Reputation: 43
I'm trying to modify the pixel value of my texture. Ex: I want to set the texture more transparent. I used gl = canvas.getContext("webgl") and gl.readPixels() to get the pixel value of my texture.
The code is as below:
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, sTexture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE)
{
var sTextureSize = sTexture.image.width * sTexture.image.height * 4; // r, g, b, a
var pixels = new Uint8Array( sTextureSize );
gl.readPixels( 0, 0, sTexture.image.width, sTexture.image.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels );
for( var i=0 ; i<sTextureSize ; i+=4 )
{
if( pixels[i+3] > 0 )
{
pixels[i+3] = Math.min( 255, pixels[i+3]*0.5 ); // set half alpha
}
}
}
gl.deleteFramebuffer(framebuffer);
After doing this process it looked like that the transparency of my texture is not be changed.
I know that I can modify the texture alpha value via shader code, but is it possible to directly edit the texture pixel value and show the effect immediately ?
Thanks for your suggestion.
Upvotes: 1
Views: 2639
Reputation:
You have to re-upload the changes with gl.texImage2D
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, sTexture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE)
{
var sTextureSize = sTexture.image.width * sTexture.image.height * 4; // r, g, b, a
var pixels = new Uint8Array( sTextureSize );
gl.readPixels( 0, 0, sTexture.image.width, sTexture.image.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels );
for( var i=0 ; i<sTextureSize ; i+=4 )
{
if( pixels[i+3] > 0 )
{
pixels[i+3] = Math.min( 255, pixels[i+3]*0.5 ); // set half alpha
}
}
// upload changes
gl.bindTexture(gl.TEXTURE_2D, sTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
sTexture.image.width, sTexture.image.height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, pixels);
}
gl.deleteFramebuffer(framebuffer);
gl.readPixels
just reads a copy of the texture. You modify the copy. You then have to upload that copy back to the texture.
NOTE: if you're using mips you'll need to call gl.generateMipmap
or update the mips manually if want them to take into account your changes.
Upvotes: 2