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我试图渲染我的场景两次,一次到主帧缓冲区,一次到纹理帧缓冲区。纹理帧缓冲区数据不准确
我已经建立了我的纹理缓冲像这样,
var rttFramebuffer;
var rttTexture;
rttFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
rttFramebuffer.width = canvas.clientWidth;
rttFramebuffer.height = canvas.clientHeight;
rttTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer.width, rttFramebuffer.height, 0, gl.RGBA, gl.FLOAT, null);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer.width, rttFramebuffer.height);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
,我换回来“N”提出时,我画像这样,
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
drawMain(canvasOverlay, params);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
drawMain(canvasOverlay, params);
和渲染像这样,
function drawMain(canvasOverlay, params) {
gl.clear(gl.COLOR_BUFFER_BIT);
pixelsToWebGLMatrix.set([2/canvas.width, 0, 0, 0, 0, -2/canvas.height, 0, 0, 0, 0, 0, 0, -1, 1, 0, 1]);
gl.viewport(0, 0, canvas.width, canvas.height);
// -- set base matrix to translate canvas pixel coordinates -> webgl coordinates
mapMatrix.set(pixelsToWebGLMatrix);
var bounds = leafletMap.getBounds();
var topLeft = new L.LatLng(bounds.getNorth(), bounds.getWest());
var offset = LatLongToPixelXY(topLeft.lat, topLeft.lng);
// -- Scale to current zoom
var scale = Math.pow(2, leafletMap.getZoom());
scaleMatrix(mapMatrix, scale, scale);
translateMatrix(mapMatrix, -offset.x, -offset.y);
// -- attach matrix value to 'mapMatrix' uniform in shader
gl.uniformMatrix4fv(u_matLoc, false, mapMatrix);
gl.drawElements(gl.LINES, numPoints, gl.UNSIGNED_INT, 0);
}
但是当我点击主画布并检查值时,它们与屏幕上的内容不匹配,
d3.select('.leaflet-heatmap-layer').on('click', function() {
var coordinates = [0, 0];
coordinates = d3.mouse(this);
var x = coordinates[0];
var y = coordinates[1];
console.log(coordinates);
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
console.log("FRAMEBUFFER_COMPLETE")
var pixels = new Float32Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.FLOAT, pixels);
console.log(pixels);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
})
我得到的值与我所期望的相似 - 某些区域是透明的,它们会返回颜色,而一些应该有颜色的区域会返回空白。我究竟做错了什么?
你能提供一个与这个例子的链接吗? – Qbic
肯定的事情; http://sumarlidason.com/perm/stackoverflow/我禁用平移导致我只是试图让阅读工作。在地图上点击以获取纹理的值可以发现某些东西已关闭。 – sumarlidason