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I'm trying to plete a goal to get a image copy of a certain WebGL Web software: ArcGIS Scene Viewer. It is using a canvas and I tried this:
var canvas = document.getElementsByTagName("canvas")[0];
var resultDOM = document.getElementById("result");
resultDOM.innerText = canvas;
var gl = canvas.getContext("webgl", {preserveDrawingBuffer: true});
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
console.log(pixels); // Uint8Array
But the Array logged in console is always full of [0, 0, 0, 255].
So I'm not in full control of the JSAPI I use to create that canvas, so I can't set preserveDrawingBuffer: true
when first time initializing the canvas
, all I can do is after the canvas loaded the map then execute some JS. So how can I get the image I need?
Am I doing something wrong here? I also tried framebuffer, it is also not working:
canvas.addEventListener('click', function(ev) {
var gl = canvas.getContext("webgl", {
preserveDrawingBuffer: true
});
var framebuffer = gl.createFramebuffer();
//insert code to get mouse x,y position on canvas
var top = canvas.offsetTop;
var left = canvas.offsetLeft;
var x = ev.clientX - left;
var y = ev.clientY - top;
var pixels = new Uint8Array(4);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
console.log(x, y, pixels);
});
The pixel value returned is also [0, 0, 0, 0].
Here's a sample you can try: / It is always returning a whole black image.
I'm trying to plete a goal to get a image copy of a certain WebGL Web software: ArcGIS Scene Viewer. It is using a canvas and I tried this:
var canvas = document.getElementsByTagName("canvas")[0];
var resultDOM = document.getElementById("result");
resultDOM.innerText = canvas;
var gl = canvas.getContext("webgl", {preserveDrawingBuffer: true});
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
console.log(pixels); // Uint8Array
But the Array logged in console is always full of [0, 0, 0, 255].
So I'm not in full control of the JSAPI I use to create that canvas, so I can't set preserveDrawingBuffer: true
when first time initializing the canvas
, all I can do is after the canvas loaded the map then execute some JS. So how can I get the image I need?
Am I doing something wrong here? I also tried framebuffer, it is also not working:
canvas.addEventListener('click', function(ev) {
var gl = canvas.getContext("webgl", {
preserveDrawingBuffer: true
});
var framebuffer = gl.createFramebuffer();
//insert code to get mouse x,y position on canvas
var top = canvas.offsetTop;
var left = canvas.offsetLeft;
var x = ev.clientX - left;
var y = ev.clientY - top;
var pixels = new Uint8Array(4);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
console.log(x, y, pixels);
});
The pixel value returned is also [0, 0, 0, 0].
Here's a sample you can try: https://jsfiddle/qvtt87ky/ It is always returning a whole black image.
Share Improve this question asked Oct 26, 2016 at 23:51 silliconsillicon 2322 silver badges10 bronze badges 2- developers.arcgis./javascript/latest/api-reference/… – LJᛃ Commented Oct 27, 2016 at 1:09
-
If the WebGL context is created by a third-party library which you do not control you can update
HTMLCanvasElement.prototype.getContext
to forcepreserveDrawingBuffer: true
jsfiddle/w8cjdyr1 – Mike Commented Sep 28, 2021 at 14:20
2 Answers
Reset to default 4If you just need an copy of the webgl canvas, the easiest way would be to draw the webgl canvas to an offscreen canvas and extract the pixel data using the CanvasRenderingContext2D.
var webglCanvas;
var offscreenCanvas = document.createElement("canvas");
offscreenCanvas.width = webglCanvas.width;
offscreenCanvas.height = webglCanvas.height;
var ctx = offscreenCanvas.getContext("2d");
ctx.drawImage(webglCanvas,0,0);
var imageData = ctx.getImageData(0,0, offscreenCanvas.width, offscreenCanvas.height);
console.log(imageData.data);
imageData.data is an Uint8ClampedArray and it will have the pixel data that you are looking for.
Framebuffers are just collections of attachments. You didn't add any attachments so your framebuffers isn't setup.
On top of that if you want to read something out of a framebuffer you have to put data in (render to) the framebuffer. Your example code, even if you added the attachments, wouldn't do that.
Example:
var gl = document.querySelector("canvas").getContext("webgl");
// Clear the canvas to red
gl.clearColor(1, 0, 0, 1); // red
gl.clear(gl.COLOR_BUFFER_BIT);
// Make a framebuffer
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
// Make a texture
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
var width = 1;
var height = 1;
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// Attach the texture to the framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
// Clear the texture to green
gl.clearColor(0, 1, 0, 1); // green
gl.clear(gl.COLOR_BUFFER_BIT);
var pixel = new Uint8Array(4);
// Read from texture (because it's attached to the current
// framebuffer
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
console.log("texture:", pixel);
// Read from canvas to show it's a different color
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
console.log("canvas:", pixel);
<canvas></canvas>
other
This code makes no sense to me
var resultDOM = document.getElementById("result");
resultDOM.innerText = canvas;
Appending a canvas as innerText
just means it's going to try to convert an HTMLCanvasElement
to a string which will likely just print something like [object HTMLCanvasElement]
so I'm not sure what that code is trying to do
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