是否可以从都使用相同FBO的纹理A读取并写入纹理B?我不相信这里已经涵盖了。有人问关于OpenGL的问题,而不是关于WebGL的问题。根据此post的答案看来,答案是否定的,但是如果有人可以明确地告诉我是否可以在同一fbo中读取/写入纹理,那将对我有很大帮助。在我的代码中,出现以下错误:
WebGL警告:drawElementsInstanced:纹理级别0将由TEXTURE_2D单元0读取,但由帧缓冲区附件COLOR_ATTACHMENT1写入,这将是非法反馈。
以下代码段会生成“非法反馈”警告。我知道代码可能看起来/没有用,但关键是完成了读/写。概括一下,我期望发生的事情是应使用TextureA(或称它为Texture 1)来渲染到纹理B(又称Texture 2)。然后,我应该在屏幕上看到一些东西。最有可能是4个贪婪方块:
/* YOU CAN PROBABLY IGNORE THIS AS IT'S INITIALIZATION CODE */
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl2');
var fb;
var textures = [];
var tex_datei1 = new Array( 4*64*64 ).fill(9);
var vbo = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER , vbo );
var vertices = new Array( 4*64*64 ).fill( 0 );
gl.bindBuffer( gl.ARRAY_BUFFER , vbo );
gl.bufferData( gl.ARRAY_BUFFER , new Float32Array( vertices ) , gl.STATIC_DRAW );
var ibo = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER , ibo );
var indices = [ ...Array( vertices.length/4 ).keys() ];
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 2;
indices[4] = 3;
indices[5] = 1;
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW);
var vc = `#version 300 es
precision mediump float;
uniform sampler2D u_image0;
uniform sampler2D u_image1;
in vec3 coordinates;
void main(void) {
float x = coordinates.x;
float y = coordinates.y;
vec4 sample_A = texture( u_image0 , vec2( x , y ) );
sample_A.x *= 64.0 * 4.0;
sample_A.y *= 64.0 * 4.0;
gl_Position = vec4( sample_A.x/10.0 , sample_A.y/10.0 , 0.0 , 1.0 );
gl_PointSize = 30.0;
}
`;
var vs = gl.createShader( gl.VERTEX_SHADER );
gl.shaderSource( vs , vc );
gl.compileShader(vs);
if( !gl.getShaderParameter( vs , gl.COMPILE_STATUS ) ){
console.log( gl.COMPILE_STATUS );
console.log( gl.getShaderInfoLog(vs) );
}
var fc = `#version 300 es
precision highp float;
out vec4 color;
void main(void) {
color = vec4( 0.5 , 0.5 , 0.0 , 1.0 );
}
`;
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, fc);
gl.compileShader(fs);
if( !gl.getShaderParameter( fs , gl.COMPILE_STATUS ) ){
console.log( gl.COMPILE_STATUS );
console.log( gl.getShaderInfoLog(fs) );
}
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.useProgram( program);
var coordinates_u_loc = gl.getAttribLocation(program, "coordinates");
var u_image0_loc = gl.getUniformLocation( program , "u_image0");
var die_berechnung_u_image1Location = gl.getUniformLocation( program , "u_image1");
gl.bindBuffer( gl.ARRAY_BUFFER , vbo );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER , ibo );
gl.enableVertexAttribArray( coordinates_u_loc );
gl.vertexAttribPointer( coordinates_u_loc , 4 , gl.FLOAT , false , 0 , 0 );
/* HERE IS WHERE I GET INTO FRAMEBUFFER SETUP */
fb = gl.createFramebuffer();
gl.bindFramebuffer( gl.FRAMEBUFFER , fb );
gl.uniform1i( u_image0_loc , 0);
//gl.uniform1i( u_image1_loc , 1);
var internal_formats = [ gl.RGBA , gl.RGBA ];
var formats = [ gl.RGBA , gl.RGBA ];
var types = [ gl.UNSIGNED_BYTE , gl.UNSIGNED_BYTE ];
var datas = [ new Uint8Array( tex_datei1.slice() ) , new Uint8Array( tex_datei1.slice() ) ];
for( var i = 0 ; i < datas.length ; i++ ){
var texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D , texture );
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.texImage2D( gl.TEXTURE_2D ,
0 ,
internal_formats[i] ,
64 ,
64 ,
0 ,
formats[ i ] ,
types[ i ] ,
datas[ i ]
);
textures.push( texture );
}
/* HERE MAY LIE MY ISSUE AS I HAVE NO IDEA HOW TO SPECIFY THAT THE SECOND TEXTURE SHOULD BE WRITTEN TO. I'VE TRIED MESSING AROUND WITH THE LAYERS PARAMETER BUT THAT JUST CREATES MIPS ISSUES. */
gl.bindTexture( gl.TEXTURE_2D , textures[ 0 ] );
var attachmentPoint = gl.COLOR_ATTACHMENT0;
gl.framebufferTexture2D( gl.FRAMEBUFFER , attachmentPoint , gl.TEXTURE_2D , textures[ 0 ] , 0 );
gl.bindTexture( gl.TEXTURE_2D , textures[ 1 ] );
var attachmentPoint = gl.COLOR_ATTACHMENT1;
gl.framebufferTexture2D( gl.FRAMEBUFFER , attachmentPoint , gl.TEXTURE_2D , textures[ 1 ] , 0 );
var er = gl.checkFramebufferStatus( gl.FRAMEBUFFER );
if( er !== 36053 ){
console.log( er );
}
/* DRAW */
gl.clearColor( 0.0 , 0.0 , 0.0 , 0.0 );
gl.enable( gl.DEPTH_TEST );
gl.clear( gl.COLOR_BUFFER_BIT );
gl.viewport( 0,0, 64 , 64 );
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, textures[1] );
gl.drawElements( gl.POINTS , indices.length , gl.UNSIGNED_SHORT , 0 );
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<body>
<canvas width="64" heigh="64" style="width:64px; height:64px; border:thick solid #0000FF; "></canvas>
</body>
</html>
是否有可能使用相同的FBO从纹理A读取并写入纹理B
不,不可能。您为什么要这么做?
您想完成什么?有时写信给A,有时写信给B?如果是这样,请制作2 fbos。 fboA和fboB,将纹理A附加到fboA,将B附加到fboB。要写入A时,请绑定fboA。当您要写B时,请绑定fboB