I made a framebuffer object using the webgl_draw_buffers extension in order to provide three color buffers:
colorBuffer0 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer0);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, IMAGE_SOURCE_SIZE, IMAGE_SOURCE_SIZE);
colorBuffer1 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer1);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, IMAGE_SOURCE_SIZE, IMAGE_SOURCE_SIZE);
colorBuffer2 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer2);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, IMAGE_SOURCE_SIZE, IMAGE_SOURCE_SIZE);
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
WEBGL_draw_buffers.drawBuffersWEBGL([WEBGL_draw_buffers.COLOR_ATTACHMENT0_WEBGL,
WEBGL_draw_buffers.COLOR_ATTACHMENT1_WEBGL,
WEBGL_draw_buffers.COLOR_ATTACHMENT2_WEBGL]);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, WEBGL_draw_buffers.COLOR_ATTACHMENT0_WEBGL, gl.RENDERBUFFER, colorBuffer0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, WEBGL_draw_buffers.COLOR_ATTACHMENT1_WEBGL, gl.RENDERBUFFER, colorBuffer1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, WEBGL_draw_buffers.COLOR_ATTACHMENT2_WEBGL, gl.RENDERBUFFER, colorBuffer2);
And I fill them in the fragment shader:
gl_FragData[0] = vec4(ch1.x, ch1.y, 0.0, 1.0);
gl_FragData[1] = vec4(ch2.x, ch2.y, 0.0, 1.0);
gl_FragData[2] = vec4(ch3.x, ch3.y, 0.0, 1.0);
Now, when I use readPixels I always get the colorBuffer0
:
pixels = new Uint8Array(IMAGE_SOURCE_SIZE*IMAGE_SOURCE_SIZE*4);
gl.readPixels(0,0, IMAGE_SOURCE_SIZE, IMAGE_SOURCE_SIZE, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
I am not able to retrieve the other two color buffers using readPixels. Could I bind each buffer before using readPixels? How could I read the other two color buffers?