在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)

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在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)

视差贴图

最近一直在研究如何在我的 iPad 2(只支持 OpenGL ES 2.0, 不支持 3.0) 上实现 视差贴图(Parallax Mapping) 和 位移贴图(Displacement Mapping).

经过一番研究, 搜索阅读了不少文章, 终于确定, OpenGL ES 2.0 可以支持 视差贴图, 暂时没什么好办法支持 位移贴图.

因为就我目前所了解的位移贴图, 有这么两种方法来实现, 一种是用 Tessellation 来提供多面数网格, 另一种是在顶点着色器中对高度图进行纹理采样来计算对应的顶点偏移量.

第一种方法就不必想了, 因为目前移动设备的 OpenGL ES 2.0/3.0 都不支持(貌似 DX11OpenGL 4.0 才支持), 而 OpenGL ES 3.0 衍生自 OpenGL 3.3.

第二种方法目前看起来只能在 OpenGL ES 3.0 上使用, 请参考这篇文档Jim's GameDev Blog: 置换贴图 Displacement Mapping. 不过没办法在 OpenGL ES 2.0 上使用, 因为它要求在顶点着色器中进行纹理采样, 而这个特性恰恰是 2.0 不支持, 3.0 支持的.

我们可以看看 Jim3.0 设备上实现位移贴图的效果:

原始图:

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第1张图片

使用位移贴图后的效果:

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第2张图片

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第3张图片

好了, 现在在我们的 2.0 设备上实现我们的 视差贴图 吧, 先看看效果:

使用不同参数的效果:

  • height_scale = -0.015

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第4张图片

  • height_scale = -0.055

  • height_scale = -0.095

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第5张图片

你可以灵活调整这些参数:

  • lightPos: 光源位置
  • viewPos: 眼睛位置
  • height_scale: 高度图取样值缩放比例

看看这个视频 video:

代码如下:

function setup()
    displayMode(OVERLAY)
    print("试验 OpenGL ES 2.0 中位移贴图的例子")
    print("Test the Parallax Mapping in OpenGL ES 2.0")

    img1 = readImage("Dropbox:dm")
    img2 = readImage("Dropbox:dnm1")
    img3 = readImage("Dropbox:dm1")
    local w,h = WIDTH,HEIGHT
    local c = color(223, 218, 218, 255)
    m3 = mesh()
    m3i = m3:addRect(w/2,h/2,w/1,h/1)
    m3:setColors(c)
    m3.texture = img1
    m3:setRectTex(m3i,0,0,1,1)
    m3.shader = shader(shaders.vs,shaders.fs)
    m3.shader.diffuseMap = img1
    m3.shader.normalMap = img2
    m3.shader.depthMap =  img3

    -- local tb = m3:buffer("tangent")
    -- tb:resize(6)
    tchx,tchy = 0,0
end

function draw()
    background(40, 40, 50)

    perspective()
    -- camera(e.x, e.y, e.z, p.x, p.y, p.z)
    -- 用于立方体
    -- camera(300,300,600, 0,500,0, 0,0,1)
    -- 用于平面位移贴图
    camera(WIDTH/2,HEIGHT/2,1000, WIDTH/2,HEIGHT/2,-200, 0,1,0)
    
    -- mySp:Sphere(100,100,100,0,0,0,10)
    light = vec3(tchx, tchy, 100.75)
    view = vec3(tchx, tchy, 300.75)
    -- light = vec3(300, 300, 500)
    -- rotate(ElapsedTime*5,0,1,0)
    -- m3:setRect(m2i,tchx,tchy,WIDTH/100,HEIGHT/100)

    setShaderParam(m3)
    m3:draw()   
end

function touched(touch)
    if touch.state == BEGAN or touch.state == MOVING then
        tchx=touch.x+10
        tchy=touch.y+10
    end
end

function setShaderParam(m)
    m.shader.model = modelMatrix()
    m.shader.lightPos = light 
    -- m.shader.lightPos = vec3(0.5, 1.0, 900.3)
    m.shader.viewPos = vec3(WIDTH/2,HEIGHT/2,5000) 
    m.shader.viewPos = view
    -- m.shader.viewPos = vec3(0.0, 0.0, 90.0)
    m.shader.parallax = true
    m.shader.height_scale = -0.015
end

-- 试验 视差贴图 中的例子
shaders = {
vs = [[
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texCoord;
//attribute vec3 tangent;
//attribute vec3 bitangent;

varying vec3 vFragPos;
varying vec2 vTexCoords;
varying vec3 vTangentLightPos;
varying vec3 vTangentViewPos;
varying vec3 vTangentFragPos;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 modelViewProjection;

uniform vec3 lightPos;
uniform vec3 viewPos;

void main()
{
    //gl_Position = projection * view * model * position;
    gl_Position = modelViewProjection * position;
    vFragPos = vec3(model * position);   
    vTexCoords = texCoord;
    
    // 根据法线 N 计算 T,B
    vec3 tangent; 
    vec3 binormal; 

    // 使用顶点属性法线,并归一化
    vec3 Normal = normalize(normal*2.0-1.0);

    vec3 c1 = cross(Normal, vec3(0.0, 0.0, 1.0)); 
    vec3 c2 = cross(Normal, vec3(0.0, 1.0, 0.0)); 
	
    if ( length(c1) > length(c2) ) { tangent = c1;	} else { tangent = c2;}
	
    // 归一化切线和次法线
    tangent = normalize(tangent);
    binormal = normalize(cross(normal, tangent)); 
    
    vec3 T = normalize(mat3(model) * tangent);
    vec3 B = normalize(mat3(model) * binormal);
    vec3 N = normalize(mat3(model) * normal);
    mat3 TBN = mat3(T, B, N);

    vTangentLightPos = lightPos*TBN;
    vTangentViewPos  = viewPos*TBN;
    vTangentFragPos  = vFragPos*TBN;
}
]],

fs = [[
precision highp float;

varying vec3 vFragPos;
varying vec2 vTexCoords;
varying vec3 vTangentLightPos;
varying vec3 vTangentViewPos;
varying vec3 vTangentFragPos;

uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;

uniform bool parallax;
uniform float height_scale;

vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
vec2 ParallaxMapping1(vec2 texCoords, vec3 viewDir);

// The Parallax Mapping
vec2 ParallaxMapping1(vec2 texCoords, vec3 viewDir)
{ 
    float height =  texture2D(depthMap, texCoords).r;     
    return texCoords - viewDir.xy / viewDir.z * (height * height_scale);            
}

// Parallax Occlusion Mapping
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{ 
    // number of depth layers
    const float minLayers = 10.0;
    const float maxLayers = 50.0;
    float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));  
    // calculate the size of each layer
    float layerDepth = 1.0 / numLayers;
    // depth of current layer
    float currentLayerDepth = 0.0;
    // the amount to shift the texture coordinates per layer (from vector P)
    vec2 P = viewDir.xy / viewDir.z * height_scale; 
    vec2 deltaTexCoords = P / numLayers;
  
    // get initial values
    vec2  currentTexCoords     = texCoords;
    float currentDepthMapValue = texture2D(depthMap, currentTexCoords).r;
      
    while(currentLayerDepth < currentDepthMapValue)
    {
        // shift texture coordinates along direction of P
        currentTexCoords -= deltaTexCoords;
        // get depthmap value at current texture coordinates
        currentDepthMapValue = texture2D(depthMap, currentTexCoords).r;  
        // get depth of next layer
        currentLayerDepth += layerDepth;  
    }
    
    // -- parallax occlusion mapping interpolation from here on
    // get texture coordinates before collision (reverse operations)
    vec2 prevTexCoords = currentTexCoords + deltaTexCoords;

    // get depth after and before collision for linear interpolation
    float afterDepth  = currentDepthMapValue - currentLayerDepth;
    float beforeDepth = texture2D(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth;
 
    // interpolation of texture coordinates
    float weight = afterDepth / (afterDepth - beforeDepth);
    vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);

    return finalTexCoords;
}

void main()
{           
    // Offset texture coordinates with Parallax Mapping
    vec3 viewDir = normalize(vTangentViewPos - vTangentFragPos);
    vec2 texCoords = vTexCoords;
    if(parallax)
        texCoords = ParallaxMapping(vTexCoords,  viewDir);
        
    // discards a fragment when sampling outside default texture region (fixes border artifacts)
    if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
       discard;

    // Obtain normal from normal map
    vec3 normal = texture2D(normalMap, texCoords).rgb;
    normal = normalize(normal * 2.0 - 1.0);   
   
    // Get diffuse color
    vec3 color = texture2D(diffuseMap, texCoords).rgb;
    // Ambient
    vec3 ambient = 0.1 * color;
    // Diffuse
    vec3 lightDir = normalize(vTangentLightPos - vTangentFragPos);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * color;
    // Specular    
    vec3 reflectDir = reflect(-lightDir, normal);
    vec3 halfwayDir = normalize(lightDir + viewDir);  
    float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);

    vec3 specular = vec3(0.2) * spec;
    gl_FragColor = vec4(ambient + diffuse + specular, 1.0);
}
]]
}

其中法线图(img2),高度图(img3) 都是通过软件 CrazyBump 根据原始纹理(img1)生成的.

你也可以下载它们直接使用:

img1:

在 OpenGL ES 2.0 上实现视差贴图(Parallax Mapping)_第6张图片

img2:

img3:

参考

38 视差贴图
视差贴图(Parallax Mapping)与陡峭视差贴图(Steep Palallax Mapping)
Parallax Occlusion Mapping in GLSL
Jim's GameDev Blog: 置换贴图 Displacement Mapping

转载于:https://my.oschina.net/freeblues/blog/729479

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