WebGL:将 8 位灰度图像加载到纹理时图像无效

WebGL: Invalid Image when loading 8-bit grayscale image to texture

我正在尝试将从我的服务器下载的 8 位灰度 JPG 渲染到纹理中以使用 WebGL 进行渲染。

// Pretend for the sake of example that I have passed in an argument 
// 'img' that is an Image object that I used to download the jpg.
// See the EDIT below for how this happens...

// ...also presume that I have set up my WebGL context and assigned it 
// to the variable 'gl':
// const gl = canvas.getContext('experimental-webgl');

const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

// Set the parameters so we can render any size image.
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);

// Upload the image into the texture.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, gl.LUMINANCE, gl.UNSIGNED_BYTE, img);

这时候WebGL打了我一巴掌,抢了我的午餐钱:

WebGL: INVALID_VALUE: texImage2D: invalid image

然后我要问:你想要 WebGL 什么?为什么你不开心???

我可能遗漏了一些基本的东西,但互联网上充斥着无法回答我的问题的 WebGL 内容。有没有 WebGL 专家可以给点建议?

图片如下:

编辑:

以下是有关如何获取图像的更多详细信息。 注意:这样做的原因是我需要一个可以洗牌、取消和重新启动的下载队列,令人作呕。因此使用 fetch、blob 和对象 URL .整个事情是深度缩放图像查看器的一部分,它应该有效地只加载视口中可见的图像块(通常会随时变化)。无论如何,这是我获取图像的方式:

// Take care of vendor prefixes:
window.URL = window.URL || window.webkitURL;

// This is where we'll assign our final product
const imageTag = new Image();

imageTag.onerror = (err) => {
  console.error('IMG ERROR:', err);
};
imageTag.onload = () => {
  // Once the image tag has loaded the blob data, clean up our object url:
  window.URL.revokeObjectURL(imageTag.src);

  // imageTag is now passed into the code above as 'img'
};

// Grab the image data as a blob
fetch(`<url_of_image>`)
  .then(res => res.blob())
  .then(blob => {
    // When we get the image data, wrap it in an object url and assign
    // it to src. The onload event won't fire until the next tick.
    imageTag.src = window.URL.createObjectURL(blob);
  });

我应该指出,我最初是使用 canvas2D API 渲染的,并且它能够使用 drawImage() 方法很好地绘制图像。所以我很确定图像对象加载正常。我实现 WebGL 渲染器的原因是打开通往更大性能增强的大门。

感谢观看!

通过 Chromium 代码库搜索错误消息字符串并查看 revokeObjectURL 参考,它似乎是罪魁祸首。 image URL 表示的图像内容简单地得到 "freed" 到早。解决方案是在 调用 texImage2D.

之后调用 revokeObjectURL

好的党员们,我想通了(至少是一种方法)。

我永远无法开始工作的原始流程是:

  1. 以 blob 形式获取图像数据
  2. 使用 ObjectURL 可以将 blob 传递到 src 属性上的图像标签
  3. 将图像标签传递到 texImage2D(旧方法签名)

对我有用的新流程是:

  1. 获取图像数据作为数组缓冲区
  2. 使用jpeg-js
  3. 将jpg数据解码为Uint8Array
  4. 将 Uint8Array 传递给 texImage2D(新方法签名)

看起来像这样:

// I am using the decode() method from jpeg-js. Passing true as a second parameter 
// causes the data to be returned wrapped in a Uint8Array. Even though the data
// was one channel going in, it's going to come out with all four (RGBA) channels.

import { decode } from 'jpeg-js';

// Like before, please presume a global gl variable to be my WebGL context.
const gl = '<my-webgl-context-that-I-set-up-elsewhere>';

fetch(`<url_of_image>`)
  .then(res => res.arrayBuffer())
  .then(buffer => {
    // When we get the image data, it's still encoded. We need to decode it
    // before we've got pixel data. We want it as a Uint8Array which will make
    // texImage2D() happy.
    const pixels = decode(buffer, true);

    // Set up a new texture where we'll capture and keep the image data
    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);

    // Set the parameters so we can render any size image.
    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.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

    // Upload the image into the texture:

    // Here we are telling WebGL how many bytes each pixel will be (I think 
    // think the default is 4, but I thought that this step was important to show).
    gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);

    // jpeg-js is kind enough to provide the dimensions of the image data in its
    // returned value. Since jpeg-js returns the data with all 4 channels, we use
    // gl.RGBA here.
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, pixels.width, pixels.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels.data);

    // Ready to draw!
  });

希望这对以后的人有用。感谢所有贡献思想和想法的人,感谢 jpeg-js 上的合作者!