webgl 模板缓冲
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先思考个问题, 想实现遮罩怎么办?
<!doctype html> <html> <head> <meta charset="utf-8" /> <title>Stencil Buffer</title> <script id="shader-vs" type="x-shader/x-vertex"> precision highp float; attribute vec3 aPos; attribute vec4 aColor; varying vec4 vColor; void main(void){ gl_Position = vec4(aPos, 1); vColor = aColor; } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision highp float; varying vec4 vColor; void main(void) { gl_FragColor = vColor; } </script> <script id="shader-vs-2" type="x-shader/x-vertex"> precision highp float; attribute vec3 aPos; attribute vec2 aTextureCoords; varying vec2 vTextureCoord; void main(void){ gl_Position = vec4(aPos, 1.0); vTextureCoord = aTextureCoords; } </script> <script id="shader-fs-2" type="x-shader/x-fragment"> precision highp float; varying vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) { gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); if (gl_FragColor.a == 0.0) { discard; } } </script> </head> <body> <canvas id="canvas" width="400" height="400" ></canvas> <script> var gl; var canvas = document.getElementById(‘canvas‘); var glProgram = null; var glProgram2 = null; var samplerUniform = null; var maskTexture; function getGLContext() { var glContextNames = [‘webgl‘, ‘experimental-webgl‘]; for (var i = 0; i < glContextNames.length; i ++) { try { gl = canvas.getContext(glContextNames[i], { stencil: true }); } catch (e) {} if (gl) { gl.clearColor(74 / 255, 115 / 255, 94 / 255, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); gl.viewport(0, 0, canvas.width, canvas.height); gl.enable(gl.STENCIL_TEST); break; } } } function initShaders(vsShaderId, fsShaderId) { //get shader source var vs_source = document.getElementById(vsShaderId).innerHTML; var fs_source = document.getElementById(fsShaderId).innerHTML; //compile shaders var vertexShader = makeShader(vs_source, gl.VERTEX_SHADER); var fragmentShader = makeShader(fs_source, gl.FRAGMENT_SHADER); //create program var glProgram = gl.createProgram(); //attach and link shaders to the program gl.attachShader(glProgram, vertexShader); gl.attachShader(glProgram, fragmentShader); gl.linkProgram(glProgram); if (!gl.getProgramParameter(glProgram, gl.LINK_STATUS)) { alert("Unable to initialize the shader program."); } //use program // gl.useProgram(glProgram); return glProgram; } function makeShader(src, type) { //compile the vertex shader var shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert("Error compiling shader: " + gl.getShaderInfoLog(shader)); } return shader; } // vertex representing the triangle var vertex = [ -.5, -.2, 0, .5, -.2, 0, 0, .6, 0 ]; var stencilVertex = [ -.2, -.5, 0, .4, -.5, 0, .3, .6, 0 ]; function setupBufferAndDraw(){ // draw the mask image as stencil gl.useProgram(program2); var maskVertex = [ -1, -1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0 ]; var maskTexCoords = [ 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1 ]; var maskBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, maskBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(maskVertex), gl.STATIC_DRAW); var aMaskVertexPosition = gl.getAttribLocation(program2, ‘aPos‘); gl.vertexAttribPointer(aMaskVertexPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aMaskVertexPosition); // texture coordinate data var maskTexCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, maskTexCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(maskTexCoords), gl.STATIC_DRAW); var vertexTexCoordAttribute = gl.getAttribLocation(program2, "aTextureCoords"); gl.enableVertexAttribArray(vertexTexCoordAttribute); gl.vertexAttribPointer(vertexTexCoordAttribute, 2, gl.FLOAT, false, 0, 0); // Always pass test gl.stencilFunc(gl.ALWAYS, 1, 0xff); gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); gl.stencilMask(0xff); gl.clear(gl.STENCIL_BUFFER_BIT); // No need to display the triangle gl.colorMask(0, 0, 0, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, maskTexture); gl.uniform1i(samplerUniform, 0); gl.drawArrays(gl.TRIANGLES, 0, maskVertex.length / 3); // return; gl.useProgram(program); // Pass test if stencil value is 1 gl.stencilFunc(gl.EQUAL, 1, 0xFF); gl.stencilMask(0x00); gl.colorMask(1, 1, 1, 1); // draw the clipped triangle var color = [ 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 ]; var colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(color), gl.STATIC_DRAW); var aColorPosition = gl.getAttribLocation(program, ‘aColor‘); gl.vertexAttribPointer(aColorPosition, 4, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aColorPosition); var vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertex), gl.STATIC_DRAW); var aVertexPosition = gl.getAttribLocation(program, ‘aPos‘); gl.vertexAttribPointer(aVertexPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aVertexPosition); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, vertex.length / 3); } function createTexture(source) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.bindTexture(gl.TEXTURE_2D, null); return texture; } window.onload = function () { getGLContext(); program = initShaders(‘shader-vs‘, ‘shader-fs‘); program2 = initShaders(‘shader-vs-2‘, ‘shader-fs-2‘); samplerUniform = gl.getUniformLocation(program2, ‘uSampler‘); var img = new Image(); img.onload = function () { maskTexture = createTexture(this); setupBufferAndDraw(); }; img.src = ‘../images/mask-png8.png‘; } </script> </body> </html>
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