const depthTextures = gl => {
const depthTexture = gl.createTexture();
const depthTextureSize = 512;
gl.bindTexture(gl.TEXTURE_2D, depthTexture);
gl.texImage2D(gl.TEXTURE_2D, // target
0, // mip level
gl.DEPTH_COMPONENT, // internal format
depthTextureSize, // width
depthTextureSize, // height
0, // border
gl.DEPTH_COMPONENT, // format
gl.UNSIGNED_INT, // type
null); // data
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);
const depthFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, depthFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, // target
gl.DEPTH_ATTACHMENT, // attachment point
gl.TEXTURE_2D, // texture target
depthTexture, // texture
0); // mip level
// create a color texture of the same size as the depth texture
// see article why this is needed_
const unusedTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, unusedTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, depthTextureSize, depthTextureSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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); // attach it to the framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, // target
gl.COLOR_ATTACHMENT0, // attachment point
gl.TEXTURE_2D, // texture target
unusedTexture, // texture
0); // mip level
return [depthFramebuffer, unusedTexture];
};
我发现
注意:此扩展仅适用于WebGL1上下文.在WebGL2中, 此扩展的功能在WebGL2上下文中可用 默认情况下.WebGL2中的常量是gl.UNSIGNED_INT_24_8.
我将DEPTH_COMPONENT
更改为RGBA
,但仍然没有附加的帧缓冲区...
在其他组合中,我得到:
gl.texImage2D(
gl.TEXTURE_2D, // target
0, // mip level
gl.RGBA, // internal format
depthTextureSize, // width
depthTextureSize, // height
0, // border
gl.RGBA, // format
gl.UNSIGNED_INT_24_8, // type
null); // data
GL_INVALID_OPERATION: Invalid combination of format, type and internalFormat.
GL_INVALID_OPERATION: Only array uniforms may have count > 1.
有什么建议吗?
这是源码,我想在我自己已经存在的GLARIX项目中实现…