具有多个渲染目标的 WebGL readPixels

WebGL readPixels with Multiple Render Targets

我正在使用 WebGL 1.0(扩展)和 WebGL 2.0 中的 MRT(多渲染目标、绘图缓冲区等)。

从特定绑定颜色附件中读取像素 () 的最佳方法是什么?

我能想到的就是制作另一个 FBO,并将我想要的纹理设置为 COLOR_ATTACHMENT0 以从中读取。

想知道是否有我没有看到的另一种方法或最佳方法?

我认为没有最好的方法。在 WebGL2 中,您可以使用 gl.readBuffer,在 WebGL1 和 WebGL2 中,您可以制作多个帧缓冲区,每个纹理一个。

这里是通过设置 readBuffer 读取它们。

function main() {
  const gl = document.querySelector('canvas').getContext('webgl2');
  if (!gl) {
    return alert("need WebGL2");
  }
  
  const textures = [];
  const fb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  for (let i = 0; i < 4; ++i) {
    const tex = gl.createTexture();
    textures.push(tex);
    gl.bindTexture(gl.TEXTURE_2D, tex);
    const width = 1;
    const height = 1;
    const level = 0;
    const data = new Uint8Array(4);
    data[i] = 255;
    gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, width, height, 0, 
                  gl.RGBA, gl.UNSIGNED_BYTE, data);
    // attach texture to framebuffer
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i,
                            gl.TEXTURE_2D, tex, level);
  }
  
  // now try to read them
  for (let i = 0; i < textures.length; ++i) {
    gl.readBuffer(gl.COLOR_ATTACHMENT0 + i);
    const pixel = new Uint8Array(4);
    gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
    console.log(`${i}: ${pixel}`);
  }
}
main();
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>

并通过帧缓冲区读取它们

function main() {
  const gl = document.querySelector('canvas').getContext('webgl2');
  if (!gl) {
    return alert("need WebGL2");
  }
  
  const textures = [];
  const fb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  for (let i = 0; i < 4; ++i) {
    const tex = gl.createTexture();
    textures.push(tex);
    gl.bindTexture(gl.TEXTURE_2D, tex);
    const width = 1;
    const height = 1;
    const level = 0;
    const data = new Uint8Array(4);
    data[i] = 255;
    gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, width, height, 0, 
                  gl.RGBA, gl.UNSIGNED_BYTE, data);
    // attach texture to framebuffer
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i,
                            gl.TEXTURE_2D, tex, level);
  }
  
  const fbs = textures.map(tex => {
    const fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
                            gl.TEXTURE_2D, tex, 0);
    return fb;
  });
  
  // now try to read them
  for (let i = 0; i < fbs.length; ++i) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbs[i]);
    const pixel = new Uint8Array(4);
    gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
    console.log(`${i}: ${pixel}`);
  }
}
main();
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>