首页 > 解决方案 > GLSL:将可变数量的纹理发送到 sampler2D

问题描述

我想向一些着色器发送一个可变的纹理数组,但不知道如何在统一的 sampler2D 中改变纹理的数量。

例如,在下面的示例中,我将两个纹理发送到着色器并尝试texture使用长度为 2 初始化 sampler2D 统一值。但是这会产生以下异常:

THREE.WebGLProgram:着色器错误:0 gl.VALIDATE_STATUS false gl.getProgramInfoLog 无效着色器错误:0:125:''​​:需要常量表达式错误:0:125:''​​:数组大小必须是常量整数表达式错误:0: 134: '[]' : 数组索引超出范围

是否可以改变发送到 sampler2D 统一值的纹理数量?对于其他人可以就这个问题提供的任何见解,我将不胜感激!

/**
* Generate a scene object with a background color
**/

function getScene() {
  var scene = new THREE.Scene();
  scene.background = new THREE.Color(0xffffff);
  return scene;
}

/**
* Generate the camera to be used in the scene. Camera args:
*   [0] field of view: identifies the portion of the scene
*     visible at any time (in degrees)
*   [1] aspect ratio: identifies the aspect ratio of the
*     scene in width/height
*   [2] near clipping plane: objects closer than the near
*     clipping plane are culled from the scene
*   [3] far clipping plane: objects farther than the far
*     clipping plane are culled from the scene
**/

function getCamera() {
  var aspectRatio = window.innerWidth / window.innerHeight;
  var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 1000);
  camera.position.set(0, 1, 10);
  return camera;
}

/**
* Generate the renderer to be used in the scene
**/

function getRenderer() {
  // Create the canvas with a renderer
  var renderer = new THREE.WebGLRenderer({antialias: true});
  // Add support for retina displays
  renderer.setPixelRatio(window.devicePixelRatio);
  // Specify the size of the canvas
  renderer.setSize(window.innerWidth, window.innerHeight);
  // Add the canvas to the DOM
  document.body.appendChild(renderer.domElement);
  return renderer;
}

/**
* Generate the controls to be used in the scene
* @param {obj} camera: the three.js camera for the scene
* @param {obj} renderer: the three.js renderer for the scene
**/

function getControls(camera, renderer) {
  var controls = new THREE.TrackballControls(camera, renderer.domElement);
  controls.zoomSpeed = 0.4;
  controls.panSpeed = 0.4;
  return controls;
}

/**
* Load image
**/

function loadImage() {

  var geometry = new THREE.BufferGeometry();

  /*
  Now we need to push some vertices into that geometry to identify the coordinates the geometry should cover
  */

  // Identify the image size
  var imageSize = {width: 10, height: 7.5};

  // Identify the x, y, z coords where the image should be placed
  var coords = {x: -5, y: -3.75, z: 0};

  // Add one vertex for each corner of the image, using the 
  // following order: lower left, lower right, upper right, upper left
  var vertices = new Float32Array([
    coords.x, coords.y, coords.z, // bottom left
    coords.x+imageSize.width, coords.y, coords.z, // bottom right
    coords.x+imageSize.width, coords.y+imageSize.height, coords.z, // upper right
    coords.x, coords.y+imageSize.height, coords.z, // upper left
  ])

  // set the uvs for this box; these identify the following corners:
  // lower-left, lower-right, upper-right, upper-left
  var uvs = new Float32Array([
    0.0, 0.0,
    1.0, 0.0,
    1.0, 1.0,
    0.0, 1.0,
  ])

  // store the texture index of each object to be rendered
  var textureIndices = new Float32Array([0.0, 0.0, 0.0, 0.0]);

  // indices = sequence of index positions in `vertices` to use as vertices
  // we make two triangles but only use 4 distinct vertices in the object
  // the second argument to THREE.BufferAttribute is the number of elements
  // in the first argument per vertex
  geometry.setIndex([0,1,2, 2,3,0])
  geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
  geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
  geometry.addAttribute('textureIdx', new THREE.BufferAttribute(textureIndices, 1));

  // Create a texture loader so we can load our image file
  var loader = new THREE.TextureLoader();

  // specify the url to the texture
  var catUrl = 'https://s3.amazonaws.com/duhaime/blog/tsne-webgl/assets/cat.jpg';
  var dogUrl = 'https://s3.amazonaws.com/duhaime/blog/tsne-webgl/assets/dog.jpg';

  // get an array of textures
  var textureArr = [loader.load(catUrl), loader.load(dogUrl)];

  // specify custom uniforms and attributes for shaders
  // Uniform types: https://github.com/mrdoob/three.js/wiki/Uniforms-types
  var material = new THREE.ShaderMaterial({  
    uniforms: {

      verticesPerTexture: new Float32Array([4.0]), // store the count of vertices per texture

      texture_num: {
        type: 'i',
        value: textureArr.length,
      },

      cat_texture: {
        type: 't',
        value: loader.load(catUrl),
      },

      dog_texture: {
        type: 't',
        value: loader.load(dogUrl),
      },

      textures: {
        type: 'tv', // type for texture array
        value: textureArr,
      }
    },
    vertexShader: document.getElementById('vertex-shader').textContent,
    fragmentShader: document.getElementById('fragment-shader').textContent
  });

  // Combine our image geometry and material into a mesh
  var mesh = new THREE.Mesh(geometry, material);

  // Set the position of the image mesh in the x,y,z dimensions
  mesh.position.set(0,0,0)

  // Add the image to the scene
  scene.add(mesh);
}

/**
* Render!
**/

function render() {
  requestAnimationFrame(render);
  renderer.render(scene, camera);
  controls.update();
};

var scene = getScene();
var camera = getCamera();
var renderer = getRenderer();
var controls = getControls(camera, renderer);
loadImage();

render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>

<script type='x-shader/x-vertex' id='vertex-shader'>
  /**
  * The vertex shader's main() function must define `gl_Position`,
  * which describes the position of each vertex in the space.
  *
  * To do so, we can use the following variables defined by Three.js:        
  *   
  *   uniform mat4 modelViewMatrix - combines:
  *     model matrix: maps a point's local coordinate space into world space
  *     view matrix: maps world space into camera space
  *
  *   uniform mat4 projectionMatrix - maps camera space into screen space
  *
  *   attribute vec3 position - sets the position of each vertex
  *
  *   attribute vec2 uv - determines the relationship between vertices and textures
  *
  * `uniforms` are constant across all vertices
  *
  * `attributes` can vary from vertex to vertex and are defined as arrays
  *   with length equal to the number of vertices. Each index in the array
  *   is an attribute for the corresponding vertex
  *
  * `varyings` are values passed from the vertex to the fragment shader
  *
  * Specifying attributes that are not passed to the vertex shader will not pevent shader compiling
  **/

  // declare attributes
  attribute float textureIdx;

  // declare uniform vals
  uniform float verticesPerTexture; // store the vertices per texture

  // declare variables to pass to fragment shaders
  varying vec2 vUv; // pass the uv coordinates of each vertex to the frag shader
  varying float vTextureIdx; // pass the texture idx

  void main() {
    vTextureIdx = textureIdx;
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
</script>

<script type='x-shader/x-fragment' id='fragment-shader'>
  /**
  * The fragment shader's main() function must define `gl_FragColor`,
  * which describes the pixel color of each pixel on the screen.
  *
  * To do so, we can use uniforms passed into the shader and varyings
  * passed from the vertex shader
  *
  * Attempting to read a varying not generated by the vertex shader will
  * throw a warning but won't prevent shader compiling
  *
  * Each attribute must contain n_vertices * n_components, where n_components
  * is the length of the given datatype (e.g. vec2 n_components = 2;
  * float n_components = 1)
  **/

  precision highp float; // set float precision (optional)

  varying vec2 vUv; // identify the uv values as a varying attribute
  varying float vTextureIdx; // identify the texture indices as a varying attribute

  uniform int texture_num; // identify the number of textures used
  uniform sampler2D cat_texture; // identify the texture as a uniform argument
  uniform sampler2D dog_texture; // identify the texture as a uniform argument
  uniform sampler2D textures[texture_num];

  void main() {
    int textureIndex = int(floor(vTextureIdx));
    //sampler2D texture = textures[textureIndex]; this is not allowed :/

    if (int(floor(vTextureIdx)) == 0) {
      gl_FragColor = texture2D(textures[0], vUv);
    } else {
      gl_FragColor = texture2D(textures[1], vUv);
    }
  }
</script>

标签: javascriptopengl-esthree.jsglsl

解决方案


GLSL 是一种类 C 语言,不能使用大小变量来分配 C 数组。

相反,您可以动态生成着色器代码字符串,以将您的纹理数量集成到代码中。在您的情况下,您需要进行一些更换。作为一个最小的例子:

  var material = new THREE.ShaderMaterial({  
    uniforms: {

      verticesPerTexture: new Float32Array([4.0]), // store the count of vertices per texture

      cat_texture: {
        type: 't',
        value: loader.load(catUrl),
      },

      dog_texture: {
        type: 't',
        value: loader.load(dogUrl),
      },

      textures: {
        type: 'tv', // type for texture array
        value: textureArr,
      }
    },
    vertexShader: document.getElementById('vertex-shader').textContent,
    fragmentShader: document.getElementById('fragment-shader').textContent.replace(/!!!_TEXCOUNT_!!!/g,textureArr.length.toString());
  });
<script type='x-shader/x-fragment' id='fragment-shader'>
  precision highp float; // set float precision (optional)

  varying vec2 vUv; // identify the uv values as a varying attribute
  varying float vTextureIdx; // identify the texture indices as a varying attribute

  // you don't need cat_texture and dog_texture because they're in the following array
  uniform sampler2D textures[!!!_TEXCOUNT_!!!];

  void main() {
    int textureIndex = int(floor(vTextureIdx));

    if (int(floor(vTextureIdx)) == 0) {
      gl_FragColor = texture2D(textures[0], vUv);
    } else {
      gl_FragColor = texture2D(textures[1], vUv);
    }
  }
</script>

替换会查找键!!!_TEXCOUNT_!!!并将其替换为数组中的实际纹理数量。

请注意,我还完全移除了texture_num制服,因为不再需要它。我也删除了cat_texturedog_texture因为你的纹理现在保存在textures数组中。


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