着色器翻转面
Shader Flipping Faces
我正在尝试使用 OpenGL 和 C++ 构建渲染引擎。但似乎无法解决这个问题。同一模型使用不同的着色器渲染了 5 次不同的时间,在 5 个着色器中的 4 个中,背面剔除工作正常。然而,在曲面细分着色器中,情况并非如此。任何向外的面孔都是不可见的,因此您可以直接看到后面的面孔。有谁知道为什么这个着色器会翻转面部?
顶点着色器
void main()
{
worldVertexPosition_cs = (transformationMatrix * vec4(position_vs, 1.0)).xyz;
worldTextureCoords_cs = textureCoords_vs;
worldNormal_cs = mat3(transpose(inverse(transformationMatrix))) * normal_vs;
}
控制着色器
float getTessLevel(float distance0, float distance1)
{
float avgDistance = (distance0 + distance1) / 2.0;
avgDistance = (100 - avgDistance) / 20;
if (avgDistance < 1) {
avgDistance = 1;
}
return avgDistance;
}
void main()
{
worldTextureCoords_es[gl_InvocationID] = worldTextureCoords_cs[gl_InvocationID];
worldNormal_es[gl_InvocationID] = worldNormal_cs[gl_InvocationID];
worldVertexPosition_es[gl_InvocationID] = worldVertexPosition_cs[gl_InvocationID];
float eyeToVertexDistance0 = distance(eyePos, worldVertexPosition_es[0]);
float eyeToVertexDistance1 = distance(eyePos, worldVertexPosition_es[1]);
float eyeToVertexDistance2 = distance(eyePos, worldVertexPosition_es[2]);
gl_TessLevelOuter[0] = getTessLevel(eyeToVertexDistance1, eyeToVertexDistance2);
gl_TessLevelOuter[1] = getTessLevel(eyeToVertexDistance2, eyeToVertexDistance0);
gl_TessLevelOuter[2] = getTessLevel(eyeToVertexDistance0, eyeToVertexDistance1);
gl_TessLevelInner[0] = gl_TessLevelOuter[2];
}
评估着色器
vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2)
{
return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2;
}
vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2)
{
return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2;
}
void main()
{
worldTextureCoords_fs = interpolate2D(worldTextureCoords_es[0], worldTextureCoords_es[1], worldTextureCoords_es[2]);
worldNormal_fs = interpolate3D(worldNormal_es[0], worldNormal_es[1], worldNormal_es[2]);
worldNormal_fs = normalize(worldNormal_fs);
worldVertexPosition_fs = interpolate3D(worldVertexPosition_es[0], worldVertexPosition_es[1], worldVertexPosition_es[2]);
float displacement = texture(texture_displacement0, worldTextureCoords_fs.xy).x;
worldVertexPosition_fs += worldNormal_fs * (displacement / 1.0f);
gl_Position = projectionMatrix * viewMatrix * vec4(worldVertexPosition_fs.xyz, 1.0);
}
片段着色器
void main()
{
vec3 unitNormal = normalize(worldNormal_fs);
vec3 unitLightVector = normalize(lightPosition - worldVertexPosition_fs);
float dotResult = dot(unitNormal, unitLightVector);
float brightness = max(dotResult, blackPoint);
vec3 diffuse = brightness * lightColor;
FragColor = vec4(diffuse, 1.0) * texture(texture_diffuse0, worldTextureCoords_fs);
FragColor.rgb = pow(FragColor.rgb, vec3(1.0/gamma));
}
在 Tessellation Evaluation Shader 中,您必须定义生成的三角形的缠绕顺序。
这是通过 cw
和 ccw
参数完成的。默认为 ccw
.
要么生成顺时针图元:
layout(triangles, cw) in;
或生成逆时针图元:
layout(triangles, ccw) in;
我正在尝试使用 OpenGL 和 C++ 构建渲染引擎。但似乎无法解决这个问题。同一模型使用不同的着色器渲染了 5 次不同的时间,在 5 个着色器中的 4 个中,背面剔除工作正常。然而,在曲面细分着色器中,情况并非如此。任何向外的面孔都是不可见的,因此您可以直接看到后面的面孔。有谁知道为什么这个着色器会翻转面部?
顶点着色器
void main()
{
worldVertexPosition_cs = (transformationMatrix * vec4(position_vs, 1.0)).xyz;
worldTextureCoords_cs = textureCoords_vs;
worldNormal_cs = mat3(transpose(inverse(transformationMatrix))) * normal_vs;
}
控制着色器
float getTessLevel(float distance0, float distance1)
{
float avgDistance = (distance0 + distance1) / 2.0;
avgDistance = (100 - avgDistance) / 20;
if (avgDistance < 1) {
avgDistance = 1;
}
return avgDistance;
}
void main()
{
worldTextureCoords_es[gl_InvocationID] = worldTextureCoords_cs[gl_InvocationID];
worldNormal_es[gl_InvocationID] = worldNormal_cs[gl_InvocationID];
worldVertexPosition_es[gl_InvocationID] = worldVertexPosition_cs[gl_InvocationID];
float eyeToVertexDistance0 = distance(eyePos, worldVertexPosition_es[0]);
float eyeToVertexDistance1 = distance(eyePos, worldVertexPosition_es[1]);
float eyeToVertexDistance2 = distance(eyePos, worldVertexPosition_es[2]);
gl_TessLevelOuter[0] = getTessLevel(eyeToVertexDistance1, eyeToVertexDistance2);
gl_TessLevelOuter[1] = getTessLevel(eyeToVertexDistance2, eyeToVertexDistance0);
gl_TessLevelOuter[2] = getTessLevel(eyeToVertexDistance0, eyeToVertexDistance1);
gl_TessLevelInner[0] = gl_TessLevelOuter[2];
}
评估着色器
vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2)
{
return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2;
}
vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2)
{
return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2;
}
void main()
{
worldTextureCoords_fs = interpolate2D(worldTextureCoords_es[0], worldTextureCoords_es[1], worldTextureCoords_es[2]);
worldNormal_fs = interpolate3D(worldNormal_es[0], worldNormal_es[1], worldNormal_es[2]);
worldNormal_fs = normalize(worldNormal_fs);
worldVertexPosition_fs = interpolate3D(worldVertexPosition_es[0], worldVertexPosition_es[1], worldVertexPosition_es[2]);
float displacement = texture(texture_displacement0, worldTextureCoords_fs.xy).x;
worldVertexPosition_fs += worldNormal_fs * (displacement / 1.0f);
gl_Position = projectionMatrix * viewMatrix * vec4(worldVertexPosition_fs.xyz, 1.0);
}
片段着色器
void main()
{
vec3 unitNormal = normalize(worldNormal_fs);
vec3 unitLightVector = normalize(lightPosition - worldVertexPosition_fs);
float dotResult = dot(unitNormal, unitLightVector);
float brightness = max(dotResult, blackPoint);
vec3 diffuse = brightness * lightColor;
FragColor = vec4(diffuse, 1.0) * texture(texture_diffuse0, worldTextureCoords_fs);
FragColor.rgb = pow(FragColor.rgb, vec3(1.0/gamma));
}
在 Tessellation Evaluation Shader 中,您必须定义生成的三角形的缠绕顺序。
这是通过 cw
和 ccw
参数完成的。默认为 ccw
.
要么生成顺时针图元:
layout(triangles, cw) in;
或生成逆时针图元:
layout(triangles, ccw) in;