shadowMap 简单回顾2

参考的文章

  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
  • renderbuffer并不是必须的

声明gl

const canvas = document.querySelector('#canvas');
const gl = canvas.getContext('webgl');
if (!gl) {
  return;
}

创建网格

 const sphereBufferInfo = primitives.createSphereBufferInfo(
     gl,
     1,  // radius
     32, // subdivisions around
     24, // subdivisions down
 );
 const planeBufferInfo = primitives.createPlaneBufferInfo(
     gl,
     20,  // width
     20,  // height
     1,   // subdivisions across
     1,   // subdivisions down
 );
 const cubeBufferInfo = primitives.createCubeBufferInfo(
     gl,
     2,  // size
 );
 const cubeLinesBufferInfo = webglUtils.createBufferInfoFromArrays(gl, {
   position: [
     -1, -1, -1,
      1, -1, -1,
     -1,  1, -1,
      1,  1, -1,
     -1, -1,  1,
      1, -1,  1,
     -1,  1,  1,
      1,  1,  1,
   ],
   indices: [
     0, 1,
     1, 3,
     3, 2,
     2, 0,

     4, 5,
     5, 7,
     7, 6,
     6, 4,

     0, 4,
     1, 5,
     3, 7,
     2, 6,
   ],
 });

创建贴图


  // make a 8x8 checkerboard texture
  const checkerboardTexture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, checkerboardTexture);
  gl.texImage2D(
      gl.TEXTURE_2D,
      0,                // mip level
      gl.LUMINANCE,     // internal format
      8,                // width
      8,                // height
      0,                // border
      gl.LUMINANCE,     // format
      gl.UNSIGNED_BYTE, // type
      new Uint8Array([  // data
        0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC,
        0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF,
        0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC,
        0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF,
        0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC,
        0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF,
        0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC,
        0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF, 0xCC, 0xFF,
      ]));
  gl.generateMipmap(gl.TEXTURE_2D);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

  const depthTexture = gl.createTexture();
  const depthTextureSize = 512;
  gl.bindTexture(gl.TEXTURE_2D, depthTexture);
  gl.texImage2D(
      gl.TEXTURE_2D,      // target
      0,                  // mip level
      gl.DEPTH_COMPONENT, // internal format
      depthTextureSize,   // width
      depthTextureSize,   // height
      0,                  // border
      gl.DEPTH_COMPONENT, // format
      gl.UNSIGNED_INT,    // type
      null);              // data
  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);

fbo texture

  const depthTexture = gl.createTexture();
  const depthTextureSize = 512;
  gl.bindTexture(gl.TEXTURE_2D, depthTexture);
  gl.texImage2D(
      gl.TEXTURE_2D,      // target
      0,                  // mip level
      gl.DEPTH_COMPONENT, // internal format
      depthTextureSize,   // width
      depthTextureSize,   // height
      0,                  // border
      gl.DEPTH_COMPONENT, // format
      gl.UNSIGNED_INT,    // type
      null);              // data
  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);

  const depthFramebuffer = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, depthFramebuffer);
  gl.framebufferTexture2D(
      gl.FRAMEBUFFER,       // target
      gl.DEPTH_ATTACHMENT,  // attachment point
      gl.TEXTURE_2D,        // texture target
      depthTexture,         // texture
      0);                   // mip level


  // create a color texture of the same size as the depth texture
  // see article why this is needed_
  const unusedTexture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, unusedTexture);
  gl.texImage2D(
      gl.TEXTURE_2D,
      0,
      gl.RGBA,
      depthTextureSize,
      depthTextureSize,
      0,
      gl.RGBA,
      gl.UNSIGNED_BYTE,
      null,
  );
  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);

  // attach it to the framebuffer
  gl.framebufferTexture2D(
      gl.FRAMEBUFFER,        // target
      gl.COLOR_ATTACHMENT0,  // attachment point
      gl.TEXTURE_2D,         // texture target
      unusedTexture,         // texture
      0);                    // mip level
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