我想从帧缓冲区中获取像素颜色。我试图绑定一个Framebuffer,但是我得到消息“这个附件的组合不起作用”。
RenderingEngine.prototype.getPixel = function(x, y, drawObject){
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = this.canvas.width;
framebuffer.height = this.canvas.height;
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
// allocate renderbuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, this.canvas.width, this.canvas.height);
// attach renderebuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments does not work");
}
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
drawObject.draw();
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
console.log(pixel);
return pixel;}
更新#1
我像这样修改了代码。但是我总是得到黑色(0,0,0,0)。你能说出现在哪里出了问题吗?
RenderingEngine.prototype.getPixel = function(x, y, drawObject){
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = this.canvas.width;
framebuffer.height = this.canvas.height;
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
// allocate renderbuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, framebuffer.width, framebuffer.height);
// attach renderebuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
var colorBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
// allocate colorBuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, framebuffer.width, framebuffer.height);
// attach colorbuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments does not work");
}
renderingEngine.draw(drawObject);
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
console.log(pixel);
return pixel;}
更新#2
我的错误是画画。这段代码可以工作。但有一件事很奇怪。渲染的场景将水平镜像。你知道为什么吗?
RenderingEngine.prototype.getPixel = function(x, y, drawObject){
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
framebuffer.width = this.canvas.width;
framebuffer.height = this.canvas.height;
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
// allocate renderbuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, framebuffer.width, framebuffer.height);
// attach renderebuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
var colorBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
// allocate colorBuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, framebuffer.width, framebuffer.height);
// attach colorbuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments does not work");
}
renderingEngine.draw(drawObject);
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
console.log(pixel);
return pixel;
}发布于 2015-04-12 09:22:14
这对我很管用
function log(msg) {
var pre = document.createElement("pre");
pre.appendChild(document.createTextNode(msg));
document.body.appendChild(pre);
}
var gl = document.getElementById("c").getContext("webgl");
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
// allocate renderbuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, gl.canvas.width, gl.canvas.height);
// attach renderebuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
var colorBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
// allocate colorBuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, gl.canvas.width, gl.canvas.height);
// attach colorbuffer
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
alert("this combination of attachments does not work");
}
gl.clearColor(0.5, 0.25, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var pixel = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
log(pixel[0] + "," + pixel[1] + "," + pixel[2] + "," + pixel[3]);canvas { border: 1px solid black; }<body>
<canvas id="c"></canvas>
</body>
不过,如果是我,我会附加一个纹理作为颜色附件,而不是渲染缓冲区。
发布于 2018-11-14 13:29:50
引用自WebGLFundamentals:需要注意的是,WebGL只承诺3种附件组合。根据the spec的说法,唯一有保证的附件组合是:
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 renderbufferhttps://stackoverflow.com/questions/29578535
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