WebGL2——如何存储和检索 3D 顶点网格计算新顶点位置所需的 3D 纹理数据
WebGL2 -- How to store and retrieve 3D texture data needed by 3D grid of vertices to calculate new vertex positions
3D 物理模拟需要访问相邻顶点在着色器中的位置和属性,以计算顶点的新位置。 2D 版本有效,但无法将解决方案移植到 3D。翻转两个 3D 纹理似乎是正确的,为一个纹理输入一组 x、y 和 z 坐标,并获取包含相邻点的位置-速度-加速度数据的 vec4s,用于计算每个顶点的新位置和速度。 2D 版本使用 1 个带有帧缓冲区的绘制调用将所有生成的 gl_FragColors 保存到 sampler2D。我想使用帧缓冲区对 sampler3D 执行相同的操作。但它看起来像在 3D 中使用帧缓冲区,我需要在第二个 3D 纹理时写一个+层,直到所有层都被保存。我对将顶点网格映射到纹理的相对 x、y、z 坐标以及如何将其单独保存到图层感到困惑。在 2D 版本中,写入帧缓冲区的 gl_FragColor 直接映射到 canvas 的 2D x-y 坐标系,每个像素都是一个顶点。但我不明白如何确保将包含 3D 顶点的位置速度数据的 gl_FragColor 写入纹理,以便它保持正确映射到 3D 顶点。
这适用于片段着色器中的 2D:
vec2 onePixel = vec2(1.0, 1.0)/u_textureSize;
vec4 currentState = texture2D(u_image, v_texCoord);
float fTotal = 0.0;
for (int i=-1;i<=1;i+=2){
for (int j=-1;j<=1;j+=2){
if (i == 0 && j == 0) continue;
vec2 neighborCoord = v_texCoord + vec2(onePixel.x*float(i), onePixel.y*float(j));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture2D(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r;
float deltaV = neighborState.g - currentState.g;
fTotal += u_kSpring*deltaP + u_dSpring*deltaV;
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
gl_FragColor = vec4(position,velocity,acceleration,1);
这是我在片段着色器中尝试的 3D 效果:#version 300 es
vec3 onePixel = vec3(1.0, 1.0, 1.0)/u_textureSize;
vec4 currentState = texture(u_image, v_texCoord);
float fTotal = 0.0;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
if (i == 0 && j == 0 && k == 0) continue;
vec3 neighborCoord = v_texCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.z < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0 || neighborCoord.z >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r; //Distance from neighbor
float springDeltaLength = (deltaP - u_springOrigLength[counter]);
//Add the force on our point of interest from the current neighbor point. We'll be adding up to 26 of these together.
fTotal += u_kSpring[counter]*springDeltaLength;
}
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
gl_FragColor = vec4(position,velocity,acceleration,1);
写完之后,我继续阅读,发现帧缓冲区不会同时访问 sampler3D 的所有层以进行写入。我需要以某种方式一次处理 1 - 4 层。我既不确定如何做到这一点,也不确定如何确保 gl_FragColor 到达正确图层上的正确像素。
我在 SO 上找到了这个答案:
Render to 3D texture webgl2
它演示了在帧缓冲区中一次写入多个图层,但我没有看到如何将它与片段着色器等同起来,从一次绘制调用中自动 运行 1,000,000 次(100 x 100 x 100 ... (长 x 宽 x 高)),每次用位置-速度-加速度数据填充 sampler3D 中的正确像素,然后我可以将其触发器用于下一次迭代。
我还没有结果。我希望以编程方式制作第一个 sampler3D,使用它生成保存在第二个 sampler3D 中的新顶点数据,然后切换纹理并重复。
WebGL 是基于目的地的。这意味着它对要写入目标的每个结果执行 1 次操作。您可以设置的唯一类型的目的地是 2D 平面中的点(像素的正方形)、线和三角形。这意味着写入 3D 纹理需要分别处理每个平面。充其量你可以通过设置帧缓冲区的多个附件来分别在 N 为 4 到 8 的地方执行 N 个平面,最多允许附件
所以我假设您了解如何一次渲染到 100 层 1。在初始时间要么制作 100 个帧缓冲区并为每个帧缓冲区附加不同的层。或者,在渲染时使用不同的附件更新单个帧缓冲区。知道发生了多少验证我会选择制作 100 个帧缓冲区
所以
const framebuffers = [];
for (let layer = 0; layer < numLayers; ++layer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture,
0, layer);
framebuffers.push(fb);
}
现在在渲染时渲染到每一层
framebuffers.forEach((fb, layer) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
// pass in the layer number to the shader it can use for calculations
gl.uniform1f(layerLocation, layer);
....
gl.drawXXX(...);
});
WebGL1 不支持 3D 纹理,所以我们知道您使用的是 WebGL2,因为您提到使用 sampler3D
。
在 WebGL2 中,您通常在着色器的顶部使用 #version 300 es
来表示您想要使用更现代的 GLSL ES 3.00。
绘制到多个图层需要先确定要渲染到多少个图层。 WebGL2 一次支持最少 4 个,所以我们可以假设有 4 个层。为此,您需要为每个帧缓冲区附加 4 层
const layersPerFramebuffer = 4;
const framebuffers = [];
for (let baseLayer = 0; baseLayer < numLayers; baseLayer += layersPerFramebuffer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
for (let layer = 0; layer < layersPerFramebuffer; ++layer) {
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + layer, texture, 0, baseLayer + layer);
}
framebuffers.push(fb);
}
GLSL ES 3.0 着色器不使用 gl_FragCoord
它们使用用户定义的输出,因此我们声明一个数组输出
out vec4 ourOutput[4];
然后像以前使用 gl_FragColor
一样使用它,除了添加索引。下面我们处理 4 层。我们只为 v_texCoord
传递一个 vec2 并根据 baseLayerTexCoord
计算第三个坐标,这是我们在每次绘制调用中传递的东西。
varying vec2 v_texCoord;
uniform float baseLayerTexCoord;
vec4 results[4];
vec3 onePixel = vec3(1.0, 1.0, 1.0)/u_textureSize;
const int numLayers = 4;
for (int layer = 0; layer < numLayers; ++layer) {
vec3 baseTexCoord = vec3(v_texCoord, baseLayerTexCoord + onePixel * float(layer));
vec4 currentState = texture(u_image, baseTexCoord);
float fTotal = 0.0;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
if (i == 0 && j == 0 && k == 0) continue;
vec3 neighborCoord = baseTexCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.z < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0 || neighborCoord.z >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r; //Distance from neighbor
float springDeltaLength = (deltaP - u_springOrigLength[counter]);
//Add the force on our point of interest from the current neighbor point. We'll be adding up to 26 of these together.
fTotal += u_kSpring[counter]*springDeltaLength;
}
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
results[layer] = vec4(position,velocity,acceleration,1);
}
ourOutput[0] = results[0];
ourOutput[1] = results[1];
ourOutput[2] = results[2];
ourOutput[3] = results[3];
最后要做的是我们需要调用 gl.drawBuffers
来告诉 WebGL2 在哪里存储输出。因为我们一次做 4 层,所以我们会使用
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
]);
framebuffers.forEach((fb, ndx) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.uniform1f(baseLayerTexCoordLocation, (ndx * layersPerFramebuffer + 0.5) / numLayers);
....
gl.drawXXX(...);
});
示例:
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
const ext = gl.getExtension('EXT_color_buffer_float');
if (!ext) {
return alert('need EXT_color_buffer_float');
}
const vs = `#version 300 es
in vec4 position;
out vec2 v_texCoord;
void main() {
gl_Position = position;
// position will be a quad -1 to +1 so we
// can use that for our texcoords
v_texCoord = position.xy * 0.5 + 0.5;
}
`;
const fs = `#version 300 es
precision highp float;
in vec2 v_texCoord;
uniform float baseLayerTexCoord;
uniform highp sampler3D u_image;
uniform mat3 u_kernel[3];
out vec4 ourOutput[4];
void main() {
vec3 textureSize = vec3(textureSize(u_image, 0));
vec3 onePixel = vec3(1.0, 1.0, 1.0)/textureSize;
const int numLayers = 4;
vec4 results[4];
for (int layer = 0; layer < numLayers; ++layer) {
vec3 baseTexCoord = vec3(v_texCoord, baseLayerTexCoord + onePixel * float(layer));
float fTotal = 0.0;
vec4 color;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
vec3 neighborCoord = baseTexCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
color += u_kernel[k + 1][j + 1][i + 1] * texture(u_image, neighborCoord);
}
}
}
results[layer] = color;
}
ourOutput[0] = results[0];
ourOutput[1] = results[1];
ourOutput[2] = results[2];
ourOutput[3] = results[3];
}
`;
const vs2 = `#version 300 es
uniform vec4 position;
uniform float size;
void main() {
gl_Position = position;
gl_PointSize = size;
}
`;
const fs2 = `#version 300 es
precision highp float;
uniform highp sampler3D u_image;
uniform float slice;
out vec4 outColor;
void main() {
outColor = texture(u_image, vec3(gl_PointCoord.xy, slice));
}
`;
const computeProgramInfo = twgl.createProgramInfo(gl, [vs, fs]);
const drawProgramInfo = twgl.createProgramInfo(gl, [vs2, fs2]);
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
numComponents: 2,
data: [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
],
},
});
function create3DTexture(gl, size) {
const tex = gl.createTexture();
const data = new Float32Array(size * size * size * 4);
for (let i = 0; i < data.length; i += 4) {
data[i + 0] = i % 100 / 100;
data[i + 1] = i % 10000 / 10000;
data[i + 2] = i % 100000 / 100000;
data[i + 3] = 1;
}
gl.bindTexture(gl.TEXTURE_3D, tex);
gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA32F, size, size, size, 0, gl.RGBA, gl.FLOAT, data);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return tex;
}
const size = 100;
let inTex = create3DTexture(gl, size);
let outTex = create3DTexture(gl, size);
const numLayers = size;
const layersPerFramebuffer = 4;
function makeFramebufferSet(gl, tex) {
const framebuffers = [];
for (let baseLayer = 0; baseLayer < numLayers; baseLayer += layersPerFramebuffer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
for (let layer = 0; layer < layersPerFramebuffer; ++layer) {
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + layer, tex, 0, baseLayer + layer);
}
framebuffers.push(fb);
}
return framebuffers;
};
let inFramebuffers = makeFramebufferSet(gl, inTex);
let outFramebuffers = makeFramebufferSet(gl, outTex);
function render() {
gl.viewport(0, 0, size, size);
gl.useProgram(computeProgramInfo.program);
twgl.setBuffersAndAttributes(gl, computeProgramInfo, bufferInfo);
outFramebuffers.forEach((fb, ndx) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
]);
const baseLayerTexCoord = (ndx * layersPerFramebuffer + 0.5) / numLayers;
twgl.setUniforms(computeProgramInfo, {
baseLayerTexCoord,
u_kernel: [
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 1,
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 0,
],
u_image: inTex,
});
gl.drawArrays(gl.TRIANGLES, 0, 6);
});
{
const t = inFramebuffers;
inFramebuffers = outFramebuffers;
outFramebuffers = t;
}
{
const t = inTex;
inTex = outTex;
outTex = t;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawBuffers([gl.BACK]);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(drawProgramInfo.program);
const slices = 10.0;
const sliceSize = 25.0
for (let slice = 0; slice < slices; ++slice) {
const sliceZTexCoord = (slice / slices * size + 0.5) / size;
twgl.setUniforms(drawProgramInfo, {
position: [
((slice * (sliceSize + 1) + sliceSize * .5) / gl.canvas.width * 2) - 1,
0,
0,
1,
],
slice: sliceZTexCoord,
size: sliceSize,
});
gl.drawArrays(gl.POINTS, 0, 1);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
function glEnumToString(gl, v) {
const hits = [];
for (const key in gl) {
if (gl[key] === v) {
hits.push(key);
}
}
return hits.length ? hits.join(' | ') : `0x${v.toString(16)}`;
}
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
其他一些注意事项:在GLSL ES 3.00中你不需要传入纹理大小,你可以使用函数textureSize
查询纹理大小。它 returns 一个 ivec2
或 ivec3
取决于纹理的类型。
您也可以使用 texelFetch
代替 texture
。 texelFetch
采用整数纹素坐标和 mip 级别,例如 vec4 color = texelFetch(some3DTexture, ivec3(12, 23, 45), 0);
从 mip 级别 0 获取 x = 12、y = 23、z = 45 处的纹素。这意味着您不需要如果您发现使用像素而不是标准化纹理坐标更容易,请计算一下代码中的“onePixel”。
3D 物理模拟需要访问相邻顶点在着色器中的位置和属性,以计算顶点的新位置。 2D 版本有效,但无法将解决方案移植到 3D。翻转两个 3D 纹理似乎是正确的,为一个纹理输入一组 x、y 和 z 坐标,并获取包含相邻点的位置-速度-加速度数据的 vec4s,用于计算每个顶点的新位置和速度。 2D 版本使用 1 个带有帧缓冲区的绘制调用将所有生成的 gl_FragColors 保存到 sampler2D。我想使用帧缓冲区对 sampler3D 执行相同的操作。但它看起来像在 3D 中使用帧缓冲区,我需要在第二个 3D 纹理时写一个+层,直到所有层都被保存。我对将顶点网格映射到纹理的相对 x、y、z 坐标以及如何将其单独保存到图层感到困惑。在 2D 版本中,写入帧缓冲区的 gl_FragColor 直接映射到 canvas 的 2D x-y 坐标系,每个像素都是一个顶点。但我不明白如何确保将包含 3D 顶点的位置速度数据的 gl_FragColor 写入纹理,以便它保持正确映射到 3D 顶点。
这适用于片段着色器中的 2D:
vec2 onePixel = vec2(1.0, 1.0)/u_textureSize;
vec4 currentState = texture2D(u_image, v_texCoord);
float fTotal = 0.0;
for (int i=-1;i<=1;i+=2){
for (int j=-1;j<=1;j+=2){
if (i == 0 && j == 0) continue;
vec2 neighborCoord = v_texCoord + vec2(onePixel.x*float(i), onePixel.y*float(j));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture2D(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r;
float deltaV = neighborState.g - currentState.g;
fTotal += u_kSpring*deltaP + u_dSpring*deltaV;
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
gl_FragColor = vec4(position,velocity,acceleration,1);
这是我在片段着色器中尝试的 3D 效果:#version 300 es
vec3 onePixel = vec3(1.0, 1.0, 1.0)/u_textureSize;
vec4 currentState = texture(u_image, v_texCoord);
float fTotal = 0.0;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
if (i == 0 && j == 0 && k == 0) continue;
vec3 neighborCoord = v_texCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.z < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0 || neighborCoord.z >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r; //Distance from neighbor
float springDeltaLength = (deltaP - u_springOrigLength[counter]);
//Add the force on our point of interest from the current neighbor point. We'll be adding up to 26 of these together.
fTotal += u_kSpring[counter]*springDeltaLength;
}
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
gl_FragColor = vec4(position,velocity,acceleration,1);
写完之后,我继续阅读,发现帧缓冲区不会同时访问 sampler3D 的所有层以进行写入。我需要以某种方式一次处理 1 - 4 层。我既不确定如何做到这一点,也不确定如何确保 gl_FragColor 到达正确图层上的正确像素。
我在 SO 上找到了这个答案: Render to 3D texture webgl2 它演示了在帧缓冲区中一次写入多个图层,但我没有看到如何将它与片段着色器等同起来,从一次绘制调用中自动 运行 1,000,000 次(100 x 100 x 100 ... (长 x 宽 x 高)),每次用位置-速度-加速度数据填充 sampler3D 中的正确像素,然后我可以将其触发器用于下一次迭代。
我还没有结果。我希望以编程方式制作第一个 sampler3D,使用它生成保存在第二个 sampler3D 中的新顶点数据,然后切换纹理并重复。
WebGL 是基于目的地的。这意味着它对要写入目标的每个结果执行 1 次操作。您可以设置的唯一类型的目的地是 2D 平面中的点(像素的正方形)、线和三角形。这意味着写入 3D 纹理需要分别处理每个平面。充其量你可以通过设置帧缓冲区的多个附件来分别在 N 为 4 到 8 的地方执行 N 个平面,最多允许附件
所以我假设您了解如何一次渲染到 100 层 1。在初始时间要么制作 100 个帧缓冲区并为每个帧缓冲区附加不同的层。或者,在渲染时使用不同的附件更新单个帧缓冲区。知道发生了多少验证我会选择制作 100 个帧缓冲区
所以
const framebuffers = [];
for (let layer = 0; layer < numLayers; ++layer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture,
0, layer);
framebuffers.push(fb);
}
现在在渲染时渲染到每一层
framebuffers.forEach((fb, layer) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
// pass in the layer number to the shader it can use for calculations
gl.uniform1f(layerLocation, layer);
....
gl.drawXXX(...);
});
WebGL1 不支持 3D 纹理,所以我们知道您使用的是 WebGL2,因为您提到使用 sampler3D
。
在 WebGL2 中,您通常在着色器的顶部使用 #version 300 es
来表示您想要使用更现代的 GLSL ES 3.00。
绘制到多个图层需要先确定要渲染到多少个图层。 WebGL2 一次支持最少 4 个,所以我们可以假设有 4 个层。为此,您需要为每个帧缓冲区附加 4 层
const layersPerFramebuffer = 4;
const framebuffers = [];
for (let baseLayer = 0; baseLayer < numLayers; baseLayer += layersPerFramebuffer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
for (let layer = 0; layer < layersPerFramebuffer; ++layer) {
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + layer, texture, 0, baseLayer + layer);
}
framebuffers.push(fb);
}
GLSL ES 3.0 着色器不使用 gl_FragCoord
它们使用用户定义的输出,因此我们声明一个数组输出
out vec4 ourOutput[4];
然后像以前使用 gl_FragColor
一样使用它,除了添加索引。下面我们处理 4 层。我们只为 v_texCoord
传递一个 vec2 并根据 baseLayerTexCoord
计算第三个坐标,这是我们在每次绘制调用中传递的东西。
varying vec2 v_texCoord;
uniform float baseLayerTexCoord;
vec4 results[4];
vec3 onePixel = vec3(1.0, 1.0, 1.0)/u_textureSize;
const int numLayers = 4;
for (int layer = 0; layer < numLayers; ++layer) {
vec3 baseTexCoord = vec3(v_texCoord, baseLayerTexCoord + onePixel * float(layer));
vec4 currentState = texture(u_image, baseTexCoord);
float fTotal = 0.0;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
if (i == 0 && j == 0 && k == 0) continue;
vec3 neighborCoord = baseTexCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
vec4 neighborState;
if (neighborCoord.x < 0.0 || neighborCoord.y < 0.0 || neighborCoord.z < 0.0 || neighborCoord.x >= 1.0 || neighborCoord.y >= 1.0 || neighborCoord.z >= 1.0){
neighborState = vec4(0.0,0.0,0.0,1.0);
} else {
neighborState = texture(u_image, neighborCoord);
}
float deltaP = neighborState.r - currentState.r; //Distance from neighbor
float springDeltaLength = (deltaP - u_springOrigLength[counter]);
//Add the force on our point of interest from the current neighbor point. We'll be adding up to 26 of these together.
fTotal += u_kSpring[counter]*springDeltaLength;
}
}
}
float acceleration = fTotal/u_mass;
float velocity = acceleration*u_dt + currentState.g;
float position = velocity*u_dt + currentState.r;
results[layer] = vec4(position,velocity,acceleration,1);
}
ourOutput[0] = results[0];
ourOutput[1] = results[1];
ourOutput[2] = results[2];
ourOutput[3] = results[3];
最后要做的是我们需要调用 gl.drawBuffers
来告诉 WebGL2 在哪里存储输出。因为我们一次做 4 层,所以我们会使用
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
]);
framebuffers.forEach((fb, ndx) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.uniform1f(baseLayerTexCoordLocation, (ndx * layersPerFramebuffer + 0.5) / numLayers);
....
gl.drawXXX(...);
});
示例:
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
const ext = gl.getExtension('EXT_color_buffer_float');
if (!ext) {
return alert('need EXT_color_buffer_float');
}
const vs = `#version 300 es
in vec4 position;
out vec2 v_texCoord;
void main() {
gl_Position = position;
// position will be a quad -1 to +1 so we
// can use that for our texcoords
v_texCoord = position.xy * 0.5 + 0.5;
}
`;
const fs = `#version 300 es
precision highp float;
in vec2 v_texCoord;
uniform float baseLayerTexCoord;
uniform highp sampler3D u_image;
uniform mat3 u_kernel[3];
out vec4 ourOutput[4];
void main() {
vec3 textureSize = vec3(textureSize(u_image, 0));
vec3 onePixel = vec3(1.0, 1.0, 1.0)/textureSize;
const int numLayers = 4;
vec4 results[4];
for (int layer = 0; layer < numLayers; ++layer) {
vec3 baseTexCoord = vec3(v_texCoord, baseLayerTexCoord + onePixel * float(layer));
float fTotal = 0.0;
vec4 color;
for (int i=-1; i<=1; i++){
for (int j=-1; j<=1; j++){
for (int k=-1; k<=1; k++){
vec3 neighborCoord = baseTexCoord + vec3(onePixel.x*float(i), onePixel.y*float(j), onePixel.z*float(k));
color += u_kernel[k + 1][j + 1][i + 1] * texture(u_image, neighborCoord);
}
}
}
results[layer] = color;
}
ourOutput[0] = results[0];
ourOutput[1] = results[1];
ourOutput[2] = results[2];
ourOutput[3] = results[3];
}
`;
const vs2 = `#version 300 es
uniform vec4 position;
uniform float size;
void main() {
gl_Position = position;
gl_PointSize = size;
}
`;
const fs2 = `#version 300 es
precision highp float;
uniform highp sampler3D u_image;
uniform float slice;
out vec4 outColor;
void main() {
outColor = texture(u_image, vec3(gl_PointCoord.xy, slice));
}
`;
const computeProgramInfo = twgl.createProgramInfo(gl, [vs, fs]);
const drawProgramInfo = twgl.createProgramInfo(gl, [vs2, fs2]);
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
numComponents: 2,
data: [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
],
},
});
function create3DTexture(gl, size) {
const tex = gl.createTexture();
const data = new Float32Array(size * size * size * 4);
for (let i = 0; i < data.length; i += 4) {
data[i + 0] = i % 100 / 100;
data[i + 1] = i % 10000 / 10000;
data[i + 2] = i % 100000 / 100000;
data[i + 3] = 1;
}
gl.bindTexture(gl.TEXTURE_3D, tex);
gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA32F, size, size, size, 0, gl.RGBA, gl.FLOAT, data);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return tex;
}
const size = 100;
let inTex = create3DTexture(gl, size);
let outTex = create3DTexture(gl, size);
const numLayers = size;
const layersPerFramebuffer = 4;
function makeFramebufferSet(gl, tex) {
const framebuffers = [];
for (let baseLayer = 0; baseLayer < numLayers; baseLayer += layersPerFramebuffer) {
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
for (let layer = 0; layer < layersPerFramebuffer; ++layer) {
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + layer, tex, 0, baseLayer + layer);
}
framebuffers.push(fb);
}
return framebuffers;
};
let inFramebuffers = makeFramebufferSet(gl, inTex);
let outFramebuffers = makeFramebufferSet(gl, outTex);
function render() {
gl.viewport(0, 0, size, size);
gl.useProgram(computeProgramInfo.program);
twgl.setBuffersAndAttributes(gl, computeProgramInfo, bufferInfo);
outFramebuffers.forEach((fb, ndx) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.drawBuffers([
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
]);
const baseLayerTexCoord = (ndx * layersPerFramebuffer + 0.5) / numLayers;
twgl.setUniforms(computeProgramInfo, {
baseLayerTexCoord,
u_kernel: [
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 1,
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 0,
],
u_image: inTex,
});
gl.drawArrays(gl.TRIANGLES, 0, 6);
});
{
const t = inFramebuffers;
inFramebuffers = outFramebuffers;
outFramebuffers = t;
}
{
const t = inTex;
inTex = outTex;
outTex = t;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawBuffers([gl.BACK]);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(drawProgramInfo.program);
const slices = 10.0;
const sliceSize = 25.0
for (let slice = 0; slice < slices; ++slice) {
const sliceZTexCoord = (slice / slices * size + 0.5) / size;
twgl.setUniforms(drawProgramInfo, {
position: [
((slice * (sliceSize + 1) + sliceSize * .5) / gl.canvas.width * 2) - 1,
0,
0,
1,
],
slice: sliceZTexCoord,
size: sliceSize,
});
gl.drawArrays(gl.POINTS, 0, 1);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
function glEnumToString(gl, v) {
const hits = [];
for (const key in gl) {
if (gl[key] === v) {
hits.push(key);
}
}
return hits.length ? hits.join(' | ') : `0x${v.toString(16)}`;
}
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
其他一些注意事项:在GLSL ES 3.00中你不需要传入纹理大小,你可以使用函数textureSize
查询纹理大小。它 returns 一个 ivec2
或 ivec3
取决于纹理的类型。
您也可以使用 texelFetch
代替 texture
。 texelFetch
采用整数纹素坐标和 mip 级别,例如 vec4 color = texelFetch(some3DTexture, ivec3(12, 23, 45), 0);
从 mip 级别 0 获取 x = 12、y = 23、z = 45 处的纹素。这意味着您不需要如果您发现使用像素而不是标准化纹理坐标更容易,请计算一下代码中的“onePixel”。