对于后处理着色器,我需要帧缓冲区的颜色和深度缓冲区。访问颜色缓冲区工作正常,但我在创建深度缓冲区时遇到问题。尝试将 texImage2D 用于深度纹理时,我总是收到 INVALID_ENUM 错误:

WebGL error INVALID_ENUM in texImage2D(TEXTURE_2D, 0, DEPTH_COMPONENT16, 1536, 502, 0, DEPTH_COMPONENT, UNSIGNED_BYTE, null)

使用渲染缓冲区而不是纹理可以工作,但我想要纹理的深度,以便我可以将其传递给着色器。

具有深度纹理代码的帧缓冲区:
Framebuffer.prototype.initBufferStuffTexture = function(width, height){
    if(this.width == width && this.height == height){
        return;
    }

    this.width = width;
    this.height = height;

    // remove existing buffers
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    if(this.texture != null){
        gl.deleteTexture(this.texture.glid);
        this.texture = null;
    }
    if(this.renderbuffer != null){
        gl.deleteRenderbuffer(this.renderbuffer);
        this.renderbuffer = null;
    }
    if(this.framebuffer != null){
        gl.deleteFramebuffer(this.framebuffer);
        this.framebuffer = null;
    }

    // create new buffers
    this.framebuffer = gl.createFramebuffer();
    this.texture = new Texture();
    this.texture.glid = gl.createTexture();
    this.depth = new Texture();
    this.depth.glid = gl.createTexture();

    // framebuffer
    gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
    this.framebuffer.width = width;
    this.framebuffer.height = height;

    // colorbuffer
    gl.bindTexture(gl.TEXTURE_2D, this.texture.glid);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    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, gl.RGBA, this.framebuffer.width, this.framebuffer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

    // depthbuffer
    gl.bindTexture(gl.TEXTURE_2D, this.depth.glid);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    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, gl.DEPTH_COMPONENT16, this.framebuffer.width, this.framebuffer.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_BYTE, null);

    // assemble buffers
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.glid, 0);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, this.depth.glid, 0);

    this.checkBuffer();

    gl.bindTexture(gl.TEXTURE_2D, null);
    gl.bindRenderbuffer(gl.RENDERBUFFER, null);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}

最佳答案

OpenGL ES 2.0 规范(针对指定的 WebGL)未将 GL_DEPTH_COMPONENT(或其任何大小的版本)列为有效的纹理内部格式,因此它似乎不支持深度纹理,并且 WebGL 规范未在任何地方说明它的行为不同,它也不支持深度纹理。

但也许这个 link 有帮助,在 WebGL 中通过将深度值打包到标准 rgba 纹理中来模拟深度 txtures。

关于opengl-es - WebGL - 渲染深度到 fbo 纹理不起作用,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/7255814/

10-16 01:28