Bump shader
TBN矩阵:TBN矩阵是切线空间和其他空间的转换矩阵
Eigen::Vector3f bump_fragment_shader(const fragment_shader_payload& payload)
{
Eigen::Vector3f ka = Eigen::Vector3f(0.005, 0.005, 0.005);
Eigen::Vector3f kd = payload.color;
Eigen::Vector3f ks = Eigen::Vector3f(0.7937, 0.7937, 0.7937);
auto l1 = light{{20, 20, 20}, {500, 500, 500}};
auto l2 = light{{-20, 20, 0}, {500, 500, 500}};
std::vector<light> lights = {l1, l2};
Eigen::Vector3f amb_light_intensity{10, 10, 10};
Eigen::Vector3f eye_pos{0, 0, 10};
float p = 150;
Eigen::Vector3f color = payload.color;
Eigen::Vector3f point = payload.view_pos;
Eigen::Vector3f normal = payload.normal;
float kh = 0.2, kn = 0.1;
// TODO: Implement bump mapping here
// Let n = normal = (x, y, z)
// Vector t = (x*y/sqrt(x*x+z*z),sqrt(x*x+z*z),z*y/sqrt(x*x+z*z))
// Vector b = n cross product t
// Matrix TBN = [t b n]
// dU = kh * kn * (h(u+1/w,v)-h(u,v))
// dV = kh * kn * (h(u,v+1/h)-h(u,v))
// Vector ln = (-dU, -dV, 1)
// Normal n = normalize(TBN * ln)
auto x = normal.x();
auto y = normal.y();
auto z = normal.z();
Eigen::Vector3f t(x*y/sqrt(x*x+z*z),sqrt(x*x+z*z),z*y/sqrt(x*x+z*z));
Eigen::Vector3f b = normal.cross(t);
Eigen::Matrix3f TBN;
TBN << t.x(), b.x(), x,
t.y(), b.y(), y,
t.z(), b.z(), z;
auto u = payload.tex_coords.x();
auto v = payload.tex_coords.y();
auto w = payload.texture->width;
auto h = payload.texture->height;
auto dU = kh * kn * (payload.texture->getColor(u + 1.0f / w, v).norm() - payload.texture->getColor(u, v).norm());
auto dV = kh * kn * (payload.texture->getColor(u, v + 1.0f / h).norm() - payload.texture->getColor(u, v).norm());
Eigen::Vector3f ln(-dU, -dV, 1);
normal = (TBN * ln).normalized();
Eigen::Vector3f result_color = {0, 0, 0};
result_color = normal;
return result_color * 255.f;
}
displacement shader
相比于bump shader,凹凸贴图通过模拟偏移法线计算光照,而位移贴图真正的修改了position
Eigen::Vector3f displacement_fragment_shader(const fragment_shader_payload& payload)
{
Eigen::Vector3f ka = Eigen::Vector3f(0.005, 0.005, 0.005);
Eigen::Vector3f kd = payload.color;
Eigen::Vector3f ks = Eigen::Vector3f(0.7937, 0.7937, 0.7937);
auto l1 = light{{20, 20, 20}, {500, 500, 500}};
auto l2 = light{{-20, 20, 0}, {500, 500, 500}};
std::vector<light> lights = {l1, l2};
Eigen::Vector3f amb_light_intensity{10, 10, 10};
Eigen::Vector3f eye_pos{0, 0, 10};
float p = 150;
Eigen::Vector3f color = payload.color;
Eigen::Vector3f point = payload.view_pos;
Eigen::Vector3f normal = payload.normal;
float kh = 0.2, kn = 0.1;
// TODO: Implement displacement mapping here
// Let n = normal = (x, y, z)
// Vector t = (x*y/sqrt(x*x+z*z),sqrt(x*x+z*z),z*y/sqrt(x*x+z*z))
// Vector b = n cross product t
// Matrix TBN = [t b n]
// dU = kh * kn * (h(u+1/w,v)-h(u,v))
// dV = kh * kn * (h(u,v+1/h)-h(u,v))
// Vector ln = (-dU, -dV, 1)
// Position p = p + kn * n * h(u,v)
// Normal n = normalize(TBN * ln)
auto x = normal.x();
auto y = normal.y();
auto z = normal.z();
Eigen::Vector3f t(x*y/sqrt(x*x+z*z),sqrt(x*x+z*z),z*y/sqrt(x*x+z*z));
Eigen::Vector3f b = normal.cross(t);
Eigen::Matrix3f TBN;
TBN << t.x(), b.x(), x,
t.y(), b.y(), y,
t.z(), b.z(), z;
auto u = payload.tex_coords.x();
auto v = payload.tex_coords.y();
auto w = payload.texture->width;
auto h = payload.texture->height;
auto dU = kh * kn * (payload.texture->getColor(u + 1.0f / w, v).norm() - payload.texture->getColor(u, v).norm());
auto dV = kh * kn * (payload.texture->getColor(u, v + 1.0f / h).norm() - payload.texture->getColor(u, v).norm());
Eigen::Vector3f ln(-dU, -dV, 1);
point = point + kn * normal * payload.texture->getColor(u,v).norm();
normal = (TBN * ln).normalized();
Eigen::Vector3f result_color = {0, 0, 0};
// result_color = normal;
for (auto& light : lights)
{
// TODO: For each light source in the code, calculate what the *ambient*, *diffuse*, and *specular*
// components are. Then, accumulate that result on the *result_color* object.
auto v = eye_pos - point; //v为出射光方向(指向眼睛)
auto l = light.position - point; //l为指向入射光源方向
auto h = (v + l).normalized(); //h为半程向量即v+l归一化后的单位向量
auto r = l.dot(l); //衰减因子
auto ambient = ka.cwiseProduct(amb_light_intensity);
auto diffuse = kd.cwiseProduct(light.intensity / r) * std::max(0.0f, normal.normalized().dot(l.normalized()));
auto specular = ks.cwiseProduct(light.intensity / r) * std::pow(std::max(0.0f, normal.normalized().dot(h)), p);
result_color += (ambient + diffuse + specular);
}
return result_color * 255.f;
}
双线性插值
Eigen::Vector3f getColorBilinear(float u, float v){
if (u < 0) u = 0;
if (u > 1) u = 1;
if (v < 0) v = 0;
if (v > 1) v = 1;
//得到第一次四个顶点的坐标
float w1 = int(u * width), h1 = int(v * height);
float w2 = w1 + 1, h2 = h1;
float w3 = w1, h3 = h1 + 1;
float w4 = w1 + 1, h4 = h1 + 1;
Eigen::Vector3f u00,u01,u10,u11,u0,u1,color;
u00 = getColor(w1 / width, h1 / height);
u01 = getColor(w2 / width, h2 / height);
u10 = getColor(w3 / width, h3 / height);
u11 = getColor(w4 / width, h4 / height);
u0 = u00 + (u01 - u00) * (u * width - w1);
u1 = u10 + (u11 - u10) * (u * width - w1);
color = u0 + (u1-u0) * (v * height - h1);
return color;
}
感觉在高光除平滑效果明显些