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  • 【WebGL】一次drawcall中绘制多个不同纹理的图形

    Demo: http://kenkozheng.github.io/WebGL/multi-texture-in-one-drawcall/index.html

    关键点:
    1、fragment shader接受参数(从vertex shader传递vary),动态指定sampler
    2、设置sampler index buffer,连同vertex buffer一同绑定到当次渲染

    Vertex Shader

    attribute vec2 a_position;
    attribute vec2 a_texCoord;
    attribute lowp float textureIndex;
    
    uniform vec2 u_resolution;
    varying vec2 v_texCoord;
    varying lowp float indexPicker;
    
    void main() {
       // convert the rectangle from pixels to 0.0 to 1.0
       vec2 zeroToOne = a_position / u_resolution;
    
       // convert from 0->1 to 0->2
       vec2 zeroToTwo = zeroToOne * 2.0;
    
       // convert from 0->2 to -1->+1 (clipspace)
       vec2 clipSpace = zeroToTwo - 1.0;
    
       gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
    
       // pass the texCoord to the fragment shader
       // The GPU will interpolate this value between points.
       v_texCoord = a_texCoord;
       indexPicker = textureIndex; // 控制fragment shader选哪一个纹理
    }
    

    Fragment shader

    precision mediump float;
    
    // our texture
    uniform sampler2D u_image[2];
    
    // the texCoords passed in from the vertex shader.
    varying vec2 v_texCoord;
    varying lowp float indexPicker;
    
    void main() {
       if (indexPicker < 0.5) {
           gl_FragColor = texture2D(u_image[0], v_texCoord);
       } else {
           gl_FragColor = texture2D(u_image[1], v_texCoord);
       }
    }
    

    index buffer

      // provide texture index buffer. 前6次调用用0号纹理,后6次调用用1号纹理
      var textureIndexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0]), gl.STATIC_DRAW);
    
    
      // Turn on the textureIndex attribute
      gl.enableVertexAttribArray(textureIndexLocation);
      gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
      // Tell the textureIndex attribute how to get data out of textureIndexBuffer (ARRAY_BUFFER)
      var size = 1;          // 1 components per iteration
      var type = gl.FLOAT;   // the data is 32bit floats
      var normalize = false; // don't normalize the data
      var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
      var offset = 0;        // start at the beginning of the buffer
      gl.vertexAttribPointer(textureIndexLocation, size, type, normalize, stride, offset);
    
    
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  • 原文地址:https://www.cnblogs.com/kenkofox/p/13373629.html
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