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| private gl: WebGL2RenderingContext; private frameBuffers: Map<string, FrameBufferObject> = new Map(); interface FrameBufferObject { fbo: WebGLFramebuffer; colorTextures: WebGLTexture[]; depthTexture?: WebGLTexture; depthRenderbuffer?: WebGLRenderbuffer; width: number; height: number; format: TextureFormat; msaa: boolean; mipLevels: number; } interface TextureFormat { internalFormat: number; format: number; type: number; name: string; } private static readonly FORMATS = { RGBA8: { internalFormat: WebGL2RenderingContext.RGBA8, format: WebGL2RenderingContext.RGBA, type: WebGL2RenderingContext.UNSIGNED_BYTE, name: 'RGBA8' }, RGBA16F: { internalFormat: WebGL2RenderingContext.RGBA16F, format: WebGL2RenderingContext.RGBA, type: WebGL2RenderingContext.HALF_FLOAT, name: 'RGBA16F' }, RGBA32F: { internalFormat: WebGL2RenderingContext.RGBA32F, format: WebGL2RenderingContext.RGBA, type: WebGL2RenderingContext.FLOAT, name: 'RGBA32F' }, DEPTH24_STENCIL8: { internalFormat: WebGL2RenderingContext.DEPTH24_STENCIL8, format: WebGL2RenderingContext.DEPTH_STENCIL, type: WebGL2RenderingContext.UNSIGNED_INT_24_8, name: 'DEPTH24_STENCIL8' } }; public createFrameBuffer( name: string, width: number, height: number, config: { colorCount?: number; colorFormat?: keyof typeof FrameBufferManager.FORMATS; hasDepth?: boolean; depthFormat?: keyof typeof FrameBufferManager.FORMATS; msaa?: boolean; mipLevels?: number; } = {} ): FrameBufferObject { console.log(`🖼�?创建帧缓�? ${name} (${width}x${height})`); const fbo = this.gl.createFramebuffer()!; this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, fbo); const colorCount = config.colorCount || 1; const colorFormat = FrameBufferManager.FORMATS[config.colorFormat || 'RGBA8']; const colorTextures: WebGLTexture[] = []; for (let i = 0; i < colorCount; i++) { const colorTexture = this.createTexture2D(width, height, colorFormat, config.mipLevels || 1); this.gl.framebufferTexture2D( this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0 + i, this.gl.TEXTURE_2D, colorTexture, 0 ); colorTextures.push(colorTexture); } this.gl.drawBuffers(drawBuffers); let depthRenderbuffer: WebGLRenderbuffer | undefined; if (config.hasDepth) { if (config.depthFormat) { const depthFormat = FrameBufferManager.FORMATS[config.depthFormat]; depthTexture = this.createTexture2D(width, height, depthFormat, 1); this.gl.framebufferTexture2D( this.gl.FRAMEBUFFER, this.gl.DEPTH_STENCIL_ATTACHMENT, this.gl.TEXTURE_2D, depthTexture, 0 ); } else { this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, depthRenderbuffer); this.gl.renderbufferStorage(this.gl.RENDERBUFFER, this.gl.DEPTH24_STENCIL8, width, height); this.gl.framebufferRenderbuffer( this.gl.FRAMEBUFFER, this.gl.DEPTH_STENCIL_ATTACHMENT, this.gl.RENDERBUFFER, depthRenderbuffer ); } } if (status !== this.gl.FRAMEBUFFER_COMPLETE) { throw new Error(`帧缓冲不完整: ${this.getFramebufferStatusString(status)}`); } this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null); const frameBuffer: FrameBufferObject = { fbo: fbo, colorTextures: colorTextures, depthTexture: depthTexture, depthRenderbuffer: depthRenderbuffer, width: width, height: height, format: colorFormat, msaa: config.msaa || false, mipLevels: config.mipLevels || 1 }; this.frameBuffers.set(name, frameBuffer); console.log(`�?帧缓冲创建成�? ${colorCount}个颜色附�? 深度: ${config.hasDepth}`); return frameBuffer; } private createTexture2D(width: number, height: number, format: TextureFormat, mipLevels: number): WebGLTexture { const texture = this.gl.createTexture()!; this.gl.bindTexture(this.gl.TEXTURE_2D, texture); this.gl.texStorage2D(this.gl.TEXTURE_2D, mipLevels, format.internalFormat, width, height); if (mipLevels > 1) { this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR_MIPMAP_LINEAR); this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR); } else { this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR); this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR); } this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE); this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE); return texture; } public bindFrameBuffer(name: string, clearColor?: [number, number, number, number]): boolean { const frameBuffer = this.frameBuffers.get(name); if (!frameBuffer) { console.error(`帧缓冲不存在: ${name}`); return false; } this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, frameBuffer.fbo); this.gl.viewport(0, 0, frameBuffer.width, frameBuffer.height); if (clearColor) { this.gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); } return true; } }
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