在webgl的使用过程中,我们通常会想对texture进行多级处理并对其贴在表面显示
如对较精准的边缘检测,要先后使用灰度shader、模糊shader、边缘shader来进行处理,而每次的处理对象则是上一次处理后的texture,这就要对处理后的结果进行覆盖保存。
在众多webgl库中,直接有选项rederToTarget来实现将shader处理后的texture渲染并覆盖原texture,其是怎么完成这个步骤的呢?
这就要引出本文的主角——FrameBuffer
FBO(Frame Buffer Object)是被推荐用于将数据渲染到纹理对象的扩展。
FrameBuffer就像是一个webgl显示容器一样,平时我们使用gl.drawArrays或者gl.drawElements都是将对象绘制在了默认的窗口中,而当我们指定一个FrameBuffer为当前窗口时,则用这两个方法去绘制,则会将对象绘制于指定的FrameBuffer中。
internalformat, int x, int y, sizei width,
sizei height, int border);
target: TEXTURE_2D, TEXTURE_
FBO的创建:
//创建一个Framebuffer var fb = gl.createFramebuffer(); //将fb绑定为目前的窗口 gl.bindFramebuffer(gl.FRAMEBUFFER,fb);
这样,我们则创建了一个新的可以绘制的buffer了,且其并不会被显示出来
但是,这样就可以了吗?我们想到的是将经过shader渲染后的texture渲染出来并交给下一个shader,这时则引入方法framebufferTexture2D
Reference from《OpenGL ES Reference Pages about FramebufferTexture2D》:
To render directly into a texture image, a specified image from a texture object can be attached as one of the logical buffers of the currently bound framebuffer object by calling the command
为了直接渲染至纹理图片中,一个纹理对象中指定的图片可用下面的方法绑定在当前使用的FBO上一个逻辑缓存中
void FramebufferTexture2D( enum target, enum attachment, enum textarget, uint texture, int level );
target:
• FRAMEBUFFER
attachment:
• If attachment is COLOR_ATTACHMENT0, then image must have a colorrenderable internal format.(色彩)
• If attachment is DEPTH_ATTACHMENT, then image must have a depthrenderable internal format.(深度)
• If attachment is STENCIL_ATTACHMENT, then image must have a stencilrenderable internal format.(模板)
textarget:
• TEXTURE_2D (two-dimensional texture)
• TEXTURE_CUBE_MAP_POSITIVE_X (three-dimensional +x texture)
• TEXTURE_CUBE_MAP_POSITIVE_Y (three-dimensional +y texture)
• TEXTURE_CUBE_MAP_POSITIVE_Z (three-dimensional +z texture)
• TEXTURE_CUBE_MAP_NEGATIVE_X (three-dimensional -x texture)
• TEXTURE_CUBE_MAP_NEGATIVE_Y (three-dimensional -y texture)
• TEXTURE_CUBE_MAP_NEGATIVE_Z (three-dimensional -z texture)
texture:
texture object
level:
specifies the mipmap level of the texture image to be attached to the framebuffer and must be 0.
我们使用这个方法来进行绑定(本文只介绍色彩的绑定,尝试和模板类似,但是有不同之处,不在此讨论)
//创建一个纹理对象 var texture = gl.createTexture(); //使用如下的设置来创建texture,这样对texture的设置可以使我们对任何尺寸的图片进行处理 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_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var fb = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER,fb); //使用该方法将texture的颜色值与FBO进行绑定 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
绑定后,当我们执行gl.drawArrays或gl.drawElements方法时,则会将直接渲染至目前绑定的FBO上,而FBO又与texture的色彩进行了绑定,所以绘制时则也将色彩渲染至了texture中
这样,我们则可用两个FBO来进行队列加工:
OriginalImage --> texture1
texture1 --> gray --> texture2
texture2 --> blur --> texture1
texture1 --> edge --> texture2
下面是具体实现过程
var FBOs = [], textures = []; for(var i = 0; i < 2; i++){ var texture = gl.createTexture(); 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_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); var fb = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER,fb); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); //store corresponding texture and fb textures.push(texture); FBOs.push(fb); } gl.bindTexture(gl.TEXTURE_2D, originalImageTexture); for(var i = 0; i < 3; i++){ switch(i){case 0: //set gray shader to current shader program //handle arguments to vs shader and fs shader break; case 1: //set blur shader to current shader program //handle arguments to vs shader and fs shader break; case 2: //set edge shader to current shader program //handle arguments to vs shader and fs shader break; } gl.bindFramebuffer(gl.FRAMEBUFFER, FBOs[i%2]); //set the viewport fits the images size gl.viewport(0, 0, imgWidth, imgHeight); gl.drawArrays(....); //or gl.drawElements(....); //set the rendered texture to current texture for next frambuffer using gl.bindTexture(gl.TEXTURE_2D, texture[i%2]); }
完整的过程为:
originalTexture --> gray program --> set FBO1 --> draw --> FBO1 --> set texture1 texture1 --> blur program --> set FBO2 --> draw --> FBO2 --> set texture2 texture2 --> edge program --> set FBO1 --> draw --> FBO1 --> set texture1
该过程中,FBO1与texture1是进行色彩渲染绑定的,所以set FBO1后进行渲染则会直接渲染至texture1
当我们完成了整个绘制的时候,要正常显示处理后的图片,则要从FBO中跳出来:
//set FBO to null to use default framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, null);
从FrameBuffer中读取像素颜色数据
Reference from 《webgl_2.0_reference_card》/《OpenGL ES Reference Pages about readPixels》:
Pixels in the current framebuffercan be read back into an ArrayBufferView object.
void readPixels(int x, int y, long width, long height,enum format, enum type, Object pixels)
x,y
• Specify the window coordinates of the first pixel that is read from the frame buffer. This location is the lower left corner of a rectangular block of pixels.
width,height
• Specify the dimensions of the pixel rectangle.
width
andheight
of one correspond to a single pixel.format
• Specifies the format of the pixel data. The following symbolic values are accepted
RGBA
in WebGLtype
• Specifies the data type of the pixel data. Must be
UNSIGNED_BYTE
in WebGLpixels
• Returns the pixel data.
在使用过程中,我们要先创建pixels对象来储存数据
//using ArrayBufferView to store pixels data only, Unit8Array is the best because each color data is a byte var pixels = new Uint8Array(ImageWidth * ImageHeight * 4); gl.readPixels(0, 0, ImageWidth, ImageHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
这样,我们则可以得到整个FBO中的色彩数据
这两个函数都是用来从FBO中将数据复制至当前绑定的texture中的
CopyTexImage2D方法:
Reference from 《OpenGL ES Reference Pages about CopyTexImage2D》:
copy pixels into a 2D texture image
void CopyTexImage2D(enum target, int level,enum internalformat, int x, int y, sizei width,sizei height, int border);
target:
• TEXTURE_2D
• TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z},
• TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z}
internalformat:
• ALPHA
• LUMINANCE
• LUMINANCE_ALPHA
• RGB
• RGBA
x,y
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
width
Specifies the width of the texture image. Must be 0 or 2 n + 2 border for some integer n.
height
Specifies the height of the texture image. Must be 0 or 2 m + 2 border for some integer m.
border
Specifies the width of the border. Must be either 0 or 1.
CopyTexSubImage2D方法:
Reference from 《OpenGL ES Reference Pages about CopyTexSubImage2D》:
copy a two-dimensional texture subimage
void CopyTexSubImage2D(enum target, int level, int xoffset,int yoffset, int x, int y, sizei width, sizei height);
target:
• TEXTURE_2D
• TEXTURE_CUBE_MAP_POSITIVE_{X, Y, Z},
• TEXTURE_CUBE_MAP_NEGATIVE_{X, Y, Z}
level:
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffset:
Specifies a texel offset in the x direction within the texture array.
yoffset:
Specifies a texel offset in the y direction within the texture array.
x,y:
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
width:
Specifies the width of the texture subimage.
height:
Specifies the height of the texture subimage.
这两个方法的不同之处相信大家已经看得出来了
CopyTexSubImage2D相对CopyTexImage2D增加了offset来改变复制区域
其最终复制区域为:[x, xoffset + width - 1]与[y, yoffset + height -1]。
而CopyTexImage2D则是比CopyTexSubImage2D多了internelformat参数来控制对像素数据复制的种类。
有了对texture灵活的操作,则我们才能做出更有趣的东西出来,而framebuffer在里面也是相当重要的一个角色。
WebGL-1.0参考卡片:http://files.cnblogs.com/files/zhiyishou/webgl-reference-card-1_0.pdf
OpenGL-ES-2.0参考卡片:http://files.cnblogs.com/files/zhiyishou/OpenGL-ES-2_0-Reference-card.pdf
OpenGL-ES-2.0参考手册:https://www.khronos.org/opengles/sdk/docs/man/
The end.