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| 1 | +Title: WebGL2 帧缓冲区(Framebuffers) |
| 2 | +Description: WebGL 中的 帧缓冲区(Framebuffers) 是什么? |
| 3 | +TOC: 帧缓冲区(Framebuffers) |
| 4 | + |
| 5 | +本文旨在帮助你建立对 WebGL 中 framebuffer 的一个直观理解。 |
| 6 | +framebuffer 之所以重要,是因为它们允许你[渲染到纹理](webgl-render-to-texture.html)。 |
| 7 | + |
| 8 | +一个 `Framebuffer` 其实就是一个**附件的集合(attachments)**。就是这样! |
| 9 | +它的作用是让你可以将内容渲染到`纹理`或`渲染缓冲区`中。 |
| 10 | + |
| 11 | +你可以将一个 Framebuffer 对象想象成这样: |
| 12 | + |
| 13 | +``` |
| 14 | +class Framebuffer { |
| 15 | + constructor() { |
| 16 | + this.attachments = new Map(); // attachments by attachment point |
| 17 | + this.drawBuffers = [gl.BACK, gl.NONE, gl.NONE, gl.NONE, ...]; |
| 18 | + this.readBuffer = gl.BACK, |
| 19 | + } |
| 20 | +} |
| 21 | +``` |
| 22 | + |
| 23 | +而 `WebGL2RenderingContext`(也就是 `gl` 对象)可以理解为如下结构: |
| 24 | + |
| 25 | +```js |
| 26 | +// pseudo code |
| 27 | +gl = { |
| 28 | + drawFramebufferBinding: defaultFramebufferForCanvas, |
| 29 | + readFramebufferBinding: defaultFramebufferForCanvas, |
| 30 | +} |
| 31 | +``` |
| 32 | + |
| 33 | +这里有两个绑定点(binding point),设置方式如下: |
| 34 | + |
| 35 | +```js |
| 36 | +gl.bindFramebuffer(target, framebuffer) { |
| 37 | + framebuffer = framebuffer || defaultFramebufferForCanvas; // if null use canvas |
| 38 | + switch (target) { |
| 39 | + case: gl.DRAW_FRAMEBUFFER: |
| 40 | + this.drawFramebufferBinding = framebuffer; |
| 41 | + break; |
| 42 | + case: gl.READ_FRAMEBUFFER: |
| 43 | + this.readFramebufferBinding = framebuffer; |
| 44 | + break; |
| 45 | + case: gl.FRAMEBUFFER: |
| 46 | + this.drawFramebufferBinding = framebuffer; |
| 47 | + this.readFramebufferBinding = framebuffer; |
| 48 | + break; |
| 49 | + default: |
| 50 | + ... error ... |
| 51 | + } |
| 52 | +} |
| 53 | +``` |
| 54 | + |
| 55 | +`DRAW_FRAMEBUFFER`:用于向 `framebuffer` 绘制内容,如通过 `gl.clear`、`gl.draw???` 或 `gl.blitFramebuffer`。 |
| 56 | +`READ_FRAMEBUFFER`:用于从 `framebuffer` 中读取内容,如通过 `gl.readPixels` 或 `gl.blitFramebuffer`。 |
| 57 | + |
| 58 | +你可以通过三个函数向 framebuffer 添加附件,`framebufferTexture2D`、 |
| 59 | +`framebufferRenderbuffer` 和 `framebufferTextureLayer`。 |
| 60 | + |
| 61 | +它们的内部逻辑可以想象成如下实现: |
| 62 | + |
| 63 | +```js |
| 64 | +// pseudo code |
| 65 | +gl._getFramebufferByTarget(target) { |
| 66 | + switch (target) { |
| 67 | + case gl.FRAMEBUFFER: |
| 68 | + case gl.DRAW_FRAMEBUFFER: |
| 69 | + return this.drawFramebufferBinding; |
| 70 | + case gl.READ_FRAMEBUFFER: |
| 71 | + return this.readFramebufferBinding; |
| 72 | + } |
| 73 | +} |
| 74 | +gl.framebufferTexture2D(target, attachmentPoint, texTarget, texture, mipLevel) { |
| 75 | + const framebuffer = this._getFramebufferByTarget(target); |
| 76 | + framebuffer.attachments.set(attachmentPoint, { |
| 77 | + texture, texTarget, mipLevel, |
| 78 | + }); |
| 79 | +} |
| 80 | +gl.framebufferTextureLayer(target, attachmentPoint, texture, mipLevel, layer) { |
| 81 | + const framebuffer = this._getFramebufferByTarget(target); |
| 82 | + framebuffer.attachments.set(attachmentPoint, { |
| 83 | + texture, texTarget, mipLevel, layer |
| 84 | + }); |
| 85 | +} |
| 86 | +gl.framebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer) { |
| 87 | + const framebuffer = this._getFramebufferByTarget(target); |
| 88 | + framebuffer.attachments.set(attachmentPoint, { |
| 89 | + renderbufferTarget, renderbuffer |
| 90 | + }); |
| 91 | +} |
| 92 | +``` |
| 93 | + |
| 94 | +你可以使用 `gl.drawBuffers` 设置 `framebuffer` 的绘制目标数组,其内部实现如下所示: |
| 95 | + |
| 96 | + |
| 97 | +```js |
| 98 | +// pseudo code |
| 99 | +gl.drawBuffers(drawBuffers) { |
| 100 | + const framebuffer = this._getFramebufferByTarget(gl.DRAW_FRAMEBUFFER); |
| 101 | + for (let i = 0; i < maxDrawBuffers; ++i) { |
| 102 | + framebuffer.drawBuffers[i] = i < drawBuffers.length |
| 103 | + ? drawBuffers[i] |
| 104 | + : gl.NONE |
| 105 | + } |
| 106 | +} |
| 107 | +``` |
| 108 | + |
| 109 | +`drawBuffers` 数组决定了哪些附件会被渲染。 |
| 110 | + |
| 111 | +合法值包括: |
| 112 | + |
| 113 | +* `gl.NONE`:不渲染到这个附件 |
| 114 | +* `gl.COLOR_ATTACHMENTx`:其中 `x` 和附件索引一样 |
| 115 | +* `gl.BACK`:仅在当前 `framebuffer` 为 `null` 时有效,表示渲染到默认 canvas 的 `backbuffer` |
| 116 | + |
| 117 | +你还可以使用 `gl.readBuffer` 设置读缓冲: |
| 118 | + |
| 119 | +```js |
| 120 | +// pseudo code |
| 121 | +gl.readBuffer(readBuffer) { |
| 122 | + const framebuffer = this._getFramebufferByTarget(gl.READ_FRAMEBUFFER); |
| 123 | + framebuffer.readBuffer = readBuffer; |
| 124 | +} |
| 125 | +``` |
| 126 | + |
| 127 | +readBuffer 决定在调用 `gl.readPixels` 时会从哪个附件读取。 |
| 128 | + |
| 129 | +重点总结:framebuffer 本质上只是一个附件的简单集合。 |
| 130 | +真正复杂的是这些附件之间的限制与兼容性。 |
| 131 | +例如:浮点纹理附件默认不能被渲染,除非通过扩展如 `EXT_color_buffer_float` 开启支持。 |
| 132 | +此外,如果 framebuffer 包含多个附件,它们必须具有相同的尺寸。 |
| 133 | + |
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