双pass渲染案例(离线渲染一个三角面,然后渲染到一个占满屏幕的矩阵上)
离线渲染如何需要开启深度测试的话,需要额外操作,这里不展开
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<html lang="en"><head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>WebGL 2 Offline Rendering and Texture Display</title>
</head><body><canvas id="glCanvas" width="800" height="600"></canvas><script>// 将 WebGL 初始化和渲染逻辑封装到一个函数中function initWebGL() {// 获取 canvas 元素const canvas = document.getElementById('glCanvas');// 获取 WebGL 2 上下文const gl = canvas.getContext('webgl2');// 如果无法获取 WebGL 2 上下文,给出提示并结束函数if (!gl) {alert('无法初始化 WebGL 2,你的浏览器可能不支持。');return;}// 离线渲染的着色器代码const offlineVertexShaderSource = `#version 300 esin vec2 a_position;void main() {gl_Position = vec4(a_position, 0.0, 1.0);}`;const offlineFragmentShaderSource = `#version 300 esprecision mediump float;out vec4 fragColor;void main() {fragColor = vec4(1.0, 0.0, 0.0, 1.0);}`;// 最终渲染到屏幕的着色器代码const finalVertexShaderSource = `#version 300 esin vec2 a_position;in vec2 a_texCoord;out vec2 v_texCoord;void main() {gl_Position = vec4(a_position, 0.0, 1.0);v_texCoord = a_texCoord;}`;const finalFragmentShaderSource = `#version 300 esprecision mediump float;in vec2 v_texCoord;uniform sampler2D u_texture;out vec4 fragColor;void main() {fragColor = texture(u_texture, v_texCoord);}`;// 创建着色器函数function createShader(gl, type, source) {const shader = gl.createShader(type);gl.shaderSource(shader, source);gl.compileShader(shader);const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);if (success) {return shader;}console.log(gl.getShaderInfoLog(shader));gl.deleteShader(shader);}// 创建着色器程序函数function createProgram(gl, vertexShader, fragmentShader) {const program = gl.createProgram();gl.attachShader(program, vertexShader);gl.attachShader(program, fragmentShader);gl.linkProgram(program);const success = gl.getProgramParameter(program, gl.LINK_STATUS);if (success) {return program;}console.log(gl.getProgramInfoLog(program));gl.deleteProgram(program);}// 创建离线渲染的着色器程序const offlineVertexShader = createShader(gl, gl.VERTEX_SHADER, offlineVertexShaderSource);const offlineFragmentShader = createShader(gl, gl.FRAGMENT_SHADER, offlineFragmentShaderSource);const offlineProgram = createProgram(gl, offlineVertexShader, offlineFragmentShader);// 创建最终渲染的着色器程序const finalVertexShader = createShader(gl, gl.VERTEX_SHADER, finalVertexShaderSource);const finalFragmentShader = createShader(gl, gl.FRAGMENT_SHADER, finalFragmentShaderSource);const finalProgram = createProgram(gl, finalVertexShader, finalFragmentShader);// 离线渲染的顶点数据const offlinePositions = [-0.5, -0.5,0.5, -0.5,0.0, 0.5];// 创建离线渲染的顶点缓冲区const offlinePositionBuffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, offlinePositionBuffer);gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(offlinePositions), gl.STATIC_DRAW);// 获取离线渲染的顶点属性位置const offlinePositionAttributeLocation = gl.getAttribLocation(offlineProgram, 'a_position');gl.enableVertexAttribArray(offlinePositionAttributeLocation);gl.vertexAttribPointer(offlinePositionAttributeLocation, 2, gl.FLOAT, false, 0, 0);// 创建帧缓冲区对象(FBO)const framebuffer = gl.createFramebuffer();gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);// 创建纹理对象const texture = gl.createTexture();gl.bindTexture(gl.TEXTURE_2D, texture);gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.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_MAG_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);// 将纹理附加到帧缓冲区gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);// 检查帧缓冲区是否完整if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {console.error('帧缓冲区不完整');}// 离线渲染gl.useProgram(offlineProgram);gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);gl.viewport(0, 0, canvas.width, canvas.height);gl.clearColor(0.0, 0.0, 0.0, 1.0);gl.clear(gl.COLOR_BUFFER_BIT);gl.drawArrays(gl.TRIANGLES, 0, 3);// 最终渲染到屏幕的顶点数据和纹理坐标const finalPositions = [-1.0, -1.0,1.0, -1.0,-1.0, 1.0,-1.0, 1.0,1.0, -1.0,1.0, 1.0];const finalTexCoords = [0.0, 0.0,1.0, 0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0, 1.0];// 创建最终渲染的顶点缓冲区和纹理坐标缓冲区const finalPositionBuffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, finalPositionBuffer);gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(finalPositions), gl.STATIC_DRAW);const finalTexCoordBuffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, finalTexCoordBuffer);gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(finalTexCoords), gl.STATIC_DRAW);// 获取最终渲染的顶点属性位置和纹理坐标属性位置const finalPositionAttributeLocation = gl.getAttribLocation(finalProgram, 'a_position');gl.enableVertexAttribArray(finalPositionAttributeLocation);gl.vertexAttribPointer(finalPositionAttributeLocation, 2, gl.FLOAT, false, 0, 0);const finalTexCoordAttributeLocation = gl.getAttribLocation(finalProgram, 'a_texCoord');gl.enableVertexAttribArray(finalTexCoordAttributeLocation);gl.vertexAttribPointer(finalTexCoordAttributeLocation, 2, gl.FLOAT, false, 0, 0);// 获取最终渲染的纹理采样器位置const textureUniformLocation = gl.getUniformLocation(finalProgram, 'u_texture');// 最终渲染到屏幕gl.useProgram(finalProgram);gl.bindFramebuffer(gl.FRAMEBUFFER, null);gl.viewport(0, 0, canvas.width, canvas.height);gl.clearColor(0.0, 0.0, 0.0, 1.0);gl.clear(gl.COLOR_BUFFER_BIT);gl.activeTexture(gl.TEXTURE0);gl.bindTexture(gl.TEXTURE_2D, texture);gl.uniform1i(textureUniformLocation, 0);gl.drawArrays(gl.TRIANGLES, 0, 6);}// 调用封装好的函数来初始化和渲染 WebGLinitWebGL();</script>
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