContext('webgl');
  var vertShader2 = gl2.createShader(gl2.VERTEX_SHADER);
  var fragShader2 = gl2.createShader(gl2.FRAGMENT_SHADER);
  gl2.shaderSource(vertShader2, vertCode);
  gl2.shaderSource(fragShader2, fragCode);
  gl2.compileShader(vertShader2);
  gl2.compileShader(fragShader2);

  shaderProgram2 = gl2.createProgram();
  gl2.attachShader(shaderProgram2, vertShader2);
  gl2.attachShader(shaderProgram2, fragShader2);
  gl2.deleteShader( vertShader2 );
  gl2.deleteShader( fragShader2 );
  gl2.linkProgram(shaderProgram2);
  gl2.useProgram(shaderProgram2);

  aVertLocation2 = gl2.getAttribLocation(shaderProgram2, "coordinates");
  aTexLocation2 = gl2.getAttribLocation(shaderProgram2, "aTexCoord");

  vertex_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ARRAY_BUFFER, vertex_buffer2);
  gl2.enableVertexAttribArray(aVertLocation2);
  gl2.vertexAttribPointer(aVertLocation2, 2, gl2.FLOAT, false, 0, 0);
  gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(vertices), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ARRAY_BUFFER, null);

  texture_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ARRAY_BUFFER, texture_buffer2);
  gl2.enableVertexAttribArray(aTexLocation2);
  gl2.vertexAttribPointer(aTexLocation, 2, gl2.FLOAT, false, 0, 0);
  gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(texCoords), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ARRAY_BUFFER, null);

  index_buffer2 = gl2.createBuffer();
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
  gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl2.STATIC_DRAW);
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, null);

  texture2 = gl2.createTexture();
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.uniform1i( gl2.getUniformLocation( shaderProgram2, 'texture' ), 0 );
  gl2.bindTexture(gl2.TEXTURE_2D, null); 
}

function updateTexture()
{
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
  gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  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);
  gl.generateMipmap(gl.TEXTURE_2D);
  gl.bindTexture(gl.TEXTURE_2D, null);
}  

function render()
{
  if ( !shaderProgram ) return;
  updateTexture();
  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
  gl.bindTexture(gl.TEXTURE_2D, texture1);
  gl.enableVertexAttribArray(aVertLocation);
  gl.enableVertexAttribArray(aTexLocation);
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer)
  gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
  gl.disableVertexAttribArray(aVertLocation);
  gl.disableVertexAttribArray(aTexLocation);

}

function updateTexture2()
{
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.texImage2D(gl2.TEXTURE_2D, 0, gl2.RGBA, gl2.RGBA, gl2.UNSIGNED_BYTE, canvas1);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MAG_FILTER, gl2.LINEAR);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MIN_FILTER, gl2.LINEAR);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_S, gl2.CLAMP_TO_EDGE);
  gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_T, gl2.CLAMP_TO_EDGE);
  gl2.generateMipmap(gl2.TEXTURE_2D);  
  gl2.bindTexture(gl2.TEXTURE_2D, null);
}  

function render2()
{
  if ( !shaderProgram2 ) return;
  updateTexture2();
  gl2.clearColor(0.0, 0.0, 0.0, 1.0);
  gl2.clear( gl2.COLOR_BUFFER_BIT | gl2.DEPTH_BUFFER_BIT );
  gl2.bindTexture(gl2.TEXTURE_2D, texture2);
  gl2.enableVertexAttribArray(aVertLocation2);
  gl2.enableVertexAttribArray(aTexLocation2);
  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
  gl2.drawElements(gl2.TRIANGLES, 6, gl2.UNSIGNED_SHORT,0);
  gl2.disableVertexAttribArray(aVertLocation2);
  gl2.disableVertexAttribArray(aTexLocation2);
}

document.addEventListener('DOMContentLoaded', initApp);
<canvas id="glCanvas1" width="128" height="128" ></canvas>
<canvas id="glCanvas2" width="128" height="128" ></canvas>