WebGL drawBuffer 输出黑色纹理

WebGL drawBuffer outputs black textures

我正在尝试借助 drawBuffers 编写简单的 webgl multipass 程序。我创建了 2 个 drawBuffer 纹理并在 fragmentShaderPass1 中为它们分配颜色。 Texture1 应该是绿色,Texture2 应该是棕色。然后我将这些纹理作为统一传递给 fragmentShaderPass2,它使用 Texture1 的颜色来渲染矩形。问题是矩形总是黑色而不是绿色!我在这里做错了什么?

    // STAGE 1
    let fragmentShaderPass1 = `
        #extension GL_EXT_draw_buffers : require
        precision highp float;
        precision highp int;
        precision highp sampler2D;

        void main( void )
        {
            gl_FragData[0] = vec4(.2, .8, .0, 1);  // green
            gl_FragData[1] = vec4(.6, .5, .4, .3);  // brown
        }
    `;
    let pass1_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass1);

    let firstStageFrameBuffer = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, firstStageFrameBuffer);

    gl.useProgram(pass1_prog);

    for (let i = 0; i < 2; i++) 
    {
        let tex = gl.createTexture();
        textures.push(tex);

        gl.bindTexture(gl.TEXTURE_2D, tex);

        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

        // attach texture to framebuffer
        gl.framebufferTexture2D(gl.FRAMEBUFFER, ext.COLOR_ATTACHMENT0_WEBGL + i, gl.TEXTURE_2D, tex, 0);
    }

    gl.disable(gl.DEPTH_TEST); // framebuffer doesn't even have a depth buffer!
    gl.viewport(0, 0, _this.canvas.width, _this.canvas.height); 

    ext.drawBuffersWEBGL([
        ext.COLOR_ATTACHMENT0_WEBGL,
        ext.COLOR_ATTACHMENT1_WEBGL
    ]);

    gl.drawArrays(gl.POINTS, 0, 1); 



    // STAGE 2
    let fragmentShaderPass2 = `
        precision highp float;
        precision highp int;
        precision highp sampler2D;

        uniform sampler2D inColor0;
        uniform sampler2D inColor1;

        void main( void )
        {
            gl_FragColor = texture2D(inColor0, vec2(0.5));
        }
    `;
    let pass2_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass2);

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.useProgram(pass2_prog);
    gl.viewport(0, 0, canvas.width, canvas.height); 
    gl.clearColor(1.0, 1.0, 1.0, 1.0);

    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, textures[0]);
    gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor0"), 0);

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, textures[1]); 
    gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor1"), 1);

    gl.drawArrays(gl.POINTS, 0, 1);

您在上面发布的代码不会使您的纹理可渲染并在 the JavaScript console

中出现此错误

RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?

它们不可渲染,因为它们没有 mips 但设置为使用 mips(默认)。它们也可能不是二维的幂,尽管您没有显示 canvas 的大小,但只是猜测它不是 2 的幂。

使它们可渲染

  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);

使它们渲染

const canvas = document.querySelector('canvas');
const _this = {canvas};
const textures = [];
const gl = _this.canvas.getContext('webgl');
const ext = gl.getExtension('WEBGL_draw_buffers');
if (!ext) { alert('need WEBGL_draw_buffers'); }
const globals = {
  vertexShader: `
    void main() {
      gl_Position = vec4(0, 0, 0, 1);
      gl_PointSize = 100.0;
    }
  `,
}
// STAGE 1
let fragmentShaderPass1 = `
  #extension GL_EXT_draw_buffers : require
  precision highp float;
  precision highp int;
  precision highp sampler2D;

  void main( void )
  {
      gl_FragData[0] = vec4(.2, .8, .0, 1);  // green
      gl_FragData[1] = vec4(.6, .5, .4, 1);  // brown
  }
`;
let pass1_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass1);

let firstStageFrameBuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, firstStageFrameBuffer);

gl.useProgram(pass1_prog);

for (let i = 0; i < 2; i++) {
  let tex = gl.createTexture();
  textures.push(tex);

  gl.bindTexture(gl.TEXTURE_2D, tex);

  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.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);

  // attach texture to framebuffer
  gl.framebufferTexture2D(gl.FRAMEBUFFER, ext.COLOR_ATTACHMENT0_WEBGL + i, gl.TEXTURE_2D, tex, 0);
}

gl.disable(gl.DEPTH_TEST); // framebuffer doesn't even have a depth buffer!
gl.viewport(0, 0, _this.canvas.width, _this.canvas.height);

ext.drawBuffersWEBGL([
  ext.COLOR_ATTACHMENT0_WEBGL,
  ext.COLOR_ATTACHMENT1_WEBGL
]);

gl.drawArrays(gl.POINTS, 0, 1);



// STAGE 2
let fragmentShaderPass2 = `
        precision highp float;
        precision highp int;
        precision highp sampler2D;

        uniform sampler2D inColor0;
        uniform sampler2D inColor1;

        void main( void )
        {
            gl_FragColor = texture2D(inColor0, vec2(0.5));
        }
    `;
let pass2_prog = createProgram(gl, globals.vertexShader, fragmentShaderPass2);

gl.bindFramebuffer(gl.FRAMEBUFFER, null);

gl.useProgram(pass2_prog);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[0]);
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor0"), 0);

gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, textures[1]);
gl.uniform1i(gl.getUniformLocation(pass2_prog, "inColor1"), 1);

gl.drawArrays(gl.POINTS, 0, 1);


// ---
function createProgram(gl, vSrc, fSrc) {
  return twgl.createProgram(gl, [vSrc, fSrc]);
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

请注意,我将 "brown" 颜色从 vec4(.6, .5, .4, .3) 更改为 vec4(.6, .5, .4, 1)vec4(.6, .5, .4, .3) 是 canvas 的无效颜色,除非您对输出进行更多数学运算或将 canvas 设置为不排除预乘 alpha 颜色。您的输出着色器没有做任何额外的数学运算,也没有显示设置 canvas 的代码。默认情况下,浏览器希望您将预乘颜色值放在 canvas 中。 vec4(.6, .5, .4, .3) 不是预乘 alpha,因为如果它是 r、g 和 b 则不能 > a.