我正在尝试实现论文“单 channel 线框渲染”,它看起来很简单,但它给了我所期望的厚、暗值。
论文没有给出计算海拔高度的确切代码,所以我按照自己认为合适的方式进行了操作。代码应该将三个顶点投影到视口(viewport)空间中,获取它们的“高度”并将它们发送到片段着色器。
片段着色器确定最近边缘的距离并生成边缘强度。我不确定我应该如何处理这个值,但由于它应该在 [0,1] 之间缩放,所以我将其与输出颜色的倒数相乘,但它非常弱。
我有几个问题,我不确定这些问题是否在论文中得到解决。首先,高度应该以 2D 而不是 3D 的形式计算?其次,他们提供 DirectX 功能,其中 DirectX 具有不同的视口(viewport)空间 z 范围,对吗?这有关系吗?我将传出高度距离预乘以视口(viewport)空间坐标的 w 值,因为他们建议纠正透视投影。
image trying to correct for perspective projection
no correction (not premultiplying by w-value)
未校正的图像似乎存在明显的问题,无法校正较远的一侧的透视,但经过透视校正的图像具有非常弱的值。
任何人都可以看到我的代码有什么问题或者如何从这里调试它吗?
我在 GLSL 中的顶点代码...
float altitude(in vec3 a, in vec3 b, in vec3 c) { // for an ABC triangle
vec3 ba = a - b;
vec3 bc = c - b;
vec3 ba_onto_bc = dot(ba,bc) * bc;
return(length(ba - ba_onto_bc));
}
in vec3 vertex; // incoming vertex
in vec3 v2; // first neighbor (CCW)
in vec3 v3; // second neighbor (CCW)
in vec4 color;
in vec3 normal;
varying vec3 worldPos;
varying vec3 worldNormal;
varying vec3 altitudes;
uniform mat4 objToWorld;
uniform mat4 cameraPV;
uniform mat4 normalToWorld;
void main() {
worldPos = (objToWorld * vec4(vertex,1.0)).xyz;
worldNormal = (normalToWorld * vec4(normal,1.0)).xyz;
//worldNormal = normal;
gl_Position = cameraPV * objToWorld * vec4(vertex,1.0);
// also put the neighboring polygons in viewport space
vec4 vv1 = gl_Position;
vec4 vv2 = cameraPV * objToWorld * vec4(v2,1.0);
vec4 vv3 = cameraPV * objToWorld * vec4(v3,1.0);
altitudes = vec3(vv1.w * altitude(vv1.xyz,vv2.xyz,vv3.xyz),
vv2.w * altitude(vv2.xyz,vv3.xyz,vv1.xyz),
vv3.w * altitude(vv3.xyz,vv1.xyz,vv2.xyz));
gl_FrontColor = color;
}
和我的片段代码...
varying vec3 worldPos;
varying vec3 worldNormal;
varying vec3 altitudes;
uniform vec3 cameraPos;
uniform vec3 lightDir;
uniform vec4 singleColor;
uniform float isSingleColor;
void main() {
// determine frag distance to closest edge
float d = min(min(altitudes.x, altitudes.y), altitudes.z);
float edgeIntensity = exp2(-2.0*d*d);
vec3 L = lightDir;
vec3 V = normalize(cameraPos - worldPos);
vec3 N = normalize(worldNormal);
vec3 H = normalize(L+V);
//vec4 color = singleColor;
vec4 color = isSingleColor*singleColor + (1.0-isSingleColor)*gl_Color;
//vec4 color = gl_Color;
float amb = 0.6;
vec4 ambient = color * amb;
vec4 diffuse = color * (1.0 - amb) * max(dot(L, N), 0.0);
vec4 specular = vec4(0.0);
gl_FragColor = (edgeIntensity * vec4(0.0)) + ((1.0-edgeIntensity) * vec4(ambient + diffuse + specular));
}
最佳答案
我已经实现了 pig 的想法,结果很完美,这是我的截图:
struct MYBUFFEREDVERTEX {
float x, y, z;
float nx, ny, nz;
float u, v;
float bx, by, bz;
};
const MYBUFFEREDVERTEX g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f, 0.0f,
};
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
顶点着色器:
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 u_mvp_matrix;
uniform vec3 u_light_direction;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
attribute vec3 a_barycentric;
varying vec2 v_texcoord;
varying float v_light_intensity;
varying vec3 v_barycentric;
void main()
{
// Calculate vertex position in screen space
gl_Position = u_mvp_matrix * vec4(a_position, 1.0);
// calculate light intensity, range of 0.3 ~ 1.0
v_light_intensity = max(dot(u_light_direction, a_normal), 0.3);
// Pass texture coordinate to fragment shader
v_texcoord = a_texcoord;
// Pass bary centric to fragment shader
v_barycentric = a_barycentric;
}
片段着色器:
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_texcoord;
varying float v_light_intensity;
varying vec3 v_barycentric;
void main()
{
float min_dist = min(min(v_barycentric.x, v_barycentric.y), v_barycentric.z);
float edgeIntensity = 1.0 - step(0.005, min_dist);
// Set diffuse color from texture
vec4 diffuse = texture2D(u_texture, v_texcoord) * vec4(vec3(v_light_intensity), 1.0);
gl_FragColor = edgeIntensity * vec4(0.0, 1.0, 1.0, 1.0) + (1.0 - edgeIntensity) * diffuse;
}
关于OpenGL:调试 "Single-pass Wireframe Rendering",我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/7361582/