OpenGL es 2.0 三角形上的高斯模糊
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【中文标题】OpenGL es 2.0 三角形上的高斯模糊【英文标题】:OpenGL es 2.0 Gaussian blur on triangle 【发布时间】:2017-11-30 10:33:52 【问题描述】:我最近学习opengl es 2.0,现在我尝试对自己生成的三角形进行高斯模糊。我在网上有一些难以理解的例子,大多数都在图像上应用了模糊。我知道我必须使用帧缓冲区,但我不知道如何在此上绘制三角形并应用模糊。 有没有可能在 C++ 中看到一个真实完整的代码,并且有很好的解释?
编辑:
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#define GLFW_INCLUDE_ES2
#include <GLFW/glfw3.h>
#include "shaders.hpp"
#include "camera.hpp"
unsigned int vbo, cbo, tbo;
GLuint _fbo, _fbo2, _tex, _tex2;
static const GLuint WIDTH = 800;
static const GLuint HEIGHT = 600;
GLuint pos, col, tex, normal;
camera * _camera = new camera();
static const GLfloat vertices[] =
0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f
;
static const GLfloat colors[] =
0.0f, 0.5f, 1.0f,
0.5f, 0.5f, 1.0f,
0.5f, 0.5f, 1.0f
;
static const GLfloat texture[] =
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f
;
int main(void)
GLFWwindow* window;
shaders * shaderBasic;
GLuint pId;
glm::mat4 projection; static glm::mat4 view; static glm::mat4 model;
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
printf("GL_VERSION : %s\n", glGetString(GL_VERSION) );
printf("GL_RENDERER : %s\n", glGetString(GL_RENDERER) );
std::string vs, fs;
vs = "basic.vs";
fs = "basic.fs";
shaderBasic = new shaders(vs, fs);
shaderBasic->CompileShader();
shaderBasic->LinkShader();
pId = shaderBasic->getProgramId();
pos = glGetAttribLocation(pId, "position");
col = glGetAttribLocation(pId, "colors");
tex = glGetAttribLocation(pId, "tex");
fs = "lastBlur.fs";
shaders * blurShader;
GLuint pIdBlur;
blurShader = new shaders(vs, fs);
blurShader->CompileShader();
blurShader->LinkShader();
pIdBlur = blurShader->getProgramId();
_camera->setPositionCamera(glm::vec3(0, 0, -1));
_camera->setLookAtCamera(glm::vec3(0, 0, 0));
_camera->setFieldOfView(45);
_camera->setAspect(WIDTH, HEIGHT);
_camera->setViewport(WIDTH, HEIGHT);
_camera->getMatricies(projection, view, model);
glGenFramebuffers(1, &_fbo);
glGenTextures(1, &_tex);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glBindTexture(GL_TEXTURE_2D, _tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH/2, HEIGHT/2, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _tex, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
else
std::cout << "FRAMEBUFFER COMPLETE" << std::endl;
auto sampTex = glGetUniformLocation(pIdBlur, "texture0");
std::cerr << "sampTex : " << sampTex << std::endl;
glUniform1i(sampTex, 0);
while (!glfwWindowShouldClose(window))
// glViewport(0, 0, WIDTH, HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glViewport(0, 0, WIDTH/2, HEIGHT/2);
glUseProgram(pIdBlur);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(pos, 3, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(pos);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &cbo);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glVertexAttribPointer(col, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(col);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &tbo);
glBindBuffer(GL_ARRAY_BUFFER, tbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(texture), texture, GL_STATIC_DRAW);
glVertexAttribPointer(tex, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(tex);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(pId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwPollEvents();
glfwSwapBuffers(window);
glDeleteBuffers(1, &vbo);
glfwTerminate();
return EXIT_SUCCESS;
模糊着色器:
#version 100
precision mediump float;
uniform sampler2D texture0;
varying vec3 vColor;
varying vec2 TexCoords;
vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction)
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
void main()
gl_FragColor = blur13(texture0, TexCoords, vec2(400, 300), vec2(1.0, 0.0));
【问题讨论】:
堆栈溢出不是询问示例代码的地方。一旦您拥有自己的代码(可能源自其他人的示例),您就可以寻求帮助以使其正常运行,但您必须先付出一些努力。见help center 和How to Ask。 【参考方案1】:我假设你已经交换了 pIdBlur
和 pId
。
我将向您介绍具有 2 个通道的高斯模糊着色器。这是一个近似值,它首先在第 1 遍中沿 X 轴模糊,在第 2 遍中沿 Y 轴模糊。这为强模糊带来了更好的性能。
模糊着色器使用normal (or Gaussian) distribution。对于 2 个通道,使用相同的着色器程序,2 个通道具有单独的方向设置,存储在统一的 vec2 u_dir
中。模糊效果的强度可以通过 [0.0, 1.0] 范围内的统一变量 float u_sigma
变化。
模糊顶点着色器
precision mediump float;
attribute vec2 inPos;
varying vec2 pos;
void main()
pos = inPos;
gl_Position = vec4( inPos, 0.0, 1.0 );
模糊片段着色器
precision mediump float;
varying vec2 pos;
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_sigma;
uniform vec2 u_dir;
float CalcGauss( float x, float sigma )
if ( sigma <= 0.0 )
return 0.0;
return exp( -(x*x) / (2.0 * sigma) ) / (2.0 * 3.14157 * sigma);
void main()
vec2 texC = pos.st * 0.5 + 0.5;
vec4 texCol = texture2D( u_texture, texC );
vec4 gaussCol = vec4( texCol.rgb, 1.0 );
vec2 step = u_dir / u_textureSize;
for ( int i = 1; i <= 32; ++ i )
float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );
if ( weight < 1.0/255.0 )
break;
texCol = texture2D( u_texture, texC + step * float(i) );
gaussCol += vec4( texCol.rgb * weight, weight );
texCol = texture2D( u_texture, texC - step * float(i) );
gaussCol += vec4( texCol.rgb * weight, weight );
gaussCol.rgb = clamp( gaussCol.rgb / gaussCol.w, 0.0, 1.0 );
gl_FragColor = vec4( gaussCol.rgb, 1.0 );
程序链接后,可以从以下位置读取统一位置和属性索引:
GLint attrInxPos = glGetAttribLocation( pIdBlur, "inPos" );
GLint locTexture = glGetUniformLocation( pIdBlur, "u_texture" );
GLint locTexSize = glGetUniformLocation( pIdBlur, "u_textureSize" );
GLint locSigma = glGetUniformLocation( pIdBlur, "u_sigma" );
GLint locDir = glGetUniformLocation( pIdBlur, "u_dir" );
必须创建一个顶点数组对象,其中包含一个四边形,稍后将在整个视口上绘制,用于屏幕空间模糊通道:
GLuint screenVAO;
glGenVertexArrays( 1, &screenVAO );
glBindVertexArray( screenVAO );
GLuint quadBuf;
glGenBuffers( 1, &quadBuf );
glBindBuffer( GL_ARRAY_BUFFER, quadBuf );
GLfloat screenRect[] = -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f ;
glBufferData( GL_ARRAY_BUFFER, 8 * sizeof( float ), screenRect, GL_STATIC_DRAW );
glEnableVertexAttribArray( attrInxPos );
glVertexAttribPointer( attrInxPos, 2, GL_FLOAT, GL_FALSE, 0, nullptr );
必须创建 2 个帧缓冲区,并在其颜色平面上附加纹理。在第一个中,场景被绘制。这 第一个模糊通道使用第二个。第二个模糊通道直接绘制到绘图缓冲区。
GLuint texObj[2];
GLuint fbObj[2];
glGenTextures(2, texObj);
glGenFramebuffers(2, fbObj);
glActiveTexture(GL_TEXTURE0);
for ( int i = 0; i < 2; i ++ )
glBindTexture(GL_TEXTURE_2D, texObj[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, fbObj[i]);
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texObj[i], 0 );
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer( GL_RENDERBUFFER, renderbuffer );
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height );
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer );
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
现在模糊通道所需的一切都已生成。
要绘制和模糊场景,必须执行以下步骤。 首先你必须绑定并清除第一帧缓冲区
glBindFramebuffer(GL_FRAMEBUFFER, fbObj[0]);
glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
并使用着色器程序来绘制对象:
glUseProgram(pId);
现在绘制场景的对象。
.....
glDrawArrays(GL_TRIANGLES, 0, 3);
第二步是第一个模糊通道。必须使用模糊程序,并且必须绑定第二帧缓冲区。 释放第一帧缓冲区后,您可以使用附加到其颜色平面的纹理作为模糊着色器的输入。 请注意,纹理不能同时作为源和目标,这会导致未定义的行为。 要将纹理绑定到着色器,您必须将纹理绑定到纹理单元,并将纹理单元的索引分配给着色器的统一采样器。
int texUnitIndex = 1;
GLfloat texSize = width, height ;
GLfloat dirX[] = 1.0f, 0.0f ;
GLfloat sigma = .....; // 0.0 <= sigma <= 1.0
glBindFramebuffer(GL_FRAMEBUFFER, fbObj[1]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(pIdBlur);
glActiveTexture(GL_TEXTURE0 + texUnitIndex);
glBindTexture(GL_TEXTURE_2D, texObj[0]);
glUniform1i(locTexture, texUnitIndex);
glUniform2fv(locTexSize, texSize);
glUniform2fv(locTexSize, dirX);
glUniform1f(locTexSize, sigma);
要应用模糊通道,必须绘制视口区域的四边形。
glBindVertexArray( screenVAO );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
第二个也是最后一个模糊通道,类似于第一个模糊通道。第一个模糊通道的目标纹理是源纹理,目标是绘图缓冲区。必须为视口的 Y 轴设置模糊方向。
GLfloat dirY[] = 0.0f, 1.0f ;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texObj[1]);
glUniform2fv(locTexSize, dirY);
另请参阅以下问题的答案:
How to get a "Glow" shader effect in OpenGL ES 2.0? What kind of blurs can be implemented in pixel shaders?参见一个类似的 WebGL 示例:
(function loadscene()
var resize, gl, progDraw, progBlur, vp_size, blurFB;
var canvas, camera, bufCube = , bufQuad = ;
var shininess = 10.0, glow = 10.0, sigma = 0.8, radius = 1.0;
function render(deltaMS)
var sliderScale = 100;
sigma = document.getElementById( "sigma" ).value / sliderScale;
radius = document.getElementById( "radius" ).value / sliderScale;
vp_size = [canvas.width, canvas.height];
camera.Update( vp_size );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up framebuffer
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[0] );
gl.viewport( 0, 0, blurFB[0].width, blurFB[0].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// setup view projection and model
var prjMat = camera.Perspective();
var viewMat = camera.LookAt();
var modelMat = RotateAxis( IdentM44(), Fract( deltaMS / 13000.0 ) * 2.0 * Math.PI, 0 );
modelMat = RotateAxis( modelMat, Fract( deltaMS / 17000.0 ) * 2.0 * Math.PI, 1 );
// set up draw shader
ShProg.Use( progDraw );
ShProg.SetM44( progDraw, "u_projectionMat44", prjMat );
ShProg.SetM44( progDraw, "u_modelViewMat44", Multiply(viewMat, modelMat) );
ShProg.SetF1( progDraw, "u_shininess", shininess );
// draw scene
VertexBuffer.Draw( bufCube );
// set blur-X framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[1] );
gl.viewport( 0, 0, blurFB[1].width, blurFB[1].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var texUnit = 1;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[0].color0_texture );
// set up blur-X shader
ShProg.Use( progBlur );
ShProg.SetI1( progBlur, "u_texture", texUnit )
ShProg.SetF2( progBlur, "u_textureSize", vp_size );
ShProg.SetF1( progBlur, "u_sigma", sigma )
ShProg.SetF1( progBlur, "u_radius", radius )
ShProg.SetF2( progBlur, "u_dir", [1.0, 0.0] )
// draw full screen space
gl.enableVertexAttribArray( progBlur.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progBlur.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progBlur.inPos );
// reset framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
texUnit = 2;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[1].color0_texture );
// set up pst process shader
ShProg.SetI1( progBlur, "u_texture", texUnit )
ShProg.SetF1( progBlur, "u_radius", radius )
ShProg.SetF2( progBlur, "u_dir", [0.0, 1.0] )
// draw full screen space
gl.enableVertexAttribArray( progBlur.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progBlur.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progBlur.inPos );
requestAnimationFrame(render);
function initScene()
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw = ShProg.Create(
[ source : "draw-shader-vs", stage : gl.VERTEX_SHADER ,
source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER
] );
if ( !progDraw.progObj )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.progObj, "inPos" );
progDraw.inNV = gl.getAttribLocation( progDraw.progObj, "inNV" );
progDraw.inCol = gl.getAttribLocation( progDraw.progObj, "inCol" );
progBlur = ShProg.Create(
[ source : "post-shader-vs", stage : gl.VERTEX_SHADER ,
source : "blur-shader-fs", stage : gl.FRAGMENT_SHADER
] );
progBlur.inPos = gl.getAttribLocation( progBlur.progObj, "inPos" );
if ( !progBlur.progObj )
return;
// create cube
var cubePos = [
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ];
var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i )
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 )
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 )
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
var cubeColData = [];
for ( var is = 0; is < 6; ++ is )
for ( var ip = 0; ip < 4; ++ ip )
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 )
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
bufCube = VertexBuffer.Create(
[ data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos ,
data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV ,
data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol ],
cubeInxData );
bufQuad.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] ), gl.STATIC_DRAW );
bufQuad.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW );
camera = new Camera( [0, 3, 0.0], [0, 0, 0], [0, 0, 1], 90, vp_size, 0.5, 100 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
function resize()
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
var fbsize = Math.max(vp_size[0], vp_size[1]);
fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2
blurFB = [];
for ( var i = 0; i < 2; ++ i )
fb = gl.createFramebuffer();
fb.width = fbsize;
fb.height = fbsize;
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
fb.color0_texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
fb.renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer );
gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer );
gl.bindTexture( gl.TEXTURE_2D, null );
gl.bindRenderbuffer( gl.RENDERBUFFER, null );
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
blurFB.push( fb );
function Fract( val )
return val - Math.trunc( val );
function CalcAng( deltaTime, intervall )
return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
function CalcMove( deltaTime, intervall, range )
var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
function EllipticalPosition( a, b, angRag )
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
function IdentM44()
return [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ];
;
function RotateAxis(matA, angRad, axis)
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = matA.slice(0);
for ( var i = 0; i < 3; ++ i )
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
return matB;
function Rotate(matA, angRad, axis)
var s = Math.sin(angRad), c = Math.cos(angRad);
var x = axis[0], y = axis[1], z = axis[2];
matB = [
x*x*(1-c)+c, x*y*(1-c)-z*s, x*z*(1-c)+y*s, 0,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s, 0,
z*x*(1-c)-y*s, z*y*(1-c)+x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1 ];
return Multiply(matA, matB);
function Multiply(matA, matB)
matC = IdentM44();
for (var i0=0; i0<4; ++i0 )
for (var i1=0; i1<4; ++i1 )
matC[i0*4+i1] = matB[i0*4+0] * matA[0*4+i1] + matB[i0*4+1] * matA[1*4+i1] + matB[i0*4+2] * matA[2*4+i1] + matB[i0*4+3] * matA[3*4+i1]
return matC;
function Cross( a, b ) return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ];
function Dot( a, b ) return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
function Normalize( v )
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
Camera = function( pos, target, up, fov_y, vp, near, far )
this.Time = function() return Date.now();
this.pos = pos;
this.target = target;
this.up = up;
this.fov_y = fov_y;
this.vp = vp;
this.near = near;
this.far = far;
this.Perspective = function()
var n = this.near;
var f = this.far;
var fn = f + n;
var f_n = f - n;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
return [
t/r, 0, 0, 0,
0, t, 0, 0,
0, 0, -fn/f_n, -1,
0, 0, -2*f*n/f_n, 0 ];
;
this.LookAt = function()
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
return [mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1];
;
this.Update = function(vp_size)
if (vp_size)
this.vp = vp_size;
;
var ShProg =
Create: function (shaderList)
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh)
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
var prog =
prog.progObj = this.Link(shaderObjs)
if (prog.progObj)
prog.attrInx = ;
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n)
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
prog.uniLoc = ;
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n)
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
return prog;
,
AttrI: function (prog, name) return prog.attrInx[name]; ,
UniformL: function (prog, name) return prog.uniLoc[name]; ,
Use: function (prog) gl.useProgram(prog.progObj); ,
SetI1: function (prog, name, val) if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); ,
SetF1: function (prog, name, val) if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); ,
SetF2: function (prog, name, arr) if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); ,
SetF3: function (prog, name, arr) if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); ,
SetF4: function (prog, name, arr) if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); ,
SetM33: function (prog, name, mat) if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); ,
SetM44: function (prog, name, mat) if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); ,
Compile: function (source, shaderStage)
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
,
Link: function (shaderObjs)
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
;
var VertexBuffer =
Create: function(attribs, indices, type)
var buffer = buf: [], attr: [], inx: gl.createBuffer(), inxLen: indices.length, primitive_type: type ? type : gl.TRIANGLES ;
for (var i=0; i<attribs.length; ++i)
buffer.buf.push(gl.createBuffer());
buffer.attr.push( size : attribs[i].attrSize, loc : attribs[i].attrLoc, no_of: attribs[i].data.length/attribs[i].attrSize );
gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( attribs[i].data ), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
if ( buffer.inxLen > 0 )
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return buffer;
,
Draw: function(bufObj)
for (var i=0; i<bufObj.buf.length; ++i)
gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]);
gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray( bufObj.attr[i].loc);
if ( bufObj.inxLen > 0 )
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx);
gl.drawElements(bufObj.primitive_type, bufObj.inxLen, gl.UNSIGNED_SHORT, 0);
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
else
gl.drawArrays(bufObj.primitive_type, 0, bufObj.attr[0].no_of );
for (var i=0; i<bufObj.buf.length; ++i)
gl.disableVertexAttribArray(bufObj.attr[i].loc);
gl.bindBuffer( gl.ARRAY_BUFFER, null );
;
initScene();
)();
html,body margin: 0; overflow: hidden;
#gui position : absolute; top : 0; left : 0;
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_modelViewMat44;
void main()
vertNV = mat3( u_modelViewMat44 ) * normalize( inNV );
vertCol = inCol;
vec4 pos = u_modelViewMat44 * vec4( inPos, 1.0 );
vertPos = pos.xyz / pos.w;
gl_Position = u_projectionMat44 * pos;
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform float u_shininess;
void main()
vec3 color = vertCol;
vec3 normalV = normalize( vertNV );
vec3 eyeV = normalize( -vertPos );
vec3 halfV = normalize( eyeV + normalV );
float NdotH = max( 0.0, dot( normalV, halfV ) );
float shineFac = ( u_shininess + 2.0 ) * pow( NdotH, u_shininess ) / ( 2.0 * 3.14159265 );
gl_FragColor = vec4( color.rgb * (0.2 + NdotH), 1.0 );
</script>
<script id="post-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 pos;
void main()
pos = inPos;
gl_Position = vec4( inPos, 0.0, 1.0 );
</script>
<script id="blur-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 pos;
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_sigma;
uniform float u_radius;
uniform vec2 u_dir;
float CalcGauss( float x, float sigma )
if ( sigma <= 0.0 )
return 0.0;
return exp( -(x*x) / (2.0 * sigma) ) / (2.0 * 3.14157 * sigma);
void main()
vec2 texC = pos.st * 0.5 + 0.5;
vec4 texCol = texture2D( u_texture, texC );
vec4 gaussCol = vec4( texCol.rgb, 1.0 );
vec2 step = u_dir / u_textureSize;
for ( int i = 1; i <= 32; ++ i )
float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );
if ( weight < 1.0/255.0 )
break;
texCol = texture2D( u_texture, texC + u_radius * step * float(i) );
gaussCol += vec4( texCol.rgb * weight, weight );
texCol = texture2D( u_texture, texC - u_radius * step * float(i) );
gaussCol += vec4( texCol.rgb * weight, weight );
gaussCol.rgb = clamp( gaussCol.rgb / gaussCol.w, 0.0, 1.0 );
gl_FragColor = vec4( gaussCol.rgb, 1.0 );
</script>
<div>
<form id="gui" name="inputs">
<table>
<tr> <td> <font color= #CCF>radius</font> </td>
<td> <input type="range" id="radius" min="1" max="1000" value="200"/></td> </tr>
<tr> <td> <font color= #CCF>blur</font> </td>
<td> <input type="range" id="sigma" min="1" max="50" value="10"/></td> </tr>
</table>
</form>
</div>
<canvas id="canvas" style="border: none;"></canvas>
【讨论】:
【参考方案2】:通常,您需要将要模糊的场景绘制到带有附加纹理的帧缓冲区对象 (FBO)。
创建帧缓冲区 创建一个空纹理(数据参数应为空) 绑定帧缓冲区和纹理 将纹理作为颜色附加到帧缓冲区此时,绘图的其余部分应与主缓冲区上的完全相同,但请确保设置正确的视口。此过程将使您绘制到纹理。
现在您的场景有了纹理,您需要执行与模糊图像相同的过程。
绑定主缓冲区(通常索引为 0) 绑定纹理 使用模糊着色器将纹理绘制到主缓冲区然后,您可以使用水平和垂直模糊着色器对其进行优化,该着色器有 2 个调用,使用另一个 FBO...
所以我会尝试在您的应用程序中执行一些步骤:
创建一个绘制并显示三角形的场景 创建一个 FBO,绘制到它并在主缓冲区上绘制 FBO 纹理 创建一个通过纹理绘制并显示模糊图像的场景 创建一个在其上绘制场景的 FBO,然后从主缓冲区上的 FBO 绘制一个模糊纹理如果您发现自己在这些方面遇到了麻烦,您可能想问一个具体的问题。
【讨论】:
您好,感谢您的回答。我听从了你的指示,但不幸的是我阻止了。我创建了 fbo(我认为)和模糊着色器(目前是单通道),但模糊不适用于纹理。是因为模糊着色器还是 FBO ?我发布了我的代码。另外,您能否更详细地解释一下如何使用两个 FBO 进行模糊的两次传递?它们是否具有相同的纹理?非常感谢。 @Vitge 首先检查 gl 错误。当您检查帧缓冲区状态时,您需要绑定正确的帧缓冲区;您所做的是首先设置默认帧缓冲区,然后检查状态。 @Vitge 当你切换到一个新的着色器时,你应该添加新的顶点数据和所有的制服。您有 2 个着色器,而“pId”下的一个似乎缺少一些数据……无论如何,这里可能存在很多问题,所以请尝试逐步进行。当一个失败时,您需要找出破坏代码的更改。以上是关于OpenGL es 2.0 三角形上的高斯模糊的主要内容,如果未能解决你的问题,请参考以下文章