I am trying to understand the correct approach to render to a specific texture mipmap level.
In the example below, I attempt to render the color cyan to mipmap level 1 of texture
. If I change the level from 1
to 0
in the framebufferTexture2D
call, the canvas displays cyan as expected. However I don't understand why only level 0
works here, because non-zero levels are supported in the WebGL 2/OpenGL ES 3 specification.
I've also tried explicitly detaching level 0 (binding to null
) and various other combinations (i.e. using texImage2D
instead of texStorage2D
), but none of the combinations seem to render to the mipmap level.
const
canvas = document.createElement('canvas'),
gl = canvas.getContext('webgl2'),
triangle = new Float32Array([ 0, 0, 2, 0, 0, 2 ]);
texture = gl.createTexture(),
framebuffer = gl.createFramebuffer(),
size = 100,
vertex = createShader(gl.VERTEX_SHADER, `#version 300 es
precision mediump float;
uniform sampler2D sampler;
layout(location = 0) in vec2 position;
out vec4 color;
void main() {
color = textureLod(sampler, position, 0.5);
gl_Position = vec4(position * 2. - 1., 0, 1);
}`
),
fragment = createShader(gl.FRAGMENT_SHADER, `#version 300 es
precision mediump float;
in vec4 color;
out vec4 fragColor;
void main() {
fragColor = color;
}`
),
program = gl.createProgram();
canvas.width = canvas.height = size;
document.body.appendChild(canvas);
gl.viewport(0, 0, size, size);
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('program');
}
gl.useProgram(program);
// Create a big triangle
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, triangle, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
// Create a texture with mipmap levels 0 (base) and 1
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texStorage2D(gl.TEXTURE_2D, 2, gl.RGB8, 2, 2);
// Setup framebuffer to render to texture level 1, clear to cyan
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
1 // Switching this to `0` will work fine
);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error(status);
}
gl.clearColor(0, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Detach framebuffer, clear to red
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, 3);
// Some utility functions to cleanup the above code
function createShader(type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
}
return shader;
}
I expect that I'm doing something wrong in the setup, but I haven't been able to find many examples of this.
Don't you want either
color = textureLod(sampler, position, 0.0); // lod 0
or
color = textureLod(sampler, position, 1.0); // lod 1
?
The code didn't set filtering in a way that you can actually access the other lods.
It had them set to gl.NEAREST
which means only ever use lod 0.
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2');
const triangle = new Float32Array([0, -1, 1, -1, 1, 1]);
const texture = gl.createTexture();
const framebuffers = [];
canvas.width = canvas.height = 100;
document.body.appendChild(canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
const vertex = createShader(gl.VERTEX_SHADER, `#version 300 es
precision mediump float;
uniform sampler2D sampler;
uniform float lod;
uniform vec4 offset;
layout(location = 0) in vec4 position;
out vec4 color;
void main() {
color = textureLod(sampler, vec2(.5), lod);
gl_Position = position + offset;
}`
);
const fragment = createShader(gl.FRAGMENT_SHADER, `#version 300 es
precision mediump float;
in vec4 color;
out vec4 fragColor;
void main() {
fragColor = color;
}`
);
const program = createProgram(vertex, fragment);
const lodLocation = gl.getUniformLocation(program, "lod");
const offsetLocation = gl.getUniformLocation(program, "offset");
// Create a big triangle
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, triangle, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
// Create a texture with mipmap levels 0 (base) and 1
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
gl.texStorage2D(gl.TEXTURE_2D, 2, gl.RGB8, 2, 2);
// Setup framebuffers for each level
for (let i = 0; i < 2; ++i) {
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
i);
let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error(glErrToString(gl, status));
}
const r = (i === 0) ? 1 : 0;
const g = (i === 1) ? 1 : 0;
gl.clearColor(r, g, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
framebuffers.push(framebuffer);
};
// Detach framebuffer, clear to red
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the triangle
gl.uniform1f(lodLocation, 0);
gl.uniform4fv(offsetLocation, [0, 0, 0, 0]);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.uniform1f(lodLocation, 1.);
gl.uniform4fv(offsetLocation, [-1, 0, 0, 0]);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// Some utility functions to cleanup the above code
function createShader(shaderType, source) {
const shader = gl.createShader(shaderType);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
}
return shader;
}
function createProgram(vertex, fragment) {
const program = gl.createProgram();
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('program');
}
gl.useProgram(program);
return program;
}
function glErrToString(gl, error) {
for (var key in gl) {
if (gl[key] === error) {
return key;
}
}
return "0x" + error.toString(16);
}