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我是 WebGL 的新手,正在尝试实现深度纹理以供以后在阴影贴图中使用。下面是我的帧缓冲区初始化代码。在函数 drawTest 中,我首先绑定所有需要的缓冲区并将模型的顶点绘制到附加到纹理的帧缓冲区中。这不应该工作吗?我得到的只是一个白屏,没有错误。

this.drawTest = function (model1) {

    this.model1 = model1;


        if (model1.Image.ReadyState === true && model1.Ready === false) {
            this.PrepareModel(model1);
        }
        if (model1.Ready) {
            gl.bindBuffer(gl.ARRAY_BUFFER, this.model1.Vertices);
            gl.vertexAttribPointer(this.VertexPosition, 3, gl.FLOAT, false, 0, 0);
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, model1.Triangles);
        }

        gl.bindFramebuffer(gl.FRAMEBUFFER, this.depthFramebuffer);

        gl.clear(gl.DEPTH_BUFFER_BIT);

        gl.drawElements(gl.TRIANGLES, model1.numItems, gl.UNSIGNED_SHORT, 0);




}


this.InitDrawDepth = function(size) {

        this.depthTextureExt = gl.getExtension("WEBGL_depth_texture"); // Or browser-appropriate prefix
        if(!this.depthTextureExt) { 
            console.log("WEBGL_depth_texture Extension not available!"); 
            return; 
        }

        // Create a color texture
        this.colorTexture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, this.colorTexture);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
        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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

        this.depthTexture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, this.depthTexture);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
        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.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);

       // var framebuffer = gl.createFramebuffer();
        this.depthFramebuffer = gl.createFramebuffer();
        gl.bindFramebuffer(gl.FRAMEBUFFER, this.depthFramebuffer);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.colorTexture, 0);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, this.depthTexture, 0);

        if(!gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
            console.log("Framebuffer incomplete!");
        }

        //reset Framebuffer
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);

        this.depthTextureSize = size;

    }
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1 回答 1

0

我设法解决了这个问题。我有另一个功能导致原始缓冲区出现问题。感谢所有试图找出问题的人。

于 2013-05-26T17:02:59.720 回答