gpt4 book ai didi

c++ - 传递纹理坐标的 OpenGL 几何着色器

转载 作者:行者123 更新时间:2023-11-28 01:15:59 25 4
gpt4 key购买 nike

我在通过几何着色器正确传递纹理坐标时遇到问题。当它在我的片段着色器中结束时,我的纹理坐标变得一团糟。这是顶点着色器:

#version 330 core

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoord;

out VS_OUT
{
vec3 v_Normal;
vec2 v_TexCoord;
vec3 v_FragPos;
} vs_out;

uniform mat4 u_Model;
uniform mat4 u_View;
uniform mat4 u_Projection;

void main()
{
gl_Position = u_Projection * u_View * u_Model * vec4(position, 1.0);
vs_out.v_Normal = normalize(mat3(transpose(inverse(u_Model))) * normal);
vs_out.v_TexCoord = texCoord;
vs_out.v_FragPos = vec3(u_Model * vec4(position, 1.0));
}

几何着色器:

#version 330 core

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

in VS_OUT
{
vec3 v_Normal;
vec2 v_TexCoord;
vec3 v_FragPos;
} gs_in[];

out GS_OUT
{
vec3 v_Normal;
vec2 v_TexCoord;
vec3 v_FragPos;
} gs_out;

uniform float u_Time;

vec4 explode(vec4 position, vec3 normal)
{
float magnitude = 2.0;
vec3 direction = normal * ((sin(u_Time) + 1.0) / 2.0) * magnitude;
return position + vec4(direction, 0.0);
}

vec3 GetNormal()
{
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
return normalize(cross(a, b));
}

void main()
{
vec3 normal = GetNormal();

gl_Position = explode(gl_in[0].gl_Position, normal);
gs_out.v_Normal = gs_in[0].v_Normal;
gs_out.v_TexCoord = gs_in[0].v_TexCoord;
gs_out.v_FragPos = vec3(explode(vec4(gs_in[0].v_FragPos, 1.0), normal));
EmitVertex();

gl_Position = explode(gl_in[1].gl_Position, normal);
gs_out.v_Normal = gs_in[1].v_Normal;
gs_out.v_TexCoord = gs_in[1].v_TexCoord;
gs_out.v_FragPos = vec3(explode(vec4(gs_in[1].v_FragPos, 1.0), normal));
EmitVertex();

gl_Position = explode(gl_in[2].gl_Position, normal);
gs_out.v_Normal = gs_in[1].v_Normal;
gs_out.v_TexCoord = gs_in[1].v_TexCoord;
gs_out.v_FragPos = vec3(explode(vec4(gs_in[1].v_FragPos, 1.0), normal));
EmitVertex();

EndPrimitive();
}

片段着色器:

#version 330 core

struct Material
{
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
sampler2D emissive;
float shininess;
};

struct DirectionalLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};

struct PointLight {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};

struct SpotLight {
vec3 position;
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
float cutOff;
float outerCutOff;
};

out vec4 color;

in GS_OUT
{
vec3 v_Normal;
vec2 v_TexCoord;
vec3 v_FragPos;
} fs_in;

#define NR_POINT_LIGHTS 1

uniform Material u_Material;
uniform DirectionalLight u_DirectionalLight;
uniform PointLight u_PointLights[NR_POINT_LIGHTS];
uniform SpotLight u_SpotLight;
uniform vec3 u_ViewPos;
uniform samplerCube skybox;

vec3 calculateDirectionalLight(DirectionalLight light, Material material, vec2 texCoord, vec3 normal, vec3 viewDirection);
vec3 calculatePointLight(PointLight light, Material material, vec2 texCoord, vec3 normal, vec3 fragPos, vec3 viewDirection);
vec3 calculateSpotLight(SpotLight light, Material material, vec2 texCoord, vec3 normal, vec3 fragPos, vec3 viewDirection);

void main()
{
vec3 lightColor = vec3(0.0);
vec3 normal = normalize(fs_in.v_Normal);
vec3 viewDirection = normalize(u_ViewPos - fs_in.v_FragPos);

lightColor += calculateDirectionalLight(u_DirectionalLight, u_Material, fs_in.v_TexCoord, normal, viewDirection);
for (int i = 0; i < NR_POINT_LIGHTS; i++)
lightColor += calculatePointLight(u_PointLights[i], u_Material, fs_in.v_TexCoord, normal, fs_in.v_FragPos, viewDirection);

lightColor += calculateSpotLight(u_SpotLight, u_Material, fs_in.v_TexCoord, normal, fs_in.v_FragPos, viewDirection);

lightColor += texture(u_Material.ambient, fs_in.v_TexCoord).rgb * texture(skybox, reflect(-viewDirection, normal)).rgb;

color = vec4(lightColor, 1.0);
}

vec3 calculateDirectionalLight(DirectionalLight light, Material material, vec2 texCoord, vec3 normal, vec3 viewDirection)
{
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texCoord));

vec3 lightDirection = normalize(-light.direction);
vec3 diffuse = light.diffuse * vec3(texture(material.diffuse, texCoord)) * max(dot(lightDirection, normal), 0.0);

vec3 reflectDirection = reflect(-lightDirection, normal);
vec3 specular = light.specular * vec3(texture(material.specular, texCoord)) * pow(max(dot(viewDirection, reflectDirection), 0.0), material.shininess);

// vec3 emmisive = texture(material.emmisive, texCoord).rgb;

return vec3(ambient + diffuse + specular);
}

vec3 calculatePointLight(PointLight light, Material material, vec2 texCoord, vec3 normal, vec3 fragPos, vec3 viewDirection)
{
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texCoord));

vec3 lightDirection = normalize(light.position - fragPos);
vec3 diffuse = light.diffuse * vec3(texture(material.diffuse, texCoord)) * max(dot(lightDirection, normal), 0.0);

vec3 reflectDirection = reflect(-lightDirection, normal);
vec3 specular = light.specular * vec3(texture(material.specular, texCoord)) * pow(max(dot(viewDirection, reflectDirection), 0.0), material.shininess);

float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));

ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;

// vec3 emmisive = texture(material.emmisive, texCoord).rgb;

return vec3(ambient + diffuse + specular);
}

vec3 calculateSpotLight(SpotLight light, Material material, vec2 texCoord, vec3 normal, vec3 fragPos, vec3 viewDirection)
{
vec3 lightDirection = normalize(light.position - fragPos);
float theta = dot(lightDirection, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);

vec3 ambient = light.ambient * vec3(texture(material.diffuse, texCoord));

vec3 diffuse = light.diffuse * vec3(texture(material.diffuse, texCoord)) * max(dot(lightDirection, normal), 0.0);

vec3 reflectDirection = reflect(-lightDirection, normal);
vec3 specular = light.specular * vec3(texture(material.specular, texCoord)) * pow(max(dot(viewDirection, reflectDirection), 0.0), material.shininess);

// vec3 emmisive = texture(material.emmisive, texCoord).rgb;

float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));

ambient *= intensity * attenuation;
diffuse *= intensity * attenuation;
specular *= intensity * attenuation;

return vec3(ambient + diffuse + specular);
}

在我添加几何着色器并通过它传递插值顶点属性之前: enter image description here

通过几何着色器传递不同的属性后: enter image description here

知道我遗漏了什么吗?

最佳答案

gl_Position = explode(gl_in[2].gl_Position, normal);
gs_out.v_Normal = gs_in[1].v_Normal;
gs_out.v_TexCoord = gs_in[1].v_TexCoord;

看起来像是复制粘贴错误,您可能打算在此处放置 2 而不是 1。

关于c++ - 传递纹理坐标的 OpenGL 几何着色器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58712271/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com