WebGL Depth Texture all white?

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梦如初夏
梦如初夏 2021-01-15 06:37

I\'m using the WEBGL_depth_texture in chrome to render a scene to a framebuffer with a color and depth texture. When I display my color texture works fine, but my depthtextu

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  • 2021-01-15 07:07

    I got the same problem and the solution was to linearize the depth value.

    void main(void) {
        float n = 1.0;
        float f = 2000.0;
        float z = texture2D(uSampler0, vTextureCoord.st).x;
        float grey = (2.0 * n) / (f + n - z*(f-n));
        vec4 color = vec4(grey, grey, grey, 1.0);
        gl_FragColor = color;
    }
    

    I tried at first to divided by 2 or 4 the depth value but I had always the same color for every pixels. So I thought the problem came from somewhere else. My point is, be careful.

    Source: http://blog.bongiovi.tw/webgl-depth-texture/

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  • 2021-01-15 07:09

    Did you enable depth testing?

    gl.enable(gl.DEPTH_TEST);
    

    If depth testing is not on nothing is written to the depth texture.

    If that isn't it here's a working example. Work backward from it to your sample.

    var canvas = document.getElementById("c");
    var gl = canvas.getContext('webgl', {antialias:false});
    if (!gl) {
        alert("no WebGL");
    }
    
    // enable depth textures.
    var depthTextureExtension = gl.getExtension("WEBGL_depth_texture");
    if (!depthTextureExtension) {
        alert("depth textures not supported");
    }
    
    var program = twgl.createProgram(
        gl, ["vshader", "fshader"], ["a_position"]);
    gl.useProgram(program);
    
    var verts = [
          1,  1,  1,
         -1,  1,  0,
         -1, -1, -1,
          1,  1,  1,
         -1, -1, -1,
          1, -1,  0,
    ];
    var vertBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
    
    // create a depth texture.
    var depthTex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, depthTex);
    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);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 16, 16, 0,
                  gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
    
    // Create a framebuffer and attach the textures.
    var fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
                            gl.TEXTURE_2D, depthTex, 0);
    gl.bindTexture(gl.TEXTURE_2D, null);
    console.log(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE);
    
    // use some other texture to render with while we render to the depth texture.
    const tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(
       gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
       new Uint8Array([0, 0, 255, 255]));
    
    // Turn on depth testing so we can write to the depth texture.
    gl.enable(gl.DEPTH_TEST);
    
    // Render to the depth texture
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.viewport(0, 0, 16, 16);
    gl.clear(gl.DEPTH_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    
    // Now draw with the texture to the canvas
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    gl.bindTexture(gl.TEXTURE_2D, depthTex);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    <script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
    <script id="vshader" type="whatever">
        attribute vec4 a_position;
        varying vec2 v_texcoord;
    
        void main() {
          gl_Position = a_position;
          v_texcoord = a_position.xy * 0.5 + 0.5;
        }
    </script>
    <script id="fshader" type="whatever">
    precision mediump float;
    varying vec2 v_texcoord;
    uniform sampler2D u_sampler;
    void main() {
        vec4 color = texture2D(u_sampler, v_texcoord);
        gl_FragColor = vec4(color.r, 0, 0, 1);
    }
    </script>
    <canvas id="c" width="300" height="300"></canvas>

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