轮廓轮廓着色器
Silhouette-Outlined shader
我正在尝试实现 GLSL 着色器,它会突出显示渲染的 3D 网格的外边缘。问题是我无法访问 OpenGL 客户端代码,因此只能在 GLSL 着色器中完成此操作。
我的第一次尝试是 use/adopt this 来自 Unity 的着色器,并在 OpenGL GLSL 中进行。它应该是这样的:
这是我得到的:
我不确定我是否正确计算了这些内容,但如您所见,输出与我的预期相去甚远。
这里是食人魔material
material Chassis
{
technique
{
pass standard
{
cull_software back
scene_blend zero one
}
pass psssm
{
cull_software front
scene_blend src_alpha one_minus_src_alpha
vertex_program_ref reflection_cube_specularmap_normalmap_vs100
{
param_named_auto modelViewProjectionMatrix worldviewproj_matrix
param_named_auto normalMatrix inverse_transpose_world_matrix
param_named_auto modelView worldview_matrix
param_named_auto camera_world_position camera_position
param_named_auto inverse_projection_matrix inverse_projection_matrix
param_named_auto projection_matrix projection_matrix
param_named_auto p_InverseModelView inverse_worldview_matrix
}
fragment_program_ref reflection_cube_specularmap_normalmap_fs100
{
}
}
}
}
这里是顶点着色器
#version 140
#define lowp
#define mediump
#define highp
in vec4 vertex;
in vec3 normal;
uniform mat4 normalMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelView;
uniform vec3 camera_world_position;
uniform mat4 projection_matrix;
uniform mat4 inverse_projection_matrix;
void main()
{
vec4 pos = modelViewProjectionMatrix * vertex;
mat4 modelView = inverse_projection_matrix * modelViewProjectionMatrix;
vec4 norm = inverse(transpose(modelView)) * vec4(normal, 0.0);
vec2 offset = vec2( norm.x * projection_matrix[0][0], norm.y * projection_matrix[1][1] );
pos.xy += offset * pos.z * 0.18;
gl_Position = pos;
}
编辑:我添加了 ogre 使用的 material 脚本,并且添加了顶点着色器代码。
我假设单个复杂的 3D 网格。我会用 2 pass 渲染来做到这一点:
清屏
使用(0,0,0)
作为透明色。
渲染网格
禁用深度输出,测试(或之后清除)。不要只使用一些预定义颜色的阴影填充,例如 (1,1,1)
让我们为简单的立方体这样做:
读取帧缓冲区并将其用作纹理
所以要么使用 FBO 渲染到 #1,#2 的纹理,要么使用 glReadPixels
并加载它作为一些纹理回到 GPU(我知道它速度较慢但也适用于英特尔)。有关详细信息,请参阅此处的两个答案:
带背景色的清屏
渲染
所以要么渲染 GL_QUAD
覆盖整个屏幕,要么用阴影渲染你的网格和任何你想要的。您还需要将上一步的纹理传递到 GLSL.
在片段中照常渲染...但最后还要添加:
扫描当前片段屏幕位置周围的所有纹素,直到距离等于上一步纹理中的轮廓厚度。如果其中发现任何黑色像素,则使用轮廓颜色覆盖输出颜色。你甚至可以用最小的黑色距离来调制它。
这与此非常相似:
但要简单得多。此处结果:
我把我的这个例子 转换成这样:
片段:
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 LCS_pos; // fragment position [LCS]
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
uniform sampler2D txr; // texture from previous pass
uniform int thickness; // [pixels] outline thickness
uniform float xs,ys; // [pixels] texture/screen resolution
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (thickness>0) // thickness effect in second pass
{
int i,j,r=thickness;
float xx,yy,rr,x,y,dx,dy;
dx=1.0/xs; // texel size
dy=1.0/ys;
x=gl_FragCoord.x*dx;
y=gl_FragCoord.y*dy;
rr=thickness*thickness;
for (yy=y-(float(thickness)*dy),i=-r;i<=r;i++,yy+=dy)
for (xx=x-(float(thickness)*dx),j=-r;j<=r;j++,xx+=dx)
if ((i*i)+(j*j)<=rr)
if ((texture(txr,vec2(xx,yy)).r)<0.01)
{
c=vec3(1.0,0.0,0.0); // outline color
i=r+r+1;
j=r+r+1;
break;
}
}
else c=vec3(1.0,1.0,1.0); // render with white in first pass
// output color
col=vec4(c,1.0);
}
顶点着色器没有变化:
// Vertex
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 LCS_pos; // fragment position [LCS]
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
void main()
{
LCS_pos=pos;
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
和CPU端代码如下所示:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
GLfloat lt_pnt_pos[3]={+2.5,+2.5,+2.5};
GLfloat lt_pnt_col[3]={0.8,0.8,0.8};
GLfloat lt_amb_col[3]={0.2,0.2,0.2};
GLuint txrid=0;
GLfloat animt=0.0;
//---------------------------------------------------------------------------
//
//---------------------------------------------------------------------------
void gl_draw()
{
// load values into shader
GLint i,id;
GLfloat m[16];
glUseProgram(prog_id);
GLfloat x,y,z,d=0.25;
id=glGetUniformLocation(prog_id,"txr"); glUniform1i(id,0);
id=glGetUniformLocation(prog_id,"xs"); glUniform1f(id,xs);
id=glGetUniformLocation(prog_id,"ys"); glUniform1f(id,ys);
id=64; glUniform3fv(id,1,lt_pnt_pos);
id=67; glUniform3fv(id,1,lt_pnt_col);
id=70; glUniform3fv(id,1,lt_amb_col);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
id=0; glUniformMatrix4fv(id,1,GL_FALSE,m);
m[12]=0.0; m[13]=0.0; m[14]=0.0;
id=16; glUniformMatrix4fv(id,1,GL_FALSE,m);
for (i=0;i<16;i++) m[i]=0.0; m[0]=1.0; m[5]=1.0; m[10]=1.0; m[15]=1.0;
id=32; glUniformMatrix4fv(id,1,GL_FALSE,m);
glGetFloatv(GL_PROJECTION_MATRIX,m);
id=48; glUniformMatrix4fv(id,1,GL_FALSE,m);
// draw VAO cube (no outline)
id=glGetUniformLocation(prog_id,"thickness"); glUniform1i(id,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
vao_draw(); // render cube
// copy frame buffer to CPU memory and than back to GPU as Texture
BYTE *map=new BYTE[xs*ys*4];
glReadPixels(0,0,xs,ys,GL_RGB,GL_UNSIGNED_BYTE,map); // framebuffer -> map[]
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txrid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_RGB, GL_UNSIGNED_BYTE, map); // map[] -> texture txrid
delete[] map;
// draw VAO cube (outline)
id=glGetUniformLocation(prog_id,"thickness"); glUniform1i(id,5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
vao_draw(); // render cube
glDisable(GL_TEXTURE_2D);
// turn of shader
glUseProgram(0);
// rotate the cube to see animation
glMatrixMode(GL_MODELVIEW);
// glRotatef(1.0,0.0,1.0,0.0);
// glRotatef(1.0,1.0,0.0,0.0);
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
gl_init(Handle);
glGenTextures(1,&txrid);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txrid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_COPY);
glDisable(GL_TEXTURE_2D);
int hnd,siz; char vertex[4096],fragment[4096];
hnd=FileOpen("normal_shading.glsl_vert",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,vertex ,siz); vertex [siz]=0; FileClose(hnd);
hnd=FileOpen("normal_shading.glsl_frag",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,fragment,siz); fragment[siz]=0; FileClose(hnd);
glsl_init(vertex,fragment);
// hnd=FileCreate("GLSL.txt"); FileWrite(hnd,glsl_log,glsl_logs); FileClose(hnd);
int i0,i;
mm_log->Lines->Clear();
for (i=i0=0;i<glsl_logs;i++)
if ((glsl_log[i]==13)||(glsl_log[i]==10))
{
glsl_log[i]=0;
mm_log->Lines->Add(glsl_log+i0);
glsl_log[i]=13;
for (;((glsl_log[i]==13)||(glsl_log[i]==10))&&(i<glsl_logs);i++);
i0=i;
}
if (i0<glsl_logs) mm_log->Lines->Add(glsl_log+i0);
vao_init();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
glDeleteTextures(1,&txrid);
gl_exit();
glsl_exit();
vao_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight-mm_log->Height);
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,-15.0);
glMatrixMode(GL_MODELVIEW);
glRotatef(-15.0,0.0,1.0,0.0);
glRotatef(-125.0,1.0,0.0,0.0);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
animt+=0.02; if (animt>1.5) animt=-0.5;
Caption=animt;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
GLfloat dz=2.0;
if (WheelDelta<0) dz=-dz;
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,dz);
gl_draw();
}
//---------------------------------------------------------------------------
像往常一样,代码是using/based:
[注释]
如果您有多个对象,请在 #2 中为每个对象使用不同的颜色。然后在 #5 中扫描任何不同的颜色,然后扫描当前位置的纹素中的颜色,而不是扫描黑色。
这也可以在 2D 图像上完成,而不是使用网格。你只需要知道背景颜色。所以你也可以为此使用 pre-renderd/grabed/screenshoted 图片。
您可以添加 discard
和/或更改最终的 if
逻辑以更改行为(比如您只想要轮廓,内部没有网格等...)。或者你可以添加轮廓颜色来渲染颜色而不是直接分配它以获得高亮的印象......而不是着色
参见修改片段中的 a)、b)、c) 选项:
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 LCS_pos; // fragment position [LCS]
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
uniform sampler2D txr; // texture from previous pass
uniform int thickness; // [pixels] outline thickness
uniform float xs,ys; // [pixels] texture/screen resolution
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (thickness>0) // thickness effect in second pass
{
int i,j,r=thickness;
float xx,yy,rr,x,y,dx,dy;
dx=1.0/xs; // texel size
dy=1.0/ys;
x=gl_FragCoord.x*dx;
y=gl_FragCoord.y*dy;
rr=thickness*thickness;
for (yy=y-(float(thickness)*dy),i=-r;i<=r;i++,yy+=dy)
for (xx=x-(float(thickness)*dx),j=-r;j<=r;j++,xx+=dx)
if ((i*i)+(j*j)<=rr)
if ((texture(txr,vec2(xx,yy)).r)<0.01)
{
c =vec3(1.0,0.0,0.0); // a) assign outline color
// c+=vec3(1.0,0.0,0.0); // b) add outline color
i=r+r+1;
j=r+r+1;
r=0;
break;
}
// if (r!=0) discard; // c) do not render inside
}
else c=vec3(1.0,1.0,1.0); // render with white in first pass
// output color
col=vec4(c,1.0);
}
[Edit1] 平滑边缘的单通道方法
由于您无法访问客户端代码,因此此方法仅适用于着色器。对于光滑(弯曲)的边缘形状,表面法线接近垂直于相机视图轴 (z
)。所以它们之间的 dot
接近于零。这可以直接被利用...这里更新着色器:
顶点
// Vertex
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
out vec3 view_nor; // surface normal in camera [LCS]
void main()
{
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
mat4 m;
m=m_model*m_view; // model view matrix
m[3].xyz=vec3(0.0,0.0,0.0); // with origin set to (0,0,0)
view_nor=(m*vec4(nor,1.0)).xyz; // object local normal to camera local normal
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
片段
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
in vec3 view_nor; // surface normal in camera [LCS]
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (abs(dot(view_nor,vec3(0.0,0.0,1.0)))<=0.5) c=vec3(1.0,0.0,0.0);
// output color
col=vec4(c,1.0);
}
此处预览:
如您所见,它适用于光滑的物体,但对于像立方体这样的尖锐边缘,这是否根本不起作用...您可以使用与之前方法相同的组合 (a,b,c
)。
m
保存原点设置为 (0,0,0)
的模型视图矩阵。这使它能够进行矢量转换(无翻译)。有关详细信息,请参阅 。
点积结果if
中的0.5
是轮廓的粗细。 0.0
表示没有轮廓,1.0
表示整个对象都是轮廓。
我正在尝试实现 GLSL 着色器,它会突出显示渲染的 3D 网格的外边缘。问题是我无法访问 OpenGL 客户端代码,因此只能在 GLSL 着色器中完成此操作。
我的第一次尝试是 use/adopt this 来自 Unity 的着色器,并在 OpenGL GLSL 中进行。它应该是这样的:
这是我得到的:
我不确定我是否正确计算了这些内容,但如您所见,输出与我的预期相去甚远。
这里是食人魔material
material Chassis
{
technique
{
pass standard
{
cull_software back
scene_blend zero one
}
pass psssm
{
cull_software front
scene_blend src_alpha one_minus_src_alpha
vertex_program_ref reflection_cube_specularmap_normalmap_vs100
{
param_named_auto modelViewProjectionMatrix worldviewproj_matrix
param_named_auto normalMatrix inverse_transpose_world_matrix
param_named_auto modelView worldview_matrix
param_named_auto camera_world_position camera_position
param_named_auto inverse_projection_matrix inverse_projection_matrix
param_named_auto projection_matrix projection_matrix
param_named_auto p_InverseModelView inverse_worldview_matrix
}
fragment_program_ref reflection_cube_specularmap_normalmap_fs100
{
}
}
}
}
这里是顶点着色器
#version 140
#define lowp
#define mediump
#define highp
in vec4 vertex;
in vec3 normal;
uniform mat4 normalMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelView;
uniform vec3 camera_world_position;
uniform mat4 projection_matrix;
uniform mat4 inverse_projection_matrix;
void main()
{
vec4 pos = modelViewProjectionMatrix * vertex;
mat4 modelView = inverse_projection_matrix * modelViewProjectionMatrix;
vec4 norm = inverse(transpose(modelView)) * vec4(normal, 0.0);
vec2 offset = vec2( norm.x * projection_matrix[0][0], norm.y * projection_matrix[1][1] );
pos.xy += offset * pos.z * 0.18;
gl_Position = pos;
}
编辑:我添加了 ogre 使用的 material 脚本,并且添加了顶点着色器代码。
我假设单个复杂的 3D 网格。我会用 2 pass 渲染来做到这一点:
清屏
使用
(0,0,0)
作为透明色。渲染网格
禁用深度输出,测试(或之后清除)。不要只使用一些预定义颜色的阴影填充,例如
(1,1,1)
让我们为简单的立方体这样做:读取帧缓冲区并将其用作纹理
所以要么使用 FBO 渲染到 #1,#2 的纹理,要么使用
glReadPixels
并加载它作为一些纹理回到 GPU(我知道它速度较慢但也适用于英特尔)。有关详细信息,请参阅此处的两个答案:带背景色的清屏
渲染
所以要么渲染
GL_QUAD
覆盖整个屏幕,要么用阴影渲染你的网格和任何你想要的。您还需要将上一步的纹理传递到 GLSL.在片段中照常渲染...但最后还要添加:
扫描当前片段屏幕位置周围的所有纹素,直到距离等于上一步纹理中的轮廓厚度。如果其中发现任何黑色像素,则使用轮廓颜色覆盖输出颜色。你甚至可以用最小的黑色距离来调制它。
这与此非常相似:
但要简单得多。此处结果:
我把我的这个例子
片段:
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 LCS_pos; // fragment position [LCS]
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
uniform sampler2D txr; // texture from previous pass
uniform int thickness; // [pixels] outline thickness
uniform float xs,ys; // [pixels] texture/screen resolution
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (thickness>0) // thickness effect in second pass
{
int i,j,r=thickness;
float xx,yy,rr,x,y,dx,dy;
dx=1.0/xs; // texel size
dy=1.0/ys;
x=gl_FragCoord.x*dx;
y=gl_FragCoord.y*dy;
rr=thickness*thickness;
for (yy=y-(float(thickness)*dy),i=-r;i<=r;i++,yy+=dy)
for (xx=x-(float(thickness)*dx),j=-r;j<=r;j++,xx+=dx)
if ((i*i)+(j*j)<=rr)
if ((texture(txr,vec2(xx,yy)).r)<0.01)
{
c=vec3(1.0,0.0,0.0); // outline color
i=r+r+1;
j=r+r+1;
break;
}
}
else c=vec3(1.0,1.0,1.0); // render with white in first pass
// output color
col=vec4(c,1.0);
}
顶点着色器没有变化:
// Vertex
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 LCS_pos; // fragment position [LCS]
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
void main()
{
LCS_pos=pos;
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
和CPU端代码如下所示:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
GLfloat lt_pnt_pos[3]={+2.5,+2.5,+2.5};
GLfloat lt_pnt_col[3]={0.8,0.8,0.8};
GLfloat lt_amb_col[3]={0.2,0.2,0.2};
GLuint txrid=0;
GLfloat animt=0.0;
//---------------------------------------------------------------------------
//
//---------------------------------------------------------------------------
void gl_draw()
{
// load values into shader
GLint i,id;
GLfloat m[16];
glUseProgram(prog_id);
GLfloat x,y,z,d=0.25;
id=glGetUniformLocation(prog_id,"txr"); glUniform1i(id,0);
id=glGetUniformLocation(prog_id,"xs"); glUniform1f(id,xs);
id=glGetUniformLocation(prog_id,"ys"); glUniform1f(id,ys);
id=64; glUniform3fv(id,1,lt_pnt_pos);
id=67; glUniform3fv(id,1,lt_pnt_col);
id=70; glUniform3fv(id,1,lt_amb_col);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
id=0; glUniformMatrix4fv(id,1,GL_FALSE,m);
m[12]=0.0; m[13]=0.0; m[14]=0.0;
id=16; glUniformMatrix4fv(id,1,GL_FALSE,m);
for (i=0;i<16;i++) m[i]=0.0; m[0]=1.0; m[5]=1.0; m[10]=1.0; m[15]=1.0;
id=32; glUniformMatrix4fv(id,1,GL_FALSE,m);
glGetFloatv(GL_PROJECTION_MATRIX,m);
id=48; glUniformMatrix4fv(id,1,GL_FALSE,m);
// draw VAO cube (no outline)
id=glGetUniformLocation(prog_id,"thickness"); glUniform1i(id,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
vao_draw(); // render cube
// copy frame buffer to CPU memory and than back to GPU as Texture
BYTE *map=new BYTE[xs*ys*4];
glReadPixels(0,0,xs,ys,GL_RGB,GL_UNSIGNED_BYTE,map); // framebuffer -> map[]
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txrid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_RGB, GL_UNSIGNED_BYTE, map); // map[] -> texture txrid
delete[] map;
// draw VAO cube (outline)
id=glGetUniformLocation(prog_id,"thickness"); glUniform1i(id,5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
vao_draw(); // render cube
glDisable(GL_TEXTURE_2D);
// turn of shader
glUseProgram(0);
// rotate the cube to see animation
glMatrixMode(GL_MODELVIEW);
// glRotatef(1.0,0.0,1.0,0.0);
// glRotatef(1.0,1.0,0.0,0.0);
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
gl_init(Handle);
glGenTextures(1,&txrid);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txrid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_COPY);
glDisable(GL_TEXTURE_2D);
int hnd,siz; char vertex[4096],fragment[4096];
hnd=FileOpen("normal_shading.glsl_vert",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,vertex ,siz); vertex [siz]=0; FileClose(hnd);
hnd=FileOpen("normal_shading.glsl_frag",fmOpenRead); siz=FileSeek(hnd,0,2); FileSeek(hnd,0,0); FileRead(hnd,fragment,siz); fragment[siz]=0; FileClose(hnd);
glsl_init(vertex,fragment);
// hnd=FileCreate("GLSL.txt"); FileWrite(hnd,glsl_log,glsl_logs); FileClose(hnd);
int i0,i;
mm_log->Lines->Clear();
for (i=i0=0;i<glsl_logs;i++)
if ((glsl_log[i]==13)||(glsl_log[i]==10))
{
glsl_log[i]=0;
mm_log->Lines->Add(glsl_log+i0);
glsl_log[i]=13;
for (;((glsl_log[i]==13)||(glsl_log[i]==10))&&(i<glsl_logs);i++);
i0=i;
}
if (i0<glsl_logs) mm_log->Lines->Add(glsl_log+i0);
vao_init();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
glDeleteTextures(1,&txrid);
gl_exit();
glsl_exit();
vao_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight-mm_log->Height);
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,-15.0);
glMatrixMode(GL_MODELVIEW);
glRotatef(-15.0,0.0,1.0,0.0);
glRotatef(-125.0,1.0,0.0,0.0);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
animt+=0.02; if (animt>1.5) animt=-0.5;
Caption=animt;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
GLfloat dz=2.0;
if (WheelDelta<0) dz=-dz;
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,dz);
gl_draw();
}
//---------------------------------------------------------------------------
像往常一样,代码是using/based:
[注释]
如果您有多个对象,请在 #2 中为每个对象使用不同的颜色。然后在 #5 中扫描任何不同的颜色,然后扫描当前位置的纹素中的颜色,而不是扫描黑色。
这也可以在 2D 图像上完成,而不是使用网格。你只需要知道背景颜色。所以你也可以为此使用 pre-renderd/grabed/screenshoted 图片。
您可以添加 discard
和/或更改最终的 if
逻辑以更改行为(比如您只想要轮廓,内部没有网格等...)。或者你可以添加轮廓颜色来渲染颜色而不是直接分配它以获得高亮的印象......而不是着色
参见修改片段中的 a)、b)、c) 选项:
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 LCS_pos; // fragment position [LCS]
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
uniform sampler2D txr; // texture from previous pass
uniform int thickness; // [pixels] outline thickness
uniform float xs,ys; // [pixels] texture/screen resolution
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (thickness>0) // thickness effect in second pass
{
int i,j,r=thickness;
float xx,yy,rr,x,y,dx,dy;
dx=1.0/xs; // texel size
dy=1.0/ys;
x=gl_FragCoord.x*dx;
y=gl_FragCoord.y*dy;
rr=thickness*thickness;
for (yy=y-(float(thickness)*dy),i=-r;i<=r;i++,yy+=dy)
for (xx=x-(float(thickness)*dx),j=-r;j<=r;j++,xx+=dx)
if ((i*i)+(j*j)<=rr)
if ((texture(txr,vec2(xx,yy)).r)<0.01)
{
c =vec3(1.0,0.0,0.0); // a) assign outline color
// c+=vec3(1.0,0.0,0.0); // b) add outline color
i=r+r+1;
j=r+r+1;
r=0;
break;
}
// if (r!=0) discard; // c) do not render inside
}
else c=vec3(1.0,1.0,1.0); // render with white in first pass
// output color
col=vec4(c,1.0);
}
[Edit1] 平滑边缘的单通道方法
由于您无法访问客户端代码,因此此方法仅适用于着色器。对于光滑(弯曲)的边缘形状,表面法线接近垂直于相机视图轴 (z
)。所以它们之间的 dot
接近于零。这可以直接被利用...这里更新着色器:
顶点
// Vertex
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
out vec3 view_nor; // surface normal in camera [LCS]
void main()
{
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
mat4 m;
m=m_model*m_view; // model view matrix
m[3].xyz=vec3(0.0,0.0,0.0); // with origin set to (0,0,0)
view_nor=(m*vec4(nor,1.0)).xyz; // object local normal to camera local normal
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
片段
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// outline
in vec3 view_nor; // surface normal in camera [LCS]
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// outline effect
if (abs(dot(view_nor,vec3(0.0,0.0,1.0)))<=0.5) c=vec3(1.0,0.0,0.0);
// output color
col=vec4(c,1.0);
}
此处预览:
如您所见,它适用于光滑的物体,但对于像立方体这样的尖锐边缘,这是否根本不起作用...您可以使用与之前方法相同的组合 (a,b,c
)。
m
保存原点设置为 (0,0,0)
的模型视图矩阵。这使它能够进行矢量转换(无翻译)。有关详细信息,请参阅
点积结果if
中的0.5
是轮廓的粗细。 0.0
表示没有轮廓,1.0
表示整个对象都是轮廓。