问题描述
我对 OpenGL 还很陌生,我想为木材制作一个很酷的程序纹理,可以在我的 OpenGL 项目中使用。我不知道从哪里开始,所以我尝试在网上查找有关它的信息。我找到了片段和顶点着色器的代码片段,我开始处理一些 obj 文件。
很遗憾,我不太明白代码中的一些函数是做什么用的,想问一下,是否有人可以解释为什么需要那些 mode289 函数。我明白了 snoise 函数的主要用途,但大部分代码真的很难理解。
如果您能告诉我理解代码,那将非常有帮助。
另外,我想问一下,什么值负责纹理的亮度,以及我如何将 mtl 文件合并到着色器中。我设法让一个 obj 文件工作,但从来不需要 mtl。 分片着色器
#version 440 core
precision highp float;
precision highp int;
uniform vec3 color1;
uniform vec3 color2;
uniform float frequency;
uniform float noiseScale;
uniform float ringScale;
uniform float contrast;
uniform float time;
in vec3 vs_normal;
in vec2 vUv;
in vec3 vs_position;
out vec4 finalTexture;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0,1.0/3.0) ;
const vec4 D = vec4(0.0,0.5,1.0,2.0);
// First corner
vec3 i = floor(v + dot(v,C.yyy) );
vec3 x0 = v - i + dot(i,C.xxx) ;
// Other corners
vec3 g = step(x0.yzx,x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz,l.zxy );
vec3 i2 = max( g.xyz,l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0,i1.z,i2.z,1.0 ))
+ i.y + vec4(0.0,i1.y,i2.y,1.0 ))
+ i.x + vec4(0.0,i1.x,i2.x,1.0 ));
// Gradients: 7x7 points over a square,mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy,y.xy );
vec4 b1 = vec4( x.zw,y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h,vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);
m = m * m;
return 42.0 * dot( m*m,vec4( dot(p0,x3) ) );
}
void main() {
//texture change on movement
//float n = snoise(vs_position);
//texture fixed on movement
float n = snoise( vec3(vs_position.x,-0.68,vs_position.z) );
float ring = fract( frequency * vs_position.z + noiseScale * n );
ring *= contrast * ( 1.0 - ring );
// Adjust ring smoothness and shape,and add some noise
float lerp = pow( ring,ringScale ) + n;
vec3 base = mix( color1,color2,lerp);
finalTexture = vec4( base,1.0 );
}
顶点着色器
#version 440
precision highp float;
precision highp int;
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec2 uv2;
layout (location = 3) in vec3 vertex_normal;
out vec3 vs_position;
out vec3 vs_normal;
out vec2 vUv;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
void main() {
vUv = uv;
vs_position = vec4(ModelMatrix * vec4(vertex_position,1.f)).xyz;
vs_normal = mat3(ModelMatrix) * vertex_normal;
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(vertex_position,1.f);
}
遗憾的是,应该对其进行解释的 URL 不再有效:http://blog.2pha.com/demos/threejs/shaders/wood_grain.html
解决方法
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