When I was looking for the WebGL edge detection method,
I saw that Unity has a solution. Use Camera-DepthNormalTexture.shader to write the depth and normals data to the texture.
I will use the Roberts operator to calculate whether the obtained data is an edge,
but WebGL i can only get depthTexture in framebuffer,
can not get depthNormalTexture like in unity,
I tried to write a test in WebGL,
only use the depthtexture obtained in framebuffer,
but only detect edges with huge depth differences,
and Cannot detect all the edges of the solid color model.
I want to know if there are other ways to solve this kind of problem.
[(solid color)WebGL test rendering pic][1]
I set the normal data of the vertex in advance
Using the shader provided in gman's answer, get the texture of normals data in framebuffer in a new rendering. The result seems to draw edges, but the depth seems to be wrong
framebuffer = gl.createFramebuffer();
// rgb texture
gl.bindTexture(state.gl.TEXTURE_2D, texture);
// ... texImage2D texParameteri set up
// depth texture
gl.bindTexture(state.gl.TEXTURE_2D, depthTexture);
// ... texImage2D texParameteri set up
// Create a with normals data FBO
normalFramebuffer = gl.createFramebuffer();
gl.bindTexture(gl.TEXTURE_2D, normalTexture);
// ... texImage2D texParameteri set up
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
obj.render('rgbaData shader');
gl.bindFramebuffer(gl.FRAMEBUFFER, normalFramebuffer);
obj.render('normalsData shader');
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram('my edge detection shader');
gl.uniform1i(texture, 0);
gl.uniform1i(depthTexture, 1);
gl.uniform1i(normalTexture, 2);
Unity generates the texture with normals even in WebGL so this is not a limit of WebGL. If you want a texture with normals then render a texture with normals.
Assuming you have geometry data with normals then you'd use a vertex shader something like
attribute vec4 position;
attribute vec3 normal;
uniform mat4 projection;
uniform mat4 modelView;
uniform mat4 normalMatrix;
varying vec3 v_normal;
void main() {
gl_Position = projection * modelView * position;
v_normal = mat3(normalMatrix) * normal;
}
and a fragment shader like
precision mediump float;
varying vec3 v_normal;
void main() {
gl_FragColor = vec4(normalize(v_normal) * 0.5 + 0.5, gl_FragCoord.z);
}
And render your shapes to a texture via a framebuffer. You then have a texture with normals and depth in it which you can pass to your check edge shader
You can read more about shaders with normals here