如何在 webgl 中使用帧缓冲区?

How to work with framebuffers in webgl?

我一直在努力理解 WebGL/OpenGL-ES 中的帧缓冲区。 我知道我们可以使用帧缓冲区混合多个纹理。

所以,为了理解我通过采用 1*1 纹理编写了一个示例并尝试在其上应用帧缓冲区逻辑。 但是,它没有用。

查看底部的代码片段,如果您单击 "mix red and blue",图像不会被渲染,我做错了什么吗?

代码: `

var canvas, gl, attrPosition, texture, program, vertexBuffer, textureBuffer, vertices, texVertices, attrPos, attrTexPos, textures = [], framebuffers = [];

canvas = document.getElementById('canvas');
    gl = getWebGL();
    vertices = new Float32Array([
        -1.0, -1.0,  
         1.0, -1.0, 
         1.0,  1.0, 
        -1.0,  1.0, 
        -1.0, -1.0, 
    ]);

    texVertices = new Float32Array([
        0.0, 0.0,
        1.0, 0.0,
        1.0, 1.0,
        0.0, 1.0,
        0.0, 0.0
    ]);
    var getProgram = function () {
        var vs = createVertexShader([
            'attribute vec2 attrPos;',
            'attribute vec2 attrTexPos;',
            'varying highp vec2 vTexCoord;',
            'void main() {',
                '\tgl_Position = vec4(attrPos, 0.0, 1.0);',
            '}'
        ].join('\n'));

        var fs = createFragmentShader([
            'varying highp vec2 vTexCoord;',
            'uniform sampler2D uImage;',
            'void main() {',
                '\tgl_FragColor = texture2D(uImage, vTexCoord);',
            '}'
        ].join('\n'));
        return createAndLinkPrograms(vs, fs);
    };

    var render = function () {
        gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
        gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
        gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
    };
    if (gl) {
        gl.clearColor(0.1, 0.5, 1.0, 1.0);
        render();
        program = getProgram();
        texture = createAndSetupTexture();
        vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
        attrPos = gl.getUniformLocation(program, 'attrPos');
        gl.enableVertexAttribArray(attrPos);

        textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
        attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
        gl.enableVertexAttribArray(attrTexPos);

        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
        render();
    }

    var initPingPongTextures = function(textures, framebuffers) {
        for (var i = 0; i < 2; ++i) {
            var tex = createAndSetupTexture(gl);
            textures.push(tex);
            // make the texture the same size as the image
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
            // Create a framebuffer
            var fbo = gl.createFramebuffer();
            framebuffers.push(fbo);
            gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
            // Attach a texture to it.
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
        }
    }

    var setFramebuffer = function(fbo, width, height) {
        gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
        gl.viewport(0, 0, width, height);
    };

    var mixRedAndBlue = function () {
        gl.activeTexture(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, texture);

        setFramebuffer(framebuffers[0], 1, 1);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
        render();
        gl.bindTexture(gl.TEXTURE_2D, textures[0]);

        setFramebuffer(framebuffers[1], 1, 1);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
        render();
        gl.bindTexture(gl.TEXTURE_2D, textures[1]);

        setFramebuffer(null, 1, 1);
        render();
    };`

var getWebGLContext = function(canvas) {
 var webglContextParams = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'];
 var webglContext = null;
 for (var index = 0; index < webglContextParams.length; index++) {
  try {
   webglContext = canvas.getContext(webglContextParams[index]);
   if(webglContext) {
    //breaking as we got our context
    break;
   }
  } catch (E) {
   console.log(E);
  }
 }
 if(webglContext === null) {
  alert('WebGL is not supported on your browser.');
 } else {
  //WebGL is supported in your browser, lets render the texture
 }
 fillGLForCleanUp(webglContext);
 return webglContext;
}
var createVertexShader = function (vertexShaderSource) {
 console.log(vertexShaderSource);
 var vertexShader = gl.createShader(gl.VERTEX_SHADER);
 gl.shaderSource(vertexShader, vertexShaderSource);
 gl.compileShader(vertexShader);
 return vertexShader;
}

var createFragmentShader = function (fragmentShaderSource) {
 console.log(fragmentShaderSource);
 var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
 gl.shaderSource(fragmentShader, fragmentShaderSource);
 gl.compileShader(fragmentShader);
 return fragmentShader;
}


var createAndLinkPrograms = function (vertexShader, fragmentShader) {
 var program = gl.createProgram();
 gl.attachShader(program, vertexShader);
 gl.attachShader(program, fragmentShader);
 gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        alert('Could not initialise shaders');
    }
 gl.useProgram(program);
 return program;
}

var createAndBindBuffer = function (verticesOrIndices, bufferType) {
 var buffer = gl.createBuffer();
 gl.bindBuffer(bufferType, buffer);
 gl.bufferData(bufferType, verticesOrIndices, gl.STATIC_DRAW);
 //clear memory
 gl.bindBuffer(bufferType, null);
 return buffer;
}

var allowAllImageSizes = function() {
   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.LINEAR);
   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  // gl.bindTexture(gl.TEXTURE_2D, null);
} 

var createAndSetupTexture = function() {
 var texture = gl.createTexture();
 gl.bindTexture(gl.TEXTURE_2D, texture);
 allowAllImageSizes();
 gl.textures.push(texture);
 return texture;
}

var getWebGL = function (canvas, width, height) {
 if(!canvas) {
  canvas = document.createElement('canvas');
  canvas.id = 'canvas';
  canvas.width = !width ? 512 : width;
  canvas.height = !height ? 512 : height;
  document.body.appendChild(canvas);
 } else {
  canvas.width = !width ? 512 : width;
  canvas.height = !height ? 512 : height;
 }
 return getWebGLContext(canvas);
}

var fillGLForCleanUp = function (gl) {
 gl.textures = [];
 gl.framebuffers = [];
 gl.array_buffer = [];
 gl.element_array_buffers = [];
}


var canvas, gl, attrPosition, texture, program, 
vertexBuffer, textureBuffer, vertices, texVertices,
attrPos, attrTexPos, textures = [], framebuffers = [];
canvas = document.getElementById('canvas');
gl = getWebGL(canvas);
vertices = new Float32Array([
 -1.0, -1.0,  
  1.0, -1.0, 
  1.0,  1.0, 
 -1.0,  1.0, 
 -1.0, -1.0, 
]);

texVertices = new Float32Array([
 0.0, 0.0,
 1.0, 0.0,
 1.0, 1.0,
 0.0, 1.0,
 0.0, 0.0
]);
var getProgram = function () {
 var vs = createVertexShader([
  'attribute vec2 attrPos;',
  'attribute vec2 attrTexPos;',
  'varying highp vec2 vTexCoord;',
  'void main() {',
   '\tgl_Position = vec4(attrPos, 0.0, 1.0);',
  '}'
 ].join('\n'));

 var fs = createFragmentShader([
  'varying highp vec2 vTexCoord;',
  'uniform sampler2D uImage;',
  'void main() {',
   '\tgl_FragColor = texture2D(uImage, vTexCoord);',
  '}'
 ].join('\n'));
 return createAndLinkPrograms(vs, fs);
};

var render = function () {
 gl.clear(gl.DEPTH_BUFFER_BIT|gl.COLOR_BUFFER_BIT);
 gl.bindTexture(gl.TEXTURE_2D, texture);
 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
 gl.vertexAttribPointer(attrPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
 gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
 gl.vertexAttribPointer(attrTexPos, 2, gl.FLOAT, gl.FALSE, 0, 0);
 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 5);
};
if (gl) {
 gl.clearColor(0.1, 0.5, 1.0, 1.0);
 render();
 program = getProgram();
 texture = createAndSetupTexture();
 vertexBuffer = createAndBindBuffer(vertices, gl.ARRAY_BUFFER);
 attrPos = gl.getUniformLocation(program, 'attrPos');
 gl.enableVertexAttribArray(attrPos);

 textureBuffer = createAndBindBuffer(texVertices, gl.ARRAY_BUFFER);
 attrTexPos = gl.getUniformLocation(program, 'attrTexPos');
 gl.enableVertexAttribArray(attrTexPos);

 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([123, 0, 60, 255]));
 render();
}

var initPingPongTextures = function(textures, framebuffers) {
 for (var i = 0; i < 2; ++i) {
  var tex = createAndSetupTexture(gl);
  textures.push(tex);
  // make the texture the same size as the image
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  // Create a framebuffer
  var fbo = gl.createFramebuffer();
  framebuffers.push(fbo);
  gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
  // Attach a texture to it.
  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
 }
}

var setFramebuffer = function(fbo, width, height) {
 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
 gl.viewport(0, 0, width, height);
};

var mixRedAndBlue = function () {
 gl.activeTexture(gl.TEXTURE0);
 gl.bindTexture(gl.TEXTURE_2D, texture);

 setFramebuffer(framebuffers[0], 1, 1);
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
 render();
 gl.bindTexture(gl.TEXTURE_2D, textures[0]);

 setFramebuffer(framebuffers[1], 1, 1);
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 0, 255]));
 render();
 gl.bindTexture(gl.TEXTURE_2D, textures[1]);

 setFramebuffer(null, 1, 1);
 render();
};
<button id="redImg" onclick="mixRedAndBlue()">Mix Red and blue</button><hr/>
<canvas id="canvas" width=512 height=512></canvas>

编辑 1 :

我正在尝试为具有多个片段着色器的多个程序实现相同的效果,因为不建议在片段着色器中使用 if/else 语句,因为它针对每个像素运行。

`
Shaders.prototype.VS_Base = [ 'attribute vec3 verticesPosition;', 'attribute vec2 texturePosition;', 'varying highp vec2 vTextureCoord;', 'void main(void) {', '\tgl_Position = vec4(verticesPosition * vec3(1.0, -1.0, 1.0), 0.5);', '\tvTextureCoord = texturePosition;', '}' ].join('\n');

Shaders.prototype.FS_Base_Image_RED = [
        '#ifdef GL_ES',
        'precision highp float;',
        '#endif',
        'uniform sampler2D uImage;',
        'varying highp vec2 vTextureCoord;',
        'void main (void) {',
        '\tgl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//texture2D(uImage, vTextureCoord);',
        '}'
].join('\n');

Shaders.prototype.FS_Base_Image_BLUE = [
        '#ifdef GL_ES',
        'precision highp float;',
        '#endif',
        'uniform sampler2D uImage;',
        'varying highp vec2 vTextureCoord;',
        'void main (void) {',
        '\tgl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);//texture2D(uImage, vTextureCoord);',
        '}'
].join('\n');`

现在我有两个单独的片段着色器程序,我需要使用帧缓冲区来混合红色和蓝色。我不是在寻找 mix() 因为实际情况非常复杂,这就是我使用带有片段着色器的多个程序来避免条件 if/else 语句的原因。

不清楚您要做什么。帧缓冲区只是附件列表(纹理和渲染缓冲区)。您使用它们渲染到纹理 and/or 渲染缓冲区。然后你可以使用你刚刚渲染的纹理作为其他渲染的输入。

这是一个没有帧缓冲区的例子。它混合了 2 种纹理。

var vs = `
attribute vec4 position;

varying vec2 v_texcoord;

void main() {
  gl_Position = position;
  v_texcoord = position.xy * .5 + .5;
}
`;

var fs = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D tex1;
uniform sampler2D tex2;

void main() {
  vec4 color1 = texture2D(tex1, v_texcoord);
  vec4 color2 = texture2D(tex2, v_texcoord);
  gl_FragColor = mix(color1, color2, 0.5);
}
`;

const gl = document.querySelector("canvas").getContext("webgl");
const program = twgl.createProgramFromSources(gl, [vs, fs]);

// make 2 textures with canvas 2d
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = 64;
ctx.canvas.height = 64;

// first texture has a circle
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, 64, 64);
ctx.strokeStyle = "yellow";
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2, false);
ctx.lineWidth = 12;
ctx.stroke();

const tex1 = createTextureFromCanvas(gl, ctx.canvas);

// second texture has a diamond (diagonal square)
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 64, 64);
ctx.fillStyle = "cyan";
ctx.beginPath();
ctx.moveTo(32, 6);
ctx.lineTo(58, 32);
ctx.lineTo(32, 58);
ctx.lineTo(6, 32);
ctx.lineTo(32, 6);
ctx.fill();

const tex2 = createTextureFromCanvas(gl, ctx.canvas);

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  -1, -1,
   1, -1,
  -1,  1,
  -1,  1,
   1, -1,
   1,  1,
]), gl.STATIC_DRAW);


const positionLoc = gl.getAttribLocation(program, "position");
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

const tex1Loc = gl.getUniformLocation(program, "tex1");  
const tex2Loc = gl.getUniformLocation(program, "tex2");  
  
gl.useProgram(program);

gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, tex1);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, tex2);

gl.drawArrays(gl.TRIANGLES, 0, 6);

function createTextureFromCanvas(gl, canvas) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
  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);
  return tex;
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>

为了您的目的,混合部分没有区别,唯一的区别是纹理的来源。上面的纹理是使用 2d canvas 创建的。相反,您可以使用帧缓冲区渲染到纹理。 之后你已经渲染了一个纹理,然后你可以像上面一样在其他渲染中使用该纹理。

首先要渲染到纹理,您需要创建一个帧缓冲区

var fb = gl.createFramebuffer();

然后给它附加一个纹理

gl.bindFramebuffer(gl.FRAMEBUFFER, fb);  
gl.framebufferTexture2D(
    gl.FRAMEBUFFER, 
    gl.COLOR_ATTACHMENT0,  // attach texture as COLOR_ATTACHMENT0
    gl.TEXTURE_2D,         // attach a 2D texture
    someTexture,           // the texture to attach
    0);                    // the mip level to render to (must be 0 in WebGL1)

根据您的附件,您应该检查它们是否有效。

if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
  // these attachments don't work
}

WebGL 规范列出了 3 种保证有效的附件组合。下面的示例使用了这 3 个中的一个,因此无需检查

现在如果你绑定帧缓冲区

gl.bindFramebuffer(gl.FRAMEBUFFER, fb);

然后当您调用任何 gl.drawXXX 函数或 gl.clear 时,它将绘制到 someTexture 而不是 canvas。要开始绘制到 canvas 再次绑定 null

gl.bindFramebuffer(gl.FRAMEBUFFER, null);

请记住,如果 canvas 和纹理大小不同,您需要调用 gl.viewport 才能正确渲染

var vs = `
attribute vec4 position;

uniform mat4 matrix;

varying vec2 v_texcoord;

void main() {
  gl_Position = matrix * position;
  v_texcoord = position.xy * .5 + .5;
}
`;

var colorFS = `
precision mediump float;

uniform vec4 color;

void main() {
  gl_FragColor = color;
}
`;

var mixFS = `
precision mediump float;

varying vec2 v_texcoord;

uniform sampler2D tex1;
uniform sampler2D tex2;

void main() {
  // probably should use different texture coords for each
  // texture for more flexibility but I'm lazy
  vec4 color1 = texture2D(tex1, v_texcoord);
  vec4 color2 = texture2D(tex2, v_texcoord);
  gl_FragColor = mix(color1, color2, 0.5);
}
`;

const gl = document.querySelector("canvas").getContext("webgl");
const colorProgram = twgl.createProgramFromSources(gl, [vs, colorFS]);
const mixProgram = twgl.createProgramFromSources(gl, [vs, mixFS]);

// make 2 textures by attaching them to framebuffers and rendering to them
const texFbPair1 = createTextureAndFramebuffer(gl, 64, 64);
const texFbPair2 = createTextureAndFramebuffer(gl, 64, 64);

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  -1, -1,
   1, -1,
  -1,  1,
  -1,  1,
   1, -1,
   1,  1,
]), gl.STATIC_DRAW);

function setAttributes(buf, positionLoc) {
  gl.enableVertexAttribArray(positionLoc);
  gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
}
  
const colorPrgPositionLoc = gl.getAttribLocation(colorProgram, "position");
setAttributes(buf, colorPrgPositionLoc);
const colorLoc = gl.getUniformLocation(colorProgram, "color");
const colorProgMatrixLoc = gl.getUniformLocation(colorProgram, "matrix");

// draw red rect to first texture through the framebuffer it's attached to
gl.useProgram(colorProgram);
  
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair1.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
  0.5, 0, 0, 0,
    0,.25, 0, 0,
    0, 0, 1, 0,
   .2,.3, 0, 1,
]);

gl.drawArrays(gl.TRIANGLES, 0, 6);

// Draw a blue rect to the second texture through the framebuffer it's attached to
gl.bindFramebuffer(gl.FRAMEBUFFER, texFbPair2.fb);
gl.viewport(0, 0, 64, 64);
gl.uniform4fv(colorLoc, [0, 0, 1, 1]);
gl.uniformMatrix4fv(colorProgMatrixLoc, false, [
  0.25, 0, 0, 0,
    0,.5, 0, 0,
    0, 0, 1, 0,
   .2,.3, 0, 1,
]);

gl.drawArrays(gl.TRIANGLES, 0, 6);

// Draw both textures to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
  
const mixPrgPositionLoc = gl.getAttribLocation(mixProgram, "position");
setAttributes(buf, mixPrgPositionLoc);
  
const mixProgMatrixLoc = gl.getUniformLocation(mixProgram, "matrix");

const tex1Loc = gl.getUniformLocation(mixProgram, "tex1");  
const tex2Loc = gl.getUniformLocation(mixProgram, "tex2");  
  
gl.useProgram(mixProgram);

gl.uniform1i(tex1Loc, 0);
gl.uniform1i(tex2Loc, 1);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, texFbPair1.tex);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, texFbPair2.tex);
gl.uniformMatrix4fv(mixProgMatrixLoc, false, [
    1, 0, 0, 0,
    0, 1, 0, 0,
    0, 0, 1, 0,
    0, 0, 0, 1,
]);  

gl.drawArrays(gl.TRIANGLES, 0, 6);

function createTextureAndFramebuffer(gl, width, height) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, 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);
  const fb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  gl.framebufferTexture2D(
     gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
  return {tex: tex, fb: fb};
}
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/2.x/twgl.min.js"></script>
<canvas></canvas>

第一个程序和第二个程序之间唯一的功能区别是纹理获取数据的方式。在第一个示例中,纹理从 canvas 2d 获取数据。在第二个示例中,纹理通过使用 WebGL 渲染来获取数据。

至于为什么您的示例不混合纹理,为了混合 2 个纹理,您需要一个使用两个纹理的着色器。