景深:将点着色器与模糊着色器组合(处理3)

sol*_*lub 10 processing shader depth-buffer fragment-shader gaussianblur

我想在具有景深效果的3D画布(处理中)上显示数千个点.更具体地说,我想使用z缓冲区(深度缓冲)来调整point基于其与相机的距离的模糊水平.

到目前为止,我可以提出以下点着色器:

pointfrag.glsl

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

varying vec4 vertColor;
uniform float maxDepth;

void main() {

  float depth = gl_FragCoord.z / gl_FragCoord.w;
  gl_FragColor = vec4(vec3(vertColor - depth/maxDepth), 1) ;

}
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pointvert.glsl

uniform mat4 projection;
uniform mat4 modelview;

attribute vec4 position;
attribute vec4 color;
attribute vec2 offset;


varying vec4 vertColor;
varying vec4 vertTexCoord;

void main() {
  vec4 pos = modelview * position;
  vec4 clip = projection * pos;

  gl_Position = clip + projection * vec4(offset, 0, 0);

  vertColor = color;
}
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我还有一个模糊着色器(最初来自PostFX库):

blurfrag.glsl

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif


#define PROCESSING_TEXTURE_SHADER

uniform sampler2D texture;

// The inverse of the texture dimensions along X and Y
uniform vec2 texOffset;

varying vec4 vertColor;
varying vec4 vertTexCoord;

uniform int blurSize;       
uniform int horizontalPass; // 0 or 1 to indicate vertical or horizontal pass
uniform float sigma;        // The sigma value for the gaussian function: higher value means more blur
                            // A good value for 9x9 is around 3 to 5
                            // A good value for 7x7 is around 2.5 to 4
                            // A good value for 5x5 is around 2 to 3.5
                            // ... play around with this based on what you need <span class="Emoticon Emoticon1"><span>:)</span></span>

const float pi = 3.14159265;

void main() {  
  float numBlurPixelsPerSide = float(blurSize / 2); 

  vec2 blurMultiplyVec = 0 < horizontalPass ? vec2(1.0, 0.0) : vec2(0.0, 1.0);

  // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
  vec3 incrementalGaussian;
  incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * sigma);
  incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
  incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;

  vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
  float coefficientSum = 0.0;

  // Take the central sample first...
  avgValue += texture2D(texture, vertTexCoord.st) * incrementalGaussian.x;
  coefficientSum += incrementalGaussian.x;
  incrementalGaussian.xy *= incrementalGaussian.yz;

  // Go through the remaining 8 vertical samples (4 on each side of the center)
  for (float i = 1.0; i <= numBlurPixelsPerSide; i++) { 
    avgValue += texture2D(texture, vertTexCoord.st - i * texOffset * 
                          blurMultiplyVec) * incrementalGaussian.x;         
    avgValue += texture2D(texture, vertTexCoord.st + i * texOffset * 
                          blurMultiplyVec) * incrementalGaussian.x;         
    coefficientSum += 2.0 * incrementalGaussian.x;
    incrementalGaussian.xy *= incrementalGaussian.yz;
  }

  gl_FragColor = (avgValue / coefficientSum);
}
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问题:

  • 如何将模糊片段着色器与点片段着色器组合?

理想情况下,我希望有一个单独的片段着色器,它根据点的z坐标计算模糊等级.这甚至可能吗?

任何帮助将不胜感激.


使用上面的pointfrag.glslpointvert.glsl着色器显示点的示例草图:

sketch.pde(需要Python模式+ PeasyCam库)

add_library('peasycam')
liste = []

def setup():
    global pointShader, cam
    size(900, 900, P3D)
    frameRate(1000)
    smooth(8)

    cam = PeasyCam(this, 500)
    cam.setMaximumDistance(width)
    perspective(60 * DEG_TO_RAD, width/float(height), 2, 6000)

    pointShader = loadShader("pointfrag.glsl", "pointvert.glsl")
    pointShader.set("maxDepth", cam.getDistance()*3)

    for e in range(3000): liste.append(PVector(random(width), random(width), random(width)))

    shader(pointShader, POINTS)
    strokeWeight(2)
    stroke(255)

def draw():

    background(0)
    translate(-width/2, -width/2, -width/2)    
    for e in liste:
        point(e.x, e.y, e.z)

    cam.rotateY(.0002)
    cam.rotateX(.0001)
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在此输入图像描述

Rab*_*d76 4

您的任务中的主要问题是,高斯模糊着色器通常在后期处理中运行。通常,在绘制所有几何图形后,它会应用于整个视口。高斯模糊着色器采用帧缓冲区(纹理)及其邻居的片段,并通过高斯函数混合颜色,并将新颜色存储到最终帧缓冲区。为此,必须先完成整个场景(所有点)的绘制。


但你可以做点别的事情。编写一个着色器,将点绘制在其中心完全不透明,在其外部边界绘制完全透明。

在顶点着色器中,您必须将视图空间顶点坐标和点的视图空间中心传递给片段着色器:

点垂直.glsl

uniform mat4 projection;
uniform mat4 modelview;

attribute vec4 position;
attribute vec4 color;
attribute vec2 offset;

varying vec3 vCenter;
varying vec3 vPos;
varying vec4 vColor;


void main() {

    vec4 center = modelview * position;
    vec4 pos    = center + vec4(offset, 0, 0); 

    gl_Position = projection * pos;

    vCenter = center.xyz;
    vPos    = pos.xyz;
    vColor  = color;
}
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在片段着色器中,您必须计算从片段到点中心的距离。为此,您必须知道点的大小。距离可用于计算opacity, 是opacity该点的新 alpha 通道。

添加uniform变量strokeWeight并在程序中设置uniform。请注意,由于点的边界是透明的,因此看起来更小。我建议增加点的大小:

pointShader.set("strokeWeight", 6.0)

.....

strokeWeight(6)
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点片段.glsl

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

varying vec3 vCenter;
varying vec3 vPos;
varying vec4 vColor;

uniform float strokeWeight;
uniform float maxDepth;
uniform float focus;

void main() {

    float depth = clamp(abs(vCenter.z)/maxDepth, 0.0, 1.0);
    float blur  = abs(focus-depth);

    float dist_to_center = length(vPos-vCenter)*2.0/strokeWeight;
    float threshold      = max(0.0, blur);
    float opacity        = 1.0 - smoothstep(threshold/2.0, 1.0-threshold/2.0, dist_to_center); 

    gl_FragColor = vec4(vColor.rgb, opacity);
}
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您正在绘制部分透明的物体。要实现适当的混合效果,您应该按 z 坐标升序对点进行排序:

liste = []
listZ = []

.....

for e in range(3000): listZ.append(random(width))
listZ.sort()
for z in listZ: liste.append(PVector(random(width), random(width), z))
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完整的示例代码可能如下所示:

add_library('peasycam')
liste = []
listZ = []

def setup():
    global pointShader, cam
    size(900, 900, P3D)
    frameRate(1000)
    smooth(8)

    cam = PeasyCam(this, 500)
    cam.setMaximumDistance(width)
    perspective(60 * DEG_TO_RAD, width/float(height), 2, 6000)

    pointShader = loadShader("pointfrag.glsl", "pointvert.glsl")
    pointShader.set("maxDepth", 900.0)
    pointShader.set("strokeWeight", 6.0)

    for e in range(3000): listZ.append(random(width))
    listZ.sort()
    for z in listZ: liste.append(PVector(random(width), random(width), z))

    shader(pointShader, POINTS)
    strokeWeight(6)
    stroke(255)

def draw():

    background(0)
    blendMode(BLEND)
    translate(-width/2, -width/2, -width/2) 
    pointShader.set("focus", map(mouseX, 0, width, 0.2, 1.0))   
    for e in liste:
        point(e.x, e.y, e.z)

    cam.rotateY(.0002)
    cam.rotateX(.0001)
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看预览:

预览1


当然也可以使用高斯模糊着色器。

您在问题中提出的高斯模糊着色器是一个 2 通道后处理模糊着色器。这意味着它必须在整个视口上的 2 个后期处理过程中应用。一个通道沿水平轴模糊,另一个通道沿垂直轴模糊。

为此,您必须执行以下步骤:

  1. 将场景渲染到缓冲区(图像)
  2. 将垂直高斯模糊通道应用于图像并将结果渲染到新的图像缓冲区
  3. 将水平高斯模糊通道应用于垂直高斯模糊通道的结果

完全使用您问题中的着色器的代码清单可能如下所示:

add_library('peasycam')
liste = []

def setup():
    global pointShader, blurShader, cam, bufScene, bufBlurV, bufBlurH
    size(900, 900, P3D)
    frameRate(1000)

    cam = PeasyCam(this, 900)
    cam.setMaximumDistance(width)
    perspective(60 * DEG_TO_RAD, width/float(height), 2, 6000)

    pointShader = loadShader("pointfrag.glsl", "pointvert.glsl")
    pointShader.set("maxDepth", cam.getDistance()*3)

    blurShader = loadShader("blurfrag.glsl")
    blurShader.set("texOffset", [1.0/width, 1.0/height])
    blurShader.set("blurSize", 40);
    blurShader.set("sigma", 5.0);

    bufScene, bufBlurV, bufBlurH  = [createGraphics(width, height, P3D) for e in range(3)]
    bufScene.smooth(8), bufBlurV.shader(blurShader), bufBlurH.shader(blurShader)

    for e in range(5000): liste.append(PVector(random(width), random(width), random(width)))

def drawScene(pg):
    pg.beginDraw()
    pg.background(0)

    shader(pointShader, POINTS)
    strokeWeight(4)
    stroke(255)

    pushMatrix()
    translate(-width/2, -width/2, 0.0)
    for e in liste:
        point(e.x, e.y, e.z)
    popMatrix()

    pg.endDraw()
    cam.getState().apply(pg)

def draw():
    drawScene(bufScene) 

    bufBlurV.beginDraw()
    blurShader.set("horizontalPass", 0);
    bufBlurV.image(bufScene, 0, 0)
    bufBlurV.endDraw()

    bufBlurH.beginDraw()
    blurShader.set("horizontalPass", 1);
    bufBlurH.image(bufBlurV, 0, 0)
    bufBlurH.endDraw()

    cam.beginHUD()
    image(bufBlurH, 0, 0)
    cam.endHUD()

    cam.rotateY(.0002)
    cam.rotateX(.0001)
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看预览:

预览2


对于结合了两种解决方案的方法,另请参阅上一个问题的答案:处理中点/笔画的景深着色器

创建深度着色器:

深度_vert.glsl

uniform mat4 projection;
uniform mat4 modelview;

attribute vec4 position;
attribute vec2 offset;

varying vec3 vCenter;

void main() {
    vec4 center = modelview * position;
    gl_Position = projection * (center + vec4(offset, 0, 0));
    vCenter = center.xyz;
}
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深度碎片.glsl

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

varying vec3 vCenter;

uniform float maxDepth;

void main() {
    float depth = clamp(abs(vCenter.z)/maxDepth, 0.0, 1.0);
    gl_FragColor = vec4(vec3(depth), 1.0);
}
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此外,还需要一个点着色器来绘制点:

点_垂直.glsl

uniform mat4 projection;
uniform mat4 modelview;

attribute vec4 position;
attribute vec4 color;
attribute vec2 offset;

varying vec4 vColor;

void main() {
    vec4 pos = modelview * position;
    gl_Position = projection * (pos + vec4(offset, 0, 0));
    vColor = color;
}
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点碎片.glsl

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

varying vec4 vColor;

void main() {
    gl_FragColor = vec4(vColor.rgb, 1.0);
}
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2 通道景深、高斯模糊着色器如下所示:

模糊片段.glsl

uniform sampler2D tDepth;

uniform float focus;

const float pi = 3.14159265;

void main()
{  
    vec2 vUv = vertTexCoord.st;
    vec4 depth = texture2D( tDepth, vUv );
    float dofblur = abs( depth.x - focus );

    float numBlurPixelsPerSide = float(blurSize / 2) * dofblur; 
    float dofSigma = sigma; 

    vec2 blurMultiplyVec = 0 < horizontalPass ? vec2(1.0, 0.0) : vec2(0.0, 1.0);

    // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
    vec3 incrementalGaussian;
    incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * dofSigma);
    incrementalGaussian.y = exp(-0.5 / (dofSigma * dofSigma));
    incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;

    vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
    float coefficientSum = 0.0;

    // Take the central sample first...
    avgValue += texture2D(texture, vertTexCoord.st) * incrementalGaussian.x;
    coefficientSum += incrementalGaussian.x;
    incrementalGaussian.xy *= incrementalGaussian.yz;

    // Go through the remaining 8 vertical samples (4 on each side of the center)
    for (float i = 1.0; i <= numBlurPixelsPerSide; i++) { 
        avgValue += texture2D(texture, vertTexCoord.st - i * texOffset * 
                            blurMultiplyVec) * incrementalGaussian.x;         
        avgValue += texture2D(texture, vertTexCoord.st + i * texOffset * 
                            blurMultiplyVec) * incrementalGaussian.x;         
        coefficientSum += 2.0 * incrementalGaussian.x;
        incrementalGaussian.xy *= incrementalGaussian.yz;
    }

    gl_FragColor = (avgValue / coefficientSum);
}
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在程序中,您必须执行 4 个阶段: 1. 将场景渲染到缓冲区(图像) 2. 将“深度”渲染到另一个图像缓冲区 3. 将垂直高斯模糊通道应用于图像并将结果渲染到新的缓冲区图像缓冲区 4. 将水平高斯模糊通道应用于垂直高斯模糊通道的结果

add_library('peasycam')
liste = []

def setup():
    global depthShader, point_shader, blurShader, cam, bufDepth, bufScene, bufBlurV, bufBlurH
    size(900, 900, P3D)
    frameRate(1000)

    cam = PeasyCam(this, 900)
    cam.setMaximumDistance(width)
    perspective(60 * DEG_TO_RAD, width/float(height), 2, 6000)

    point_shader = loadShader("point_frag.glsl","point_vert.glsl")
    depthShader = loadShader("depth_frag.glsl","depth_vert.glsl")
    blurShader = loadShader("blurfrag.glsl")

    bufDepth, bufScene, bufBlurV, bufBlurH = [createGraphics(width, height, P3D) for e in range(4)]
    bufDepth.smooth(8)
    bufScene.smooth(8)
    bufBlurV.shader(blurShader)
    bufBlurH.shader(blurShader)

    depthShader.set("maxDepth", 900.0)

    blurShader.set("tDepth", bufScene)
    blurShader.set("texOffset", [1.0/width, 1.0/height])
    blurShader.set("blurSize", 40)
    blurShader.set("sigma", 5.0)

    for e in range(3000): liste.append(PVector(random(width), random(width), random(width)))

def drawScene(pg,sh):
    pg.beginDraw()
    pg.background(0)

    shader(sh, POINTS)
    strokeWeight(6)
    stroke(255)

    pushMatrix()
    translate(-width/2, -width/2, 0.0)
    for e in liste:
        point(e.x, e.y, e.z)
    popMatrix()

    pg.endDraw()
    cam.getState().apply(pg)

def draw():
    drawScene(bufDepth, point_shader) 
    drawScene(bufScene, depthShader)

    blurShader.set("focus", map(mouseX, 0, width, .1, 1))

    bufBlurV.beginDraw()
    blurShader.set("horizontalPass", 0);
    bufBlurV.image(bufScene, 0, 0)
    bufBlurV.endDraw()

    bufBlurH.beginDraw()
    blurShader.set("horizontalPass", 1);
    bufBlurH.image(bufBlurV, 0, 0)
    bufBlurH.endDraw()

    cam.beginHUD()
    image(bufBlurH, 0, 0)
    cam.endHUD()
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看预览:

预览3