Fresnel效应就是折射与反射的结合,当入射光与平面法向量重合时,反射占主要地位,当视角与平面角度接近180充时,折射占主要地位.具体的原理在DX实现时里面讲解.
/*------------------------------------------------------------ main.cpp -- fresnel in OGRE (c) Seamanj.2013/8/18 ------------------------------------------------------------*/ //phase1 : Add Framework //phase2 : Add environment //phase3 : Add water //phase4 : add props #define phase1 1 #define phase2 1 #define phase3 1 #define phase4 1 #if phase1 #include "ExampleApplication.h" #include <windows.h> #if phase2 #include "SdkCameraMan.h" #endif #if phase4 #include "SdkTrays.h" #endif class MyApplication : public ExampleApplication #if phase3 , public RenderTargetListener #endif { #if phase3 RenderTarget* mRefractionTarget; RenderTarget* mReflectionTarget; Plane mWaterPlane; Entity* mWater; std::vector<Entity*> mSurfaceEnts; std::vector<Entity*> mSubmergedEnts; #endif public: MyApplication() { } ~MyApplication() { } #if phase3 void preRenderTargetUpdate(const RenderTargetEvent& evt) { mWater->setVisible(false); // hide the water if (evt.source == mReflectionTarget) // for reflection, turn on camera reflection and hide submerged entities { mCamera->enableReflection(mWaterPlane); for (std::vector<Entity*>::iterator i = mSubmergedEnts.begin(); i != mSubmergedEnts.end(); i++) (*i)->setVisible(false); } else // for refraction, hide surface entities { for (std::vector<Entity*>::iterator i = mSurfaceEnts.begin(); i != mSurfaceEnts.end(); i++) (*i)->setVisible(false); } } void postRenderTargetUpdate(const RenderTargetEvent& evt) { mWater->setVisible(true); // unhide the water if (evt.source == mReflectionTarget) // for reflection, turn off camera reflection and unhide submerged entities { mCamera->disableReflection(); for (std::vector<Entity*>::iterator i = mSubmergedEnts.begin(); i != mSubmergedEnts.end(); i++) (*i)->setVisible(true); } else // for refraction, unhide surface entities { for (std::vector<Entity*>::iterator i = mSurfaceEnts.begin(); i != mSurfaceEnts.end(); i++) (*i)->setVisible(true); } } #endif protected: void createScene() { #if phase2 mCamera->setPosition(-50, 125, 760); mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); mSceneMgr->setSkyBox(true, "Examples/CloudyNoonSkyBox"); // create light Light* l = mSceneMgr->createLight(); l->setType(Light::LT_DIRECTIONAL); l->setDirection(Vector3::NEGATIVE_UNIT_Y); #if phase3 // create our reflection & refraction render textures, and setup their render targets for (unsigned int i = 0; i < 2; i++) { TexturePtr tex = TextureManager::getSingleton().createManual(i == 0 ? "refraction" : "reflection", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 512, 512, 0, PF_R8G8B8, TU_RENDERTARGET); RenderTarget* rtt = tex->getBuffer()->getRenderTarget(); rtt->addViewport(mCamera)->setOverlaysEnabled(false); rtt->addListener(this); if (i == 0) mRefractionTarget = rtt; else mReflectionTarget = rtt; } // create our water plane mesh mWaterPlane = Plane(Vector3::UNIT_Y, 0); MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, 700, 1300, 10, 10, true, 1, 3, 5, Vector3::UNIT_Z); // create a water entity using our mesh, give it the shader material, and attach it to the origin mWater = mSceneMgr->createEntity("Water", "water"); mWater->setMaterialName("Examples/FresnelReflectionRefraction");//知识点1 /*知识点1:Fresnel材质 --------------------------------------------- 来自ogre_src_v1-7-4\Samples\Media\materials\scripts\Examples-Advanced.material文件 --------------------------------------------- //---------------------------- // Distortion effects //---------------------------- vertex_program Examples/FresnelRefractReflectVP cg { source Example_Fresnel.cg//知识点2 entry_point main_vp profiles vs_1_1 arbvp1 } vertex_program Examples/FresnelRefractReflectVPold cg { source Example_Fresnel.cg entry_point main_vp_old profiles vs_1_1 arbvp1 } fragment_program Examples/FresnelRefractReflectFP cg { source Example_Fresnel.cg entry_point main_fp // sorry, ps_1_1 and fp20 can't do this profiles ps_2_0 arbfp1 } fragment_program Examples/FresnelRefractReflectPS asm { source Example_FresnelPS.asm // sorry, only for ps_1_4 :) syntax ps_1_4 } material Examples/FresnelReflectionRefraction { // ps_2_0 / arbfp1 technique { pass { vertex_program_ref Examples/FresnelRefractReflectVP { param_named_auto worldViewProjMatrix worldviewproj_matrix param_named_auto eyePosition camera_position_object_space param_named_auto timeVal time 0.05 param_named scroll float 1 param_named scale float 1 param_named noise float 1 // scroll and noisePos will need updating per frame } fragment_program_ref Examples/FresnelRefractReflectFP { param_named fresnelBias float -0.1 param_named fresnelScale float 1.8 param_named fresnelPower float 8 param_named tintColour float4 0 0.05 0.05 1 param_named noiseScale float 0.05 } // Noise texture_unit { // Perlin noise volume texture waves2.dds // min / mag filtering, no mip filtering linear linear none } // Reflection texture_unit { // Will be filled in at runtime texture reflection tex_address_mode clamp } // Refraction texture_unit { // Will be filled in at runtime texture refraction tex_address_mode clamp } } } // ATI 8500 + technique { pass { vertex_program_ref Examples/FresnelRefractReflectVPold { param_named_auto worldViewProjMatrix worldviewproj_matrix param_named_auto eyePosition camera_position_object_space param_named fresnelBias float -0.3 param_named fresnelScale float 1.4 param_named fresnelPower float 8 param_named_auto timeVal time_0_1 20 param_named scroll float 1 param_named scale float 4 param_named noise float 1 // scroll and noisePos will need updating per frame } // for ATI RADEON 8500 - 9200 fragment_program_ref Examples/FresnelRefractReflectPS { // distortionRange param_indexed 0 float 0.025 // tintColour param_indexed 1 float4 0.05 0.12 0.15 1 } // Noise texture_unit { // Perlin noise volume texture perlinvolume.dds 3d // min / mag filtering, no mip filtering linear linear none } // Reflection texture_unit { // Will be filled in at runtime texture Reflection tex_address_mode clamp } // Refraction texture_unit { // Will be filled in at runtime texture Refraction tex_address_mode clamp } } } } */ /*知识点2:Fresnel shader --------------------------------------------- 来自ogre_src_v1-7-4\Samples\Media\materials\programs\Example_Fresnel.cg文件 --------------------------------------------- // Vertex program for fresnel reflections / refractions void main_vp( float4 pos : POSITION, float4 normal : NORMAL, float2 tex : TEXCOORD0, out float4 oPos : POSITION, out float3 noiseCoord : TEXCOORD0, out float4 projectionCoord : TEXCOORD1, out float3 oEyeDir : TEXCOORD2, out float3 oNormal : TEXCOORD3, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, // object space uniform float timeVal, uniform float scale, // the amount to scale the noise texture by uniform float scroll, // the amount by which to scroll the noise uniform float noise // the noise perturb as a factor of the time ) { oPos = mul(worldViewProjMatrix, pos); // Projective texture coordinates, adjust for mapping float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, 0,-0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); projectionCoord = mul(scalemat, oPos); // Noise map coords noiseCoord.xy = (tex + (timeVal * scroll)) * scale; noiseCoord.z = noise * timeVal; oEyeDir = normalize(pos.xyz - eyePosition); oNormal = normal.rgb; } // Fragment program for distorting a texture using a 3D noise texture void main_fp( float3 noiseCoord : TEXCOORD0, float4 projectionCoord : TEXCOORD1, float3 eyeDir : TEXCOORD2, float3 normal : TEXCOORD3, out float4 col : COLOR, uniform float4 tintColour, uniform float noiseScale, uniform float fresnelBias, uniform float fresnelScale, uniform float fresnelPower, uniform sampler2D noiseMap : register(s0), uniform sampler2D reflectMap : register(s1), uniform sampler2D refractMap : register(s2) ) { // Do the tex projection manually so we can distort _after_ float2 final = projectionCoord.xy / projectionCoord.w; // Noise float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale; final += noiseNormal.xz; // Fresnel //normal = normalize(normal + noiseNormal.xz); float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); // Reflection / refraction float4 reflectionColour = tex2D(reflectMap, final); float4 refractionColour = tex2D(refractMap, final) + tintColour; // Final colour col = lerp(refractionColour, reflectionColour, fresnel); } // Old version to match ATI PS 1.3 implementation void main_vp_old( float4 pos : POSITION, float4 normal : NORMAL, float2 tex : TEXCOORD0, out float4 oPos : POSITION, out float fresnel : COLOR, out float3 noiseCoord : TEXCOORD0, out float4 projectionCoord : TEXCOORD1, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, // object space uniform float fresnelBias, uniform float fresnelScale, uniform float fresnelPower, uniform float timeVal, uniform float scale, // the amount to scale the noise texture by uniform float scroll, // the amount by which to scroll the noise uniform float noise // the noise perturb as a factor of the time ) { oPos = mul(worldViewProjMatrix, pos); // Projective texture coordinates, adjust for mapping float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, 0,-0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); projectionCoord = mul(scalemat, oPos); // Noise map coords noiseCoord.xy = (tex + (timeVal * scroll)) * scale; noiseCoord.z = noise * timeVal; // calc fresnel factor (reflection coefficient) float3 eyeDir = normalize(pos.xyz - eyePosition); fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); } */ mSceneMgr->getRootSceneNode()->attachObject(mWater); #endif #if phase4 Entity* ent; ent = mSceneMgr->createEntity("UpperBath", "RomanBathUpper.mesh" ); mSceneMgr->getRootSceneNode()->attachObject(ent); mSurfaceEnts.push_back(ent); ent = mSceneMgr->createEntity("Columns", "columns.mesh"); mSceneMgr->getRootSceneNode()->attachObject(ent); mSurfaceEnts.push_back(ent); ent = mSceneMgr->createEntity("Head", "ogrehead.mesh"); ent->setMaterialName("RomanBath/OgreStone"); mSurfaceEnts.push_back(ent); SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); headNode->setPosition(-350, 55, 130); headNode->yaw(Degree(90)); headNode->attachObject(ent); ent = mSceneMgr->createEntity("LowerBath", "RomanBathLower.mesh"); mSceneMgr->getRootSceneNode()->attachObject(ent); mSubmergedEnts.push_back(ent); #endif #endif } }; INT WINAPI WinMain( __in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd ) { MyApplication app; try { app.go(); } catch( Exception& e) { MessageBoxA( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL); } return 0; } #endif
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