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opengl - 使用没有纹理的 glsl 将发光效果应用于正方形

转载 作者:行者123 更新时间:2023-12-04 17:54:16 25 4
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我从 Android 中获取了一些相同的代码OpenGL教程,我想知道是否有可能实现这里看到的发光效果:

http://glslsandbox.com/e#25224.0

使用 Square下面执行?即不使用纹理?我想将这种发光效果应用于整个 Square即填充

上面的链接使用了 resolution变量,如果我想对我的形状施加影响,我不确定是否需要这样做。我假设 time不需要变量?

我在网上看到了许多用于产生发光效果的片段着色器示例,但其中大多数使用纹理。

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import android.opengl.GLES20;

/**
* A two-dimensional square for use as a drawn object in OpenGL ES 2.0.
*/
public class Square {

private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";

private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";

private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;

// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
-0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right

private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
float color[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f };

/**
* Sets up the drawing object data for use in an OpenGL ES context.
*/
public Square() {

ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);

ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);

// prepare shaders and OpenGL program
int vertexShader = MyGLRenderer.loadShader(
GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(
GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);

mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}

/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param mvpMatrix - The Model View Project matrix in which to draw
* this shape.
*/
public void draw(float[] mvpMatrix) {

GLES20.glUseProgram(mProgram);

mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);

GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);

mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glUniform4fv(mColorHandle, 1, color, 0);

mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyGLRenderer.checkGlError("glGetUniformLocation");

GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");

GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}

最佳答案

使用分辨率变量的唯一原因只是为了获得有效的 uv 映射。通常,我会建议您将纹理坐标(uv 映射)添加到您的 Square 中。 .您不必使用纹理,只需使用纹理坐标。
在这种情况下,您的片段着色器将是:

uniform float u_time;
varying vec2 v_uv;

void main( void ) {
vec2 uv = v_uv;
// Zooms out by a factor of 2.0
uv *= 2.0;
// Shifts every axis by -1.0
uv -= 1.0;

// Base color for the effect
vec3 finalColor = vec3 ( .2, 1., 0. );

finalColor *= abs(0.05 / (sin( uv.x + sin(uv.y+u_time)* 0.3 ) * 20.0) );

gl_FragColor = vec4( finalColor, 1.0 );
}

在顶点着色器中,您需要将 uv 坐标传递给片段着色器:
attribute vec4 vPosition;
attribute vec4 uv;
uniform mat4 uMVPMatrix;
varying vec2 v_uv;

void main()
{
v_uv = uv;
gl_Position = uMVPMatrix * vPosition;
}

此外,您还必须为 uv 坐标创建一个更多的顶点缓冲区,或者将 uv 坐标打包到现有缓冲区中。
然后您将需要执行您为顶点属性 所做的所有操作。 vPosition 也适用于新的 uv 属性。我的意思是,您需要为 执行 glGetAttribLocation、glEnableVertexAttribArray 和 glVertexAttribPointer紫外线 属性。

Here是一个教程,可以帮助你。

我用threejs写了一个小例子:

   var container;
var camera, scene, renderer;
var mesh;
var uniforms;

var clock = new THREE.Clock();

init();
animate();

function init() {
container = document.getElementById('container');

camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 3000);
camera.position.z = 2.0;
camera.position.y = 1.0;
camera.rotation.x = -0.45;

scene = new THREE.Scene();

var boxGeometry = new THREE.CubeGeometry(0.75, 0.75, 0.75);

uniforms = {u_time: {type: "f", value: 0.0 } };

var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragment_shader').textContent
});

mesh = new THREE.Mesh(boxGeometry, material);
scene.add(mesh);

renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff, 1 );
container.appendChild(renderer.domElement);

onWindowResize();

window.addEventListener('resize', onWindowResize, false);

}

function onWindowResize(event) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
requestAnimationFrame(animate);
render();
}

function render() {
var delta = clock.getDelta();
uniforms.u_time.value += delta;
mesh.rotation.y += delta * 0.5;
renderer.render(scene, camera);
}
body { margin: 0px; overflow: hidden; }
<script src="http://threejs.org/build/three.min.js"></script>
<div id="container"></div>

<script id="fragment_shader" type="x-shader/x-fragment">
uniform float u_time;
varying vec2 v_uv;

void main( void ) {
vec2 uv = v_uv;
// Zooms out by a factor of 2.0
uv *= 2.0;
// Shifts every axis by -1.0
uv -= 1.0;

// Base color for the effect
vec3 finalColor = vec3 ( .2, 1., 0. );

finalColor *= abs(0.05 / (sin( uv.x + sin(uv.y+u_time)* 0.3 ) * 20.0) );

gl_FragColor = vec4( finalColor, 1.0 );
}
</script>

<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 v_uv;

void main()
{
v_uv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>


作为替代方案,您根本不能修改 Java 代码,只需在顶点着色器中根据正方形的对象空间顶点坐标计算 uv 坐标,然后将它们传递给片段着色器。

顶点着色器:
attribute vec4 vPosition;
uniform mat4 uMVPMatrix;
varying vec2 v_uv;

void main()
{
v_uv = vPosition.xy + vec2(0.5); //this expression depends on the actual vertex coordinates values.
gl_Position = uMVPMatrix * vPosition;
}

片段着色器将是相同的。

更新

我想,你想要在你的正方形上完全相同的线。如果您只想要一些发光效果而不使用纹理,您可以使用距离场。
对于矩形,距离场可以简单地计算为:
float distanceField = length(max(abs(uv)-rectangleSize,0.0));

哪里 矩形尺寸 uv 映射中矩形的大小, 紫外线 兴趣点的 uv 坐标。
要将距离场映射为:
0.0 - 点在矩形内,1.0 点在边界的远边缘。
你可以做以下事情:
float distanceField = length(max(abs(uv)-rectangleSize,0.0) / borderSize);

哪里 边框尺寸 uv 映射中边框的大小。

因此,您的最终片段着色器将是:
varying vec2 v_uv;

void main( void ) {
vec2 uv = v_uv;
// Zooms out by a factor of 2.0
uv *= 2.0;
// Shifts every axis by -1.0
uv -= 1.0;

// Base color for the effect
vec3 color = vec3 ( .2, 1., 0. );

// specify size of border. 0.0 - no border, 1.0 - border occupies the entire space
vec2 borderSize = vec2(0.3);

// size of rectangle in terms of uv
vec2 rectangleSize = vec2(1.0) - borderSize;

// distance field, 0.0 - point is inside rectangle, 1.0 point is on the far edge of the border.
float distanceField = length(max(abs(uv)-rectangleSize,0.0) / borderSize);

// calculate alpha accordingly to the value of the distance field
float alpha = 1.0 - distanceField;

gl_FragColor = vec4(color, alpha);
}

下面是一个例子:

 var container;
var camera, scene, renderer;
var mesh;
var uniforms;

var clock = new THREE.Clock();

init();
animate();

function init() {
container = document.getElementById('container');

camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 3000);
camera.position.z = 2.0;
camera.position.y = 1.0;
camera.rotation.x = -0.45;

scene = new THREE.Scene();

var boxGeometry = new THREE.PlaneGeometry(0.75, 0.75, 1);

uniforms = {u_time: {type: "f", value: 0.0 } };

var material = new THREE.ShaderMaterial({
uniforms: uniforms,
side: THREE.DoubleSide,
transparent: true,
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragment_shader').textContent
});

mesh = new THREE.Mesh(boxGeometry, material);
scene.add(mesh);

renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff, 1 );
container.appendChild(renderer.domElement);

onWindowResize();

window.addEventListener('resize', onWindowResize, false);

}

function onWindowResize(event) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
requestAnimationFrame(animate);
render();
}

function render() {
var delta = clock.getDelta();
uniforms.u_time.value += delta;
mesh.rotation.y += delta * 0.5;
renderer.render(scene, camera);
}
body { margin: 0px; overflow: hidden; }
<script src="http://threejs.org/build/three.min.js"></script>
<div id="container"></div>

<script id="fragment_shader" type="x-shader/x-fragment">
varying vec2 v_uv;

void main( void ) {
vec2 uv = v_uv;
// Zooms out by a factor of 2.0
uv *= 2.0;
// Shifts every axis by -1.0
uv -= 1.0;

// Base color for the effect
vec3 color = vec3 ( .2, 1., 0. );

// specify size of border. 0.0 - no border, 1.0 - border occupies the entire space
vec2 borderSize = vec2(0.3);

// size of rectangle in terms of uv
vec2 rectangleSize = vec2(1.0) - borderSize;

// distance field, 0.0 - point is inside rectangle, 1.0 point is on the far edge of the border.
float distanceField = length(max(abs(uv)-rectangleSize,0.0) / borderSize);

// calculate alpha accordingly to the value of the distance field
float alpha = 1.0 - distanceField;

gl_FragColor = vec4(color, alpha);
}
</script>

<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 v_uv;

void main()
{
v_uv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>

关于opengl - 使用没有纹理的 glsl 将发光效果应用于正方形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30282060/

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