9

目前,我正在使用 2D 画布上下文以大约 25fps 的速率从 JavaScript 绘制生成的图像(从像素到像素,但在生成的帧之后作为整个缓冲区刷新一次)。生成的图像始终为每个像素一个字节(整数/类型化数组),并且使用固定调色板生成 RGB 最终结果。还需要缩放以适应画布的大小(即:进入全屏)和/或根据用户请求(放大/缩小按钮)。

画布的 2D 上下文可以用于此目的,但是我很好奇 WebGL 是否可以提供更好的结果和/或更好的性能。请注意:我不想通过 webGL 放置像素,我想将像素放入我的缓冲区(基本上是 Uint8Array),并使用该缓冲区(一次)刷新上下文。我对 WebGL 不太了解,但是例如使用所需的生成图像作为某种纹理会以某种方式工作吗?然后我想我需要以大约 25fps 的速率刷新纹理。

如果 WebGL 以某种方式支持色彩空间转换,那就太好了。对于 2D 上下文,我需要将 1 字节/像素缓冲区转换为 RGBA,用于 JavaScript 中每个像素的图像数据...缩放(用于 2D 上下文)现在通过更改画布的高度/宽度样式来完成,因此浏览器缩放图像然后。但是我想它可能比 WebGL 支持硬件的速度慢,而且(我希望)WebGL 可以提供更大的灵活性来控制缩放,例如使用 2D 上下文,即使我不想浏览器也会做抗锯齿做(例如:整数缩放因子),也许这就是它有时会很慢的原因。

我已经尝试学习几个 WebGL 教程,但它们都是从对象、形状、3D 立方体等开始的,我不需要任何 - 经典 - 对象来渲染 2D 上下文也可以做的事情 - 希望对于同样的任务,WebGL 可以成为更快的解决方案!当然,如果 WebGL 没有成功,我会继续使用 2D 上下文。

需要明确的是:这是用 JavaScript 完成的某种计算机硬件模拟器,其输出(将在与其连接的 PAL 电视上看到的内容)通过画布上下文呈现。机器有 256 个元素的固定调色板,在内部它只需要一个字节来定义一个像素的颜色。

4

2 回答 2

17

您可以使用纹理作为调色板,使用不同的纹理作为图像。然后,您从图像纹理中获取一个值,并使用它从调色板纹理中查找颜色。

调色板纹理为 256x1 RGBA 像素。您的图像纹理是您想要的任何大小,但只是一个单通道 ALPHA 纹理。然后,您可以从图像中查找值

    float index = texture2D(u_image, v_texcoord).a * 255.0;

并使用该值在调色板中查找颜色

    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));

你的着色器可能是这样的

顶点着色器

attribute vec4 a_position;
varying vec2 v_texcoord;
void main() {
  gl_Position = a_position;

  // assuming a unit quad for position we
  // can just use that for texcoords. Flip Y though so we get the top at 0
  v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
}    

片段着色器

precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;

void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}

然后你只需要一个调色板纹理。

 // Setup a palette.
 var palette = new Uint8Array(256 * 4);

 // I'm lazy so just setting 4 colors in palette
 function setPalette(index, r, g, b, a) {
     palette[index * 4 + 0] = r;
     palette[index * 4 + 1] = g;
     palette[index * 4 + 2] = b;
     palette[index * 4 + 3] = a;
 }
 setPalette(1, 255, 0, 0, 255); // red
 setPalette(2, 0, 255, 0, 255); // green
 setPalette(3, 0, 0, 255, 255); // blue

 // upload palette
 ...
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, 
               gl.UNSIGNED_BYTE, palette);

还有你的形象。这是一个只有 alpha 的图像,所以只有 1 个通道。

 // Make image. Just going to make something 8x8
 var image = new Uint8Array([
     0,0,1,1,1,1,0,0,
     0,1,0,0,0,0,1,0,
     1,0,0,0,0,0,0,1,
     1,0,2,0,0,2,0,1,
     1,0,0,0,0,0,0,1,
     1,0,3,3,3,3,0,1,
     0,1,0,0,0,0,1,0,
     0,0,1,1,1,1,0,0,
 ]);

 // upload image
 ....
 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, 
               gl.UNSIGNED_BYTE, image);

您还需要确保两种纹理都gl.NEAREST用于过滤,因为一个代表索引,另一个代表调色板,在这些情况下,在值之间进行过滤是没有意义的。

gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

这是一个工作示例:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

动画只需更新图像,然后将其重新上传到纹理中

 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 8, 8, 0, gl.ALPHA, 
               gl.UNSIGNED_BYTE, image);

例子:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var width = 8;
var height = 8;
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
var frameCounter = 0;
function render() {  
  ++frameCounter;
    
  // skip 3 of 4 frames so the animation is not too fast
  if ((frameCounter & 3) == 0) {
    // rotate the image left
    for (var y = 0; y < height; ++y) {
      var temp = image[y * width];
      for (var x = 0; x < width - 1; ++x) {
        image[y * width + x] = image[y * width + x + 1];
      }
      image[y * width + width - 1] = temp;
    }
    // re-upload image
    gl.activeTexture(gl.TEXTURE0);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA,
                  gl.UNSIGNED_BYTE, image);
    
    gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
  }
  requestAnimationFrame(render);
}
render();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

当然,假设您的目标是通过操作像素在 CPU 上制作动画。否则,您可以使用任何普通的 webgl 技术来操作纹理坐标或其他任何东西。

对于调色板动画,您也可以类似地更新调色板。只需修改调色板并重新上传即可

 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, 
               gl.UNSIGNED_BYTE, palette);

例子:

var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");

// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = twgl.createProgramFromScripts(
    gl, 
    ["vshader", "fshader"], 
    ["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);

// Setup a unit quad
var positions = [
      1,  1,  
     -1,  1,  
     -1, -1,  
      1,  1,  
     -1, -1,  
      1, -1,  
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Setup a palette.
var palette = new Uint8Array(256 * 4);

// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
    palette[index * 4 + 0] = r;
    palette[index * 4 + 1] = g;
    palette[index * 4 + 2] = b;
    palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue

// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);

// Make image. Just going to make something 8x8
var width = 8;
var height = 8;
var image = new Uint8Array([
    0,0,1,1,1,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1,
    1,0,2,0,0,2,0,1,
    1,0,0,0,0,0,0,1,
    1,0,3,3,3,3,0,1,
    0,1,0,0,0,0,1,0,
    0,0,1,1,1,1,0,0,
]);
    
// make image textures and upload image
gl.activeTexture(gl.TEXTURE0);
var imageTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, imageTex);
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.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, width, height, 0, gl.ALPHA, gl.UNSIGNED_BYTE, image);
    
var frameCounter = 0;
function render() {  
  ++frameCounter;
    
  // skip 3 of 4 frames so the animation is not too fast
  if ((frameCounter & 3) == 0) {
    // rotate the 3 palette colors
    var tempR = palette[4 + 0];
    var tempG = palette[4 + 1];
    var tempB = palette[4 + 2];
    var tempA = palette[4 + 3];
    setPalette(1, palette[2 * 4 + 0], palette[2 * 4 + 1], palette[2 * 4 + 2], palette[2 * 4 + 3]);
    setPalette(2, palette[3 * 4 + 0], palette[3 * 4 + 1], palette[3 * 4 + 2], palette[3 * 4 + 3]);
    setPalette(3, tempR, tempG, tempB, tempA);

    // re-upload palette
    gl.activeTexture(gl.TEXTURE1);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA,
                  gl.UNSIGNED_BYTE, palette);
    
    gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
  }
  requestAnimationFrame(render);
}
render();
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/twgl.min.js"></script>
<script id="vshader" type="whatever">
    attribute vec4 a_position;
    varying vec2 v_texcoord;
    void main() {
      gl_Position = a_position;
    
      // assuming a unit quad for position we
      // can just use that for texcoords. Flip Y though so we get the top at 0
      v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
    }    
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
    
void main() {
    float index = texture2D(u_image, v_texcoord).a * 255.0;
    gl_FragColor = texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>

稍微相关的是这个瓷砖着色器示例 http://blog.tojicode.com/2012/07/sprite-tile-maps-on-gpu.html

于 2013-11-01T01:57:40.557 回答
5

大概你正在构建一个大约 512 x 512(PAL 大小)的 javascript 数组......

WebGL 片段着色器绝对可以很好地完成您的调色板转换。食谱会是这样的:

  1. 使用跨越视口的两个三角形的“几何”设置 WebGL。(GL 都是三角形。)这是最大的麻烦,如果你还不是 GL 流利的。但这并不是那么糟糕。与http://learningwebgl.com/blog/?page_id=1217 共度美好时光。但这将是大约 100 行的东西。入场费。
  2. 将内存中的帧缓冲区扩大 4 倍。(我认为纹理总是必须是 RGBA?)并用您的像素值填充每四个字节的 R 分量。使用 new Float32Array 来分配它。您可以使用值 0-255,或将其划分为 0.0 到 1.0。我们将把它作为纹理传递给 webgl。这个改变每一帧。
  3. 构建第二个 256 x 1 像素的纹理,这是您的调色板查找表。这个永远不会改变(除非调色板可以修改?)。
  4. 在您的片段着色器中,使用您的模拟帧缓冲区纹理作为对调色板的查找。调色板中的第一个像素在像素中间的位置 (0.5/256.0, 0.5) 处访问。
  5. 在每一帧上,重新提交模拟的帧缓冲区纹理并重绘。将像素推送到 GPU 很昂贵……但是按照现代标准,PAL 大小的图像非常小。
  6. 奖励步骤:您可以增强片段着色器以在现代高分辨率显示器上模仿扫描线、隔行扫描视频或其他可爱的仿真伪影(荧光点?),这一切都不会花费您的 javascript!

这只是一个草图。但它会起作用。WebGL 是一个非常低级的 API,非常灵活,但值得付出努力(如果你喜欢那种东西,我会这样做。:-))。

同样,强烈建议将http://learningwebgl.com/blog/?page_id=1217用于整体 WebGL 指导。

于 2013-10-31T17:30:27.057 回答