Cam*_*ilo 3 c++ opengl shader glsl
假设我有几何图形并创建了一个包含三角形邻接信息的索引缓冲区。然后,将绘制模式从 更改GL_TRIANGLES为GL_TRIANGLE_ADJACENCY。问题是,我可以使用几何着色器将几何图形从三角形邻接转换为三角形带吗?
像这样的东西:
layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices = 3) out;
in Vertex
{
vec3 normal;
} vertex[];
out FragmentVertexData
{
vec3 normal;
vec3 fragpos;
} VertexOut;
void main()
{
for(int i = 0 ; i < gl_in.length(); i+=2)
{
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_in[i].gl_Position;
VertexOut.normal = vertex[i].normal;
VertexOut.fragpos = vec3(ModelMatrix * gl_in[i].gl_Position);
VertexOut.fragpos = gl_Position;
EmitVertex();
}
EndPrimitive();
}
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我已经尝试过了,事实上它绘制了几何图形,但法线出了问题。我也必须对它们建立索引吗?我错过了一步吗?
这就是我在片段着色器中使用fragpos和法线的方式
vec3 normal = normalize(VertexOut.normal);
vec3 lightDir = normalize(light.position - VertexOut.fragpos);
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这是我编写三角形邻接索引缓冲区的算法:
void Loader::FindAdjacencies(const aiMesh * paiMesh, vector<int>& indices)
{
// Step 1 - find the two triangles that share every edge
for (uint i = 0; i < paiMesh->mNumFaces; i++)
{
const aiFace& face = paiMesh->mFaces[i];
Face Unique;
// If a position vector is duplicated in the VB we fetch the
// index of the first occurrence.
for (uint j = 0; j < 3; j++)
{
uint Index = face.mIndices[j];
aiVector3D& v = paiMesh->mVertices[Index];
if (m_posMap.find(v) == m_posMap.end())
{
m_posMap[v] = Index;
}
else
{
Index = m_posMap[v];
}
Unique.Indices[j] = Index;
}
m_uniqueFaces.push_back(Unique);
Edge e1(Unique.Indices[0], Unique.Indices[1]);
Edge e2(Unique.Indices[1], Unique.Indices[2]);
Edge e3(Unique.Indices[2], Unique.Indices[0]);
m_indexMap[e1].AddNeigbor(i);
m_indexMap[e2].AddNeigbor(i);
m_indexMap[e3].AddNeigbor(i);
}
// Step 2 - build the index buffer with the adjacency info
for (uint i = 0; i < paiMesh->mNumFaces; i++)
{
const Face& face = m_uniqueFaces[i];
for (uint j = 0; j < 3; j++)
{
Edge e(face.Indices[j], face.Indices[(j + 1) % 3]);
assert(m_indexMap.find(e) != m_indexMap.end());
Neighbors n = m_indexMap[e];
uint OtherTri = n.GetOther(i);
uint minus1 = (uint)-1;
bool comp = (OtherTri != minus1);
assert(comp);
const Face& OtherFace = m_uniqueFaces[OtherTri];
uint OppositeIndex = OtherFace.GetOppositeIndex(e);
indices.push_back(face.Indices[j]);
indices.push_back(OppositeIndex);
}
}
}
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不幸的是,仅适用于紧密的几何形状。这就是我用立方体测试它的原因。我尝试使用 bunny.ply,但模型的一部分有漏洞,我必须在搅拌机中对其进行编辑。
这是 obj 文件:
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 0.333333 0.666667
vt 0.333333 1.000000
vt 0.000000 1.000000
vt 0.000000 0.666667
vt 0.000000 0.333333
vt 0.333333 0.333333
vt 0.333333 0.000000
vt 0.666667 0.000000
vt 0.000000 0.000000
vt 1.000000 0.333333
vt 0.666667 0.333333
vt 0.666667 0.666667
vt 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn -0.000000 0.000000 1.000000
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
f 2/1/1 3/2/1 4/3/1
f 8/1/2 7/4/2 6/5/2
f 5/6/3 6/7/3 2/8/3
f 6/9/4 7/7/4 3/6/4
f 3/10/5 7/11/5 8/8/5
f 1/11/6 4/12/6 8/1/6
f 1/4/1 2/1/1 4/3/1
f 5/6/2 8/1/2 6/5/2
f 1/11/3 5/6/3 2/8/3
f 2/5/4 6/9/4 3/6/4
f 4/13/5 3/10/5 8/8/5
f 5/6/6 1/11/6 8/1/6
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非常感谢!
这是我的顶点着色器:
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normal;
out VertexData
{
vec3 normal;
vec2 textCoord;
} vertex;
// Values that stay constant for the whole mesh.
void main(){
gl_Position = vec4(vertexPosition,1.0f);
vertex.textCoord = texCoord;
vertex.normal = normal;
}
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和我的片段着色器:
#version 430 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
out vec4 color;
uniform float LightIntensity;
uniform vec3 LightPos;
uniform vec3 ViewPos;
in FragmentVertexData
{
vec3 normal;
vec3 fragpos;
vec2 texCoord;
} VertexOut;
void main(){
// color of the object
vec3 objectColor = vec3(1.0f, 0.5f, 0.31f);
// Ambient
vec3 ambient = light.ambient * material.ambient ;
vec3 normal = normalize(VertexOut.normal);
vec3 lightDir = normalize(light.position - VertexOut.fragpos);
float diff = max(dot(lightDir,normal), 0.0);
vec3 diffuse = light.diffuse * diff * material.diffuse ;
vec3 viewDir = normalize(ViewPos - VertexOut.fragpos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 halfwayDir = normalize(lightDir + viewDir );
float spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * material.specular ;
color = vec4((ambient + diffuse + specular) * objectColor, 1);
}
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三角形邻接,包含三角形的邻接数据,以便可以访问相邻的三角形。几何着色器阶段可以访问 6 个顶点和属性,形成 4 个三角形。3 个顶点形成当前渲染的三角形。其他 3 个顶点与当前渲染的三角形的 3 个侧边结合形成相邻(相邻)三角形。(参见GL_ARB_geometry_shader4和Primitive)。
如果几何着色器应将渲染的三角形传递到下一个着色器阶段,则它必须仅处理形成三角形的三个点,而不是其邻接点。
进一步问题:
VertexOut.fragpos = gl_Position;VertexOut.normal = mat3(ModelMatrix) * vertex[i].normal;几何着色器应该看起来像这样:
layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices = 3) out;
in Vertex
{
vec3 normal;
} vertex[];
out FragmentVertexData
{
vec3 normal;
vec3 fragpos;
} VertexOut;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
void main()
{
for (int i = 0; i < 6; i += 2)
{
vec4 fragPos = ModelMatrix * gl_in[i].gl_Position;
VertexOut.normal = mat3(ModelMatrix) * vertex[i].normal;
VertexOut.fragpos = fragPos.xyz;
gl_Position = ProjectionMatrix * ViewMatrix * fragPos;
EmitVertex();
}
EndPrimitive();
}
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如果法向量是每个面,则邻接算法将失败:
生成邻接索引的算法没有考虑到面的每个点都是由一对顶点位置和法线向量定义的。不同的面可能具有相同的角位置,但它们始终具有不同的法向量。由于您将所有顶点位置都放在了 map 中m_pos Map,其中位置是关键,所以法线向量的区别就丢失了。当你有一个立方体,每个面都有法向量时,每个顶点位置在顶点缓冲区中必须是 3 倍,因为它由立方体的 3 个边共享,并且有 3 个不同的法向量。
如果您有一个网格,其中法向量是每个顶点(例如球体),您的算法将正常工作。但是,如果法向量是每个面,则您的算法会失败,就像立方体的情况一样。
保留面部并仅将邻接添加到面部的算法如下所示:
#include <array>
#include <vector>
#include <map>
using TIndices = std::vector<int>;
using TFace = std::array<int, 3>;
using TFaces = std::vector<TFace>;
using TVertex = std::array<float, 3>;
using TVertices = std::vector<TVertex>;
void GenerateAdjacencies( const TVertices &vertices, const TFaces &faces, TIndices &adj )
{
// associate each geometric vertex position with an unique ID
std::vector<int> uniqueMap;
std::map<TVertex,int> tempUniqueVertices;
int uniqueIndex = 0;
for ( size_t vI = 0; vI < vertices.size(); ++ vI )
{
auto vIt = tempUniqueVertices.find( vertices[vI] );
if ( vIt == tempUniqueVertices.end() )
{
tempUniqueVertices[ vertices[vI] ] = uniqueIndex;
uniqueMap.push_back( uniqueIndex );
uniqueIndex ++;
}
else
uniqueMap.push_back( vIt->second );
}
tempUniqueVertices.clear();
// find all edges and associate the edge with all the points, which form a triangle with it.
std::map< std::tuple<int, int>, std::vector<int> > edges;
for ( auto & f : faces )
{
for ( int pI = 0; pI < 3; ++ pI )
{
int edgeU[2]{ uniqueMap[f[pI]], uniqueMap[f[(pI+1) % 3]] };
int i0 = edgeU[0] < edgeU[1] ? 0 : 1;
edges[{ edgeU[i0], edgeU[1-i0] }].push_back( f[(pI+2) % 3] );
}
}
// create the adjacencies
for ( auto & f : faces )
{
for ( int pI = 0; pI < 3; ++ pI )
{
int edgeU[2]{ uniqueMap[f[pI]], uniqueMap[f[(pI+1) % 3]] };
int i0 = edgeU[0] < edgeU[1] ? 0 : 1;
auto &adjs = edges[{ edgeU[i0], edgeU[1 - i0] }];
int adjI = adjs.size() > 1 && adjs[0] == f[(pI+2) % 3] ? 1 : 0;
adj.push_back( f[pI] );
adj.push_back( adjs[adjI] );
}
}
}
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参见示例