【发布时间】:2015-09-29 09:35:22
【问题描述】:
我目前有一个工作实现,允许我将深度值编码为浮点纹理。
这里是编码/解码函数:
"vec4 EncodeFloatRGBA( float v ) {",
"float remainder = v;",
"vec4 res, r;",
"res[0] = floor(remainder * 255.0) / 255.0;",
"remainder -= res[0];",
"res[1] = floor(remainder * 65535.0) / 65535.0;",
"remainder -= res[1];",
"res[2] = floor(remainder * 16777215.0) / 16777215.0;",
"remainder -= res[2];",
"res[3] = floor(remainder * 4294967295.0) / 4294967295.0;",
"r[0] = clamp(floor((v) * 255.0),0.,255.);",
"r[1] = clamp(floor((v - res[0]) * 65535.0),0.,255.);",
"r[2] = clamp(floor((v - res[0] - res[1]) * 16777215.0),0.,255.);",
"r[3] = clamp(floor((v - res[0] - res[1] - res[2]) * 4294967295.0),0.,255.);",
"r[0] = r[0] / 255.0;",
"r[1] = r[1] / 255.0;",
"r[2] = r[2] / 255.0;",
"r[3] = r[3] / 255.0;",
"return r;",
"}",
"float DecodeFloatRGBA( vec4 rgba ) {",
"return dot( rgba, vec4(1.0, 0.003921568627450980392156862745098, 1.5259021896696421759365224689097e-5, 5.9604648328104515558750364705942e-8) );",
"}",
我是这样使用它们的:
//Encoding in depth pass
"vec4 depth = EncodeFloatRGBA(1.0 - gl_FragCoord.z);",
"depth = floor(depth * 255.) * 0.003921568627450980392156862745098;",//simulate 32-bit encoding
"gl_FragColor = depth;",
//Decoding in color pass
"loc = vec2(gl_FragCoord.x/canvas_size.x, gl_FragCoord.y/canvas_size.y);",
"float z = DecodeFloatRGBA(EncodeFloatRGBA(1.0 - gl_FragCoord.z));",//current fragment depth
"float z_tex = DecodeFloatRGBA(texture2D(DX2RT, loc));",//depth in texture
//...do some stuff using z and z_tex
但是当涉及到使用半浮点纹理(ipad、ipod)时,这种技术不再适用,我最好完全不使用编码。但在后一种情况下,我仍然会损失一些精度。
是否有人为半浮点纹理设置了类似的技术?
提前谢谢你。
【问题讨论】:
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遇到同样的问题,你解决了吗?
标签: webgl precision fragment-shader color-depth