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,
32,
24,
);
const planeBufferInfo = primitives.createPlaneBufferInfo(
gl,
20,
20,
1,
1,
);
const cubeBufferInfo = primitives.createCubeBufferInfo(
gl,
2,
);
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
const checkerboardTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, checkerboardTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.LUMINANCE,
8,
8,
0,
gl.LUMINANCE,
gl.UNSIGNED_BYTE,
new Uint8Array([
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,
0,
gl.DEPTH_COMPONENT,
depthTextureSize,
depthTextureSize,
0,
gl.DEPTH_COMPONENT,
gl.UNSIGNED_INT,
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);
fbo texture
const depthTexture = gl.createTexture();
const depthTextureSize = 512;
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.DEPTH_COMPONENT,
depthTextureSize,
depthTextureSize,
0,
gl.DEPTH_COMPONENT,
gl.UNSIGNED_INT,
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);
const depthFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, depthFramebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.TEXTURE_2D,
depthTexture,
0);
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);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
unusedTexture,
0);