glsl - 鱼眼天空盒着色器

标签 glsl webgl

我正在尝试编写一个全景查看器。大多数情况下,这涉及将图像映射到四边形以模拟天空盒。

对于立方体贴图图像来说,这是相当简单的。要么 copy the 6 parts of the image to a 6 planes of a cube map或者制作一个具有 the cubemap math as specified in the OpenGL ES spec 功能的着色器

对于等距柱状图像,例如来自 Ricoh Theta 的图像

你可以使用这个数学

      // convert from direction (n) to texcoord (uv)
      float latitude = acos(n.y);
      float longitude = atan(n.z, n.x);
      vec2 sphereCoords = vec2(longitude, latitude) * vec2(0.5 / PI, 1.0 / PI);
      vec2 uv = fract(vec2(0.5,1.0) - sphereCoords);

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
varying vec4 v_position;
void main() {
  v_position = position;
  gl_Position = position;
  gl_Position.z = 1.0;
}
`;

const fs = `
precision highp float;
 
uniform sampler2D u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
 
varying vec4 v_position;

#define PI radians(180.0)

void main() {
  vec4 t = u_viewDirectionProjectionInverse * v_position;
  vec3 n = normalize(t.xyz / t.w);

  // convert from direction (n) to texcoord (uv)
  float latitude = acos(n.y);
  float longitude = atan(n.z, n.x);
  vec2 sphereCoords = vec2(longitude, latitude) * vec2(0.5 / PI, 1.0 / PI);
  vec2 uv = fract(vec2(0.5,1.0) - sphereCoords);

  // multiply u by 2 because we only have a 180degree view
  gl_FragColor = texture2D(u_skybox, uv * vec2(-2, 1));
}
`;


const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const tex = twgl.createTexture(gl, {
  src: '/image/h0H38.jpg',
  flipY: true,
});
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl, 2);

function render(time) {
  time *= 0.001;
  
  twgl.resizeCanvasToDisplaySize(gl.canvas);
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const projectionMatrix = m4.perspective(45 * Math.PI / 180, aspect, 1, 20);
 
  const cameraMatrix = m4.rotationY(time * 0.1);
  m4.rotateX(cameraMatrix, Math.sin(time * 0.3) * 0.5, cameraMatrix);
 
  const viewMatrix = m4.inverse(cameraMatrix);
  viewMatrix[12] = 0;
  viewMatrix[13] = 0;
  viewMatrix[14] = 0;
 
  const viewDirectionProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
  const viewDirectionProjectionInverseMatrix = m4.inverse(viewDirectionProjectionMatrix);  
  
  gl.useProgram(programInfo.program);
  twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
  twgl.setUniforms(programInfo, {
    u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
    u_skyBox: tex,
  });
  twgl.drawBufferInfo(gl, bufferInfo);

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>

但是有些图像不是等距矩形,而是鱼眼?

我一直在试图找出做同样的事情所需的数学(将其映射到基于四边形的天空盒),但我一直没有运气

作为引用,我发现 this page从 3d 坐标到鱼眼坐标的转换。它说

      // convert from direction (n) to texcoord (uv)
      float r = 2.0 * atan(length(n.xy), n.z) / PI;
      float theta = atan(n.y, n.x);
      vec2 uv = vec2(cos(theta), sin(theta)) * r * 0.5 + 0.5;

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
varying vec4 v_position;
void main() {
  v_position = position;
  gl_Position = position;
  gl_Position.z = 1.0;
}
`;

const fs = `
precision highp float;
 
uniform sampler2D u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
 
varying vec4 v_position;

#define PI radians(180.0)

void main() {
  vec4 t = u_viewDirectionProjectionInverse * v_position;
  vec3 n = normalize(t.xyz / t.w);
  
  // convert from direction (n) to texcoord (uv)
  float r = 2.0 * atan(length(n.xy), n.z) / PI;
  float theta = atan(n.y, n.x);
  vec2 uv = vec2(cos(theta), sin(theta)) * r * 0.5 + 0.5;

  #if 0
	// Calculate fisheye angle and radius
	float theta = atan(n.z, n.x);
	float phi = atan(length(n.xz), n.y);
	float r = phi / PI; 

	// Pixel in fisheye space
	vec2 uv = vec2(0.5) + r * vec2(cos(theta), sin(theta));
  #endif

  // multiply u by 2 because we only have a 180degree view
  gl_FragColor = texture2D(u_skybox, uv * vec2(-2, 1));
}
`;


const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const tex = twgl.createTexture(gl, {
  src: '/image/SN1K0.jpg',
  flipY: true,
});
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl, 2);

function render(time) {
  time *= 0.001;
  
  twgl.resizeCanvasToDisplaySize(gl.canvas);
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const projectionMatrix = m4.perspective(45 * Math.PI / 180, aspect, 1, 20);
 
  const cameraMatrix = m4.rotationY(time * 0.1);
  m4.rotateX(cameraMatrix, 0.7 + Math.sin(time * 0.3) * .7, cameraMatrix);
 
  const viewMatrix = m4.inverse(cameraMatrix);
  viewMatrix[12] = 0;
  viewMatrix[13] = 0;
  viewMatrix[14] = 0;
 
  const viewDirectionProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
  const viewDirectionProjectionInverseMatrix = m4.inverse(viewDirectionProjectionMatrix);  
  
  gl.useProgram(programInfo.program);
  twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
  twgl.setUniforms(programInfo, {
    u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
    u_skyBox: tex,
  });
  twgl.drawBufferInfo(gl, bufferInfo);

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>

还有this

显然我错过了一些东西。

最佳答案

我认为错误在于这个逻辑:

// multiply u by 2 because we only have a 180degree view
gl_FragColor = texture2D(u_skybox, uv * vec2(-2, 1));

尽管这在等距柱状投影情况下有效,因为数学计算结果表明 z 分量仅影响经度,但它在鱼眼情况下不再有效,因为 n.z 影响两个轴。

您可以通过取 n.z 的绝对值并在 z 为负数时翻转 n.x 来解释公式中的负 z 分量:

  // convert from direction (n) to texcoord (uv)
  float r = 2.0 * atan(length(n.xy), abs(n.z)) / PI;
  float theta = atan(n.y, n.x * sign(n.z));
  vec2 uv = vec2(cos(theta), sin(theta)) * r * 0.5 + vec2(0.5);

这是在行动:

const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl');

const vs = `
attribute vec4 position;
varying vec4 v_position;
void main() {
  v_position = position;
  gl_Position = position;
  gl_Position.z = 1.0;
}
`;

const fs = `
precision highp float;
 
uniform sampler2D u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
 
varying vec4 v_position;

#define PI radians(180.0)

void main() {
  vec4 t = u_viewDirectionProjectionInverse * v_position;
  vec3 n = normalize(t.xyz / t.w);
  
  // convert from direction (n) to texcoord (uv)
  float r = 2.0 * atan(length(n.xy), abs(n.z)) / PI;
  float theta = atan(n.y, n.x * sign(n.z));
  vec2 uv = vec2(cos(theta), sin(theta)) * r * 0.5 + vec2(0.5);

  gl_FragColor = texture2D(u_skybox, uv * vec2(-1.0, 1.0));
}
`;


const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const tex = twgl.createTexture(gl, {
  src: 'https://i.imgur.com/dzXCQwM.jpg',
  flipY: true,
});
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl, 2);

function render(time) {
  time *= 0.001;
  
  twgl.resizeCanvasToDisplaySize(gl.canvas);
  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const projectionMatrix = m4.perspective(45 * Math.PI / 180, aspect, 1, 20);
 
  const cameraMatrix = m4.rotationY(time * 0.1);
  m4.rotateX(cameraMatrix, 0.7 + Math.sin(time * 0.3) * .7, cameraMatrix);
 
  const viewMatrix = m4.inverse(cameraMatrix);
  viewMatrix[12] = 0;
  viewMatrix[13] = 0;
  viewMatrix[14] = 0;
 
  const viewDirectionProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);
  const viewDirectionProjectionInverseMatrix = m4.inverse(viewDirectionProjectionMatrix);  
  
  gl.useProgram(programInfo.program);
  twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
  twgl.setUniforms(programInfo, {
    u_viewDirectionProjectionInverse: viewDirectionProjectionInverseMatrix,
    u_skyBox: tex,
  });
  twgl.drawBufferInfo(gl, bufferInfo);

  requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>

关于glsl - 鱼眼天空盒着色器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60819068/

相关文章:

css - 如何使 WebGL Canvas 透明

opengl - 为什么要通过模型 View 矩阵的逆矩阵转置来变换法线?

javascript - 如何使用 WebGL 和 GLSL 在 J/s 文件中运行 Shadertoy 的着色器?

opengl-es - WebGL 片段着色器在 if 语句上没有正确分支

opengl - 在 GLSL 中选择立方体贴图的面

javascript - 最好在 javascript 或着色器中乘以矩阵?

opengl-es - 线性深度缓冲区

javascript - Three.js顶点着色器: update attributes and how to save a value for the next processing round

opengl - 在 GLSL 着色器中计算点投影

ios - GLSL - 更改为 vec3 颜色