openGL增强表面细节--凹凸贴图

openGL系列文章目录

前言

假设我们想要对不规则表面的物体进行建模,例如橘子凹凸的表皮、葡萄干褶皱的表面
或月球的陨石坑表面。我们该怎么做?到目前为止,我们已经学会了两种可能的方法:(a)
我们可以对整个不规则表面进行建模,但这么做通常不切实际(一个有许多坑的表面需要
大量的顶点);(b)我们可以将不规则表面的纹理图图像应用于平滑的对象。第二种选择通
常比较高效。但是,如果场景中有光源,当光源(或摄像机角度)移动时,我们很快就会
发现物体使用了静态纹理渲染(以及物体表面是平滑的),因为纹理上的亮区和暗区不会像
真正凹凸不平的表面那样,随着光源或摄像机移动而改变。
在本章中,我们将探讨几种与实现凹凸表面相关的方法,通过使用光照效果,即使在实
际对象模型表面平滑的情况下,也能使对象看起来具有逼真的表面纹理。我们将首先观察
凹凸贴图和法线贴图,当直接为对象添加微小表面细节会使得计算代价过高时,它们可以
为场景中的对象增加相当程度的真实感。我们还将研究通过高度贴图实际扰乱光滑表面中
顶点的方法,这对于生成地形(和其他一些用途)非常有用。

一、凹凸贴图

,我们了解了表面法向量在创建令人信服的光照效果中是至关重要的。像素处
的光强度主要由反射角确定,即需要考虑到光源位置、相机位置和像素处的法向量。因此,如
果我们能找到生成相应法向量的方法,就可以避免生成与凹凸不平或褶皱表面相对应的顶点。
图1 展示了对于单个“凸起”修改法向量的概念。图1 用于凹凸贴图的扰动法向量异
在这里插入图片描述
图1
因此,如果我们想让一个物体看起来好像有凹凸(或皱纹,陨石坑等),一种方法是计
算当表面确实凹凸不平时其上的法向量。当场景点亮时,光照会让人产生我们所期望的幻
觉。这是Blinn 在1978 年首次提出的[BL78],随着在片段着色器拥有了可以对每个像素进行
光照计算的能力,这种方法就变得切实可行了。
程序10.1 中展示了顶点着色器和片段着色器的一个示例,这段程序会生成一个带有“高
尔夫球”表面的环面,如图2 所示。其代码几乎与我们之前在程序中看到的相同。片
段着色器中唯一显著的变化是——输入的已插值法向量(在原程序中名为“varyingNormal”)
在这里变得凹凸不平了,其方法是对环面模型的原始(未变形)顶点的X、Y 和Z 轴应用正弦
函数。请注意,这里需要顶点着色器将未经变换的顶点沿管线传递给片段着色器。以这种方式对法向量进行改变,即在运行时使用数学函数进行计算,称为过程式凹凸贴图。
在这里插入图片描述
图2

二、代码

1.主程序c++

#include <GL\glew.h>
#include <GLFW\glfw3.h>
#include <SOIL2\soil2.h>
#include <string>
#include <iostream>
#include <fstream>
#include <glm\gtc\type_ptr.hpp> // glm::value_ptr
#include <glm\gtc\matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include "Torus.h"
#include "Utils.h"
using namespace std;

float toRadians(float degrees) { return (degrees * 2.0f * 3.14159f) / 360.0f; }

#define numVAOs 1
#define numVBOs 4

float cameraX, cameraY, cameraZ;
float torLocX, torLocY, torLocZ;
float lightLocX, lightLocY, lightLocZ;
GLuint renderingProgram;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];

// variable allocation for display
GLuint mvLoc, projLoc, nLoc;
int width, height;
float aspect;
glm::mat4 pMat, vMat, mMat, mvMat, invTrMat;
GLuint globalAmbLoc, ambLoc, diffLoc, specLoc, posLoc, mambLoc, mdiffLoc, mspecLoc, mshiLoc;
glm::vec3 currentLightPos;
float lightPos[3];

Torus myTorus(0.5f, 0.2f, 48);
int numTorusVertices, numTorusIndices;

// white light
float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.0f };
float lightAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float lightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };

// gold material
float* matAmb = Utils::goldAmbient();
float* matDif = Utils::goldDiffuse();
float* matSpe = Utils::goldSpecular();
float matShi = Utils::goldShininess();

void setupVertices(void) {
	numTorusVertices = myTorus.getNumVertices();
	numTorusIndices = myTorus.getNumIndices();

	std::vector<int> ind = myTorus.getIndices();
	std::vector<glm::vec3> vert = myTorus.getVertices();
	std::vector<glm::vec2> tex = myTorus.getTexCoords();
	std::vector<glm::vec3> norm = myTorus.getNormals();

	std::vector<float> pvalues;
	std::vector<float> tvalues;
	std::vector<float> nvalues;

	for (int i = 0; i < myTorus.getNumVertices(); i++) {
		pvalues.push_back(vert[i].x);
		pvalues.push_back(vert[i].y);
		pvalues.push_back(vert[i].z);
		tvalues.push_back(tex[i].s);
		tvalues.push_back(tex[i].t);
		nvalues.push_back(norm[i].x);
		nvalues.push_back(norm[i].y);
		nvalues.push_back(norm[i].z);
	}
	glGenVertexArrays(1, vao);
	glBindVertexArray(vao[0]);
	glGenBuffers(numVBOs, vbo);

	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
	glBufferData(GL_ARRAY_BUFFER, pvalues.size() * 4, &pvalues[0], GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
	glBufferData(GL_ARRAY_BUFFER, tvalues.size() * 4, &tvalues[0], GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
	glBufferData(GL_ARRAY_BUFFER, nvalues.size() * 4, &nvalues[0], GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, ind.size() * 4, &ind[0], GL_STATIC_DRAW);
}

void installLights(glm::mat4 vMatrix) {
	glm::vec3 transformed = glm::vec3(vMatrix * glm::vec4(currentLightPos, 1.0));
	lightPos[0] = transformed.x;
	lightPos[1] = transformed.y;
	lightPos[2] = transformed.z;

	// get the locations of the light and material fields in the shader
	globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
	ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
	diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
	specLoc = glGetUniformLocation(renderingProgram, "light.specular");
	posLoc = glGetUniformLocation(renderingProgram, "light.position");
	mambLoc = glGetUniformLocation(renderingProgram, "material.ambient");
	mdiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
	mspecLoc = glGetUniformLocation(renderingProgram, "material.specular");
	mshiLoc = glGetUniformLocation(renderingProgram, "material.shininess");

	//  set the uniform light and material values in the shader
	glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
	glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
	glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
	glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
	glProgramUniform3fv(renderingProgram, posLoc, 1, lightPos);
	glProgramUniform4fv(renderingProgram, mambLoc, 1, matAmb);
	glProgramUniform4fv(renderingProgram, mdiffLoc, 1, matDif);
	glProgramUniform4fv(renderingProgram, mspecLoc, 1, matSpe);
	glProgramUniform1f(renderingProgram, mshiLoc, matShi);
}

void init(GLFWwindow* window) {
	renderingProgram = Utils::createShaderProgram("vertShader.glsl", "fragShader.glsl");
	cameraX = 0.0f; cameraY = 0.0f; cameraZ = 1.0f;
	torLocX = 0.0f; torLocY = 0.0f; torLocZ = -1.0f;

	glfwGetFramebufferSize(window, &width, &height);
	aspect = (float)width / (float)height;
	pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);

	lightLocX = 5.0f; lightLocY = 2.0f; lightLocZ = 2.0f;
	setupVertices();
}

void display(GLFWwindow* window, double currentTime) {
	glClear(GL_DEPTH_BUFFER_BIT);
	glClearColor(0.0, 0.0, 0.0, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);

	glUseProgram(renderingProgram);

	mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
	projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
	nLoc = glGetUniformLocation(renderingProgram, "norm_matrix");

	vMat = glm::translate(glm::mat4(1.0f), glm::vec3(-cameraX, -cameraY, -cameraZ));
	mMat = glm::translate(glm::mat4(1.0f), glm::vec3(torLocX, torLocY, torLocZ));
	mMat = glm::rotate(mMat, toRadians(35.0f), glm::vec3(1.0f, 0.0f, 0.0f));
	mvMat = vMat * mMat;
	invTrMat = glm::transpose(glm::inverse(mvMat));

	currentLightPos = glm::vec3(lightLocX, lightLocY, lightLocZ);
	installLights(vMat);

	glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
	glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
	glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));

	glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(1);

	glEnable(GL_CULL_FACE);
	glFrontFace(GL_CCW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
	glDrawElements(GL_TRIANGLES, myTorus.getIndices().size(), GL_UNSIGNED_INT, 0);
}

void window_size_callback(GLFWwindow* win, int newWidth, int newHeight) {
	aspect = (float)newWidth / (float)newHeight;
	glViewport(0, 0, newWidth, newHeight);
	pMat = glm::perspective(1.0472f, aspect, 0.1f, 1000.0f);
}

int main(void) {
	if (!glfwInit()) { exit(EXIT_FAILURE); }
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	GLFWwindow* window = glfwCreateWindow(800, 800, "Chapter6 - program2", NULL, NULL);
	glfwMakeContextCurrent(window);
	if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
	glfwSwapInterval(1);

	glfwSetWindowSizeCallback(window, window_size_callback);

	init(window);

	while (!glfwWindowShouldClose(window)) {
		display(window, glfwGetTime());
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	glfwDestroyWindow(window);
	glfwTerminate();
	exit(EXIT_SUCCESS);
}

## 2.着色器程序

1.顶点着色器

```cpp
#version 430

layout (location = 0) in vec3 vertPos;
layout (location = 1) in vec3 vertNormal;
out vec3 varyingNormal;
out vec3 varyingLightDir;
out vec3 varyingVertPos;

out vec3 originalVertex;

struct PositionalLight
{	vec4 ambient;
	vec4 diffuse;
	vec4 specular;
	vec3 position;
};
struct Material
{	vec4 ambient;
	vec4 diffuse;
	vec4 specular;
	float shininess;
};

uniform vec4 globalAmbient;
uniform PositionalLight light;
uniform Material material;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 norm_matrix;

void main(void)
{	varyingVertPos = (mv_matrix * vec4(vertPos,1.0)).xyz;
	varyingLightDir = light.position - varyingVertPos;
	varyingNormal = (norm_matrix * vec4(vertNormal,1.0)).xyz;
	
	originalVertex = vertPos;

	gl_Position = proj_matrix * mv_matrix * vec4(vertPos,1.0);
}

2.片元着色器

#version 430

in vec3 varyingNormal;
in vec3 varyingLightDir;
in vec3 varyingVertPos;

in vec3 originalVertex;

out vec4 fragColor;

struct PositionalLight
{	vec4 ambient;  
	vec4 diffuse;  
	vec4 specular;  
	vec3 position;
};

struct Material
{	vec4 ambient;  
	vec4 diffuse;  
	vec4 specular;  
	float shininess;
};

uniform vec4 globalAmbient;
uniform PositionalLight light;
uniform Material material;
uniform mat4 mv_matrix;	 
uniform mat4 proj_matrix;
uniform mat4 norm_matrix;

void main(void)
{	// normalize the light, normal, and view vectors:
	vec3 L = normalize(varyingLightDir);
	vec3 N = normalize(varyingNormal);
	vec3 V = normalize(-varyingVertPos);
	
	float a = 0.25;		// controls depth of bumps
	float b = 100.0;	// controls width of bumps
	float x = originalVertex.x;
	float y = originalVertex.y;
	float z = originalVertex.z;
	N.x = varyingNormal.x + a*sin(b*x);
	N.y = varyingNormal.y + a*sin(b*y);
	N.z = varyingNormal.z + a*sin(b*z);
	N = normalize(N);
	
	// compute light reflection vector, with respect N:
	vec3 R = normalize(reflect(-L, N));
	
	// get the angle between the light and surface normal:
	float cosTheta = dot(L,N);
	
	// angle between the view vector and reflected light:
	float cosPhi = dot(V,R);

	// compute ADS contributions (per pixel):
	fragColor = globalAmbient * material.ambient
	+ light.ambient * material.ambient
	+ light.diffuse * material.diffuse * max(cosTheta,0.0)
	+ light.specular  * material.specular *
		pow(max(cosPhi,0.0), material.shininess);
}

在这里插入图片描述

总结

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