Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
304 views
in Technique[技术] by (71.8m points)

textures - Retrieve Vertices Data in THREE.js

I'm creating a mesh with a custom shader. Within the vertex shader I'm modifying the original position of the geometry vertices. Then I need to access to this new vertices position from outside the shader, how can I accomplish this?

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

In lieu of transform feedback (which WebGL 1.0 does not support), you will have to use a passthrough fragment shader and floating-point texture (this requires loading the extension OES_texture_float). That is the only approach to generate a vertex buffer on the GPU in WebGL. WebGL does not support pixel buffer objects either, so reading the output data back is going to be very inefficient.

Nevertheless, here is how you can accomplish this:

This will be a rough overview focusing on OpenGL rather than anything Three.js specific.

First, encode your vertex array this way (add a 4th component for index):

Vec4 pos_idx  :  xyz = Vertex Position,  w = Vertex Index (0.0 through NumVerts-1.0)

Storing the vertex index as the w component is necessary because OpenGL ES 2.0 (WebGL 1.0) does not support gl_VertexID.

Next, you need a 2D floating-point texture:

MaxTexSize = Query GL_MAX_TEXTURE_SIZE

Width  = MaxTexSize;
Height = min (NumVerts / MaxTexSize, 1);

Create an RGBA floating-point texture with those dimensions and use it as FBO color attachment 0.

Vertex Shader:

#version 100

attribute vec4 pos_idx;

uniform int width;  // Width of floating-point texture
uniform int height; // Height of floating-point texture

varying vec4 vtx_out;

void main (void)
{
  float idx = pos_idx.w;

  // Position this vertex so that it occupies a unique pixel
  vec2 xy_idx = vec2 (float ((int (idx) % width)) / float (width),
                      floor (idx / float (width)) / float (height)) * vec2 (2.0) - vec2 (1.0);
  gl_Position = vec4 (xy_idx, 0.0f, 1.0f);


  //
  // Do all of your per-vertex calculations here, and output to vtx_out.xyz
  //


  // Store the index in the W component
  vtx_out.w = idx;
}

Passthrough Fragment Shader:

#version 100

varying vec4 vtx_out;

void main (void)
{
  gl_FragData [0] = vtx_out;
}

Draw and Read Back:

// Draw your entire vertex array for processing (as `GL_POINTS`)
glDrawArrays (GL_POINTS, 0, NumVerts);

// Bind the FBO's color attachment 0 to `GL_TEXTURE_2D`

// Read the texture back and store its results in an array `verts`
glGetTexImage (GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, verts);

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...