正常映射错误

时间:2017-12-03 16:06:24

标签: java opengl glsl game-engine lwjgl

我正在使用LWJGL处理3D OpenGL引擎。我设法用Assimp做模型导入部分,现在正在进行法线贴图。 幸运的是,Assimp可以为我计算切线空间,但它无法正常工作。 这是一张如何在sponza模型上工作的图片:

Original

这是从TBN矩阵可视化的T:

Tangents

代码在顶点着色器中如下所示:

mat3 normalMatrix = transpose(inverse(mat3(transformationMatrix)));
vec3 T = normalize(normalMatrix * tangent);
vec3 N = normalize(normalMatrix * normal);
T = normalize(T - dot(T, N) * N);
vec3 B = normalize(normalMatrix * bitangent);

if (dot(cross(N, T), B) < 0.0){
        T = T * -1.0;
}
TBN = transpose(mat3(T, B, N));

检查模型是否具有symetric UV,并修复它。 我认为这会导致问题,因为来自TBN的B看起来更糟糕。

Bitangents from Assimp

几个星期后,我试图自己计算切线和比特,但我的bitangents看起来比Assimps更糟糕:

own Bitangents

private void generateTangentBitangent(){
    for(int i = 0; i < indices.size(); i+=3){
        Vector3f v0 = new Vector3f (vertices.get(indices.get(i)).getPos());
        Vector3f v1 = new Vector3f (vertices.get(indices.get(i+1)).getPos());
        Vector3f v2 = new Vector3f (vertices.get(indices.get(i+2)).getPos());

        Vector2f uv0 = new Vector2f (vertices.get(indices.get(i)).getTextureCoord());
        Vector2f uv1 = new Vector2f (vertices.get(indices.get(i+1)).getTextureCoord());
        Vector2f uv2 = new Vector2f (vertices.get(indices.get(i+2)).getTextureCoord());

        Vector3f e1 = new Vector3f (v1.sub(v0));
        Vector3f e2 = new Vector3f (v2.sub(v0));

        Vector2f deltaUV1 = new Vector2f (uv1.sub(uv0));
        Vector2f deltaUV2 = new Vector2f (uv2.sub(uv0));

        float r = (float) (1.0f / (deltaUV1.x() * deltaUV2.y() - deltaUV1.y() * deltaUV2.x()));

        Vector3f tangent = new Vector3f ((e1.mul(deltaUV2.y()).sub(e2.mul(deltaUV1.y()))).mul(r));
        //System.out.println(tangent);
        Vector3f bitangent = new Vector3f ((e2.mul(deltaUV1.x()).sub(e1.mul(deltaUV2.x()))).mul(r));

        if(vertices.get(indices.get(i)).getTangent() == null)
            vertices.get(indices.get(i)).setTangent(new Vector3f(0,0,0));
        if(vertices.get(indices.get(i)).getBitangent() == null)
            vertices.get(indices.get(i)).setBitangent(new Vector3f(0,0,0));
        if(vertices.get(indices.get(i+1)).getTangent() == null)
            vertices.get(indices.get(i+1)).setTangent(new Vector3f(0,0,0));
        if(vertices.get(indices.get(i+1)).getBitangent() == null)
            vertices.get(indices.get(i+1)).setBitangent(new Vector3f(0,0,0));
        if(vertices.get(indices.get(i+2)).getTangent() == null)
            vertices.get(indices.get(i+2)).setTangent(new Vector3f(0,0,0));
        if(vertices.get(indices.get(i+2)).getBitangent() == null)
            vertices.get(indices.get(i+2)).setBitangent(new Vector3f(0,0,0));

        vertices.get(indices.get(i)).getTangent().add(tangent);
        vertices.get(indices.get(i)).getBitangent().add(bitangent);
        vertices.get(indices.get(i+1)).getTangent().add(tangent);
        vertices.get(indices.get(i+1)).getBitangent().add(bitangent);
        vertices.get(indices.get(i+2)).getTangent().add(tangent);
        vertices.get(indices.get(i+2)).getBitangent().add(bitangent);
    }

    for (int i = 0 ; i < vertices.size() ; i++) {
        vertices.get(i).getTangent().normalize();
        vertices.get(i).getBitangent().normalize();
    } 
}

有人可以帮我解决导致问题的原因吗?

1 个答案:

答案 0 :(得分:0)

您在图像上显示的切线/比特数/法线是哪个空间?从您的代码示例来看,它们可能会在切线空间中。

然而,可以更容易地获得切线空间矢量。您不必使用tangent转换normalbitangentnormalMatrix,而只需使用对象空间中的轴:

vec3 normalOS    = normalize(normal);
vec3 tangentOS   = normalize(tangent);
vec3 bitangentOS = normalize(bitangent) // or calculate via cross(normalOS, tangentOS);
mat3 TStoOS      = mat3(tangentOS, bitangentOS, normalOS); // transform from tangent space into object space
mat3 OStoTS      = transpose(matrixTStoOS); // The transpose of an orthogonal matrix is it's inverse matrix

如果您需要从切线空间转换为世界空间的矩阵,您可以按如下方式计算:

vec3 normalWS    = normalize(normalMatrix * normal);
vec3 tangentWS   = normalize(normalMatrix * tangent);
vec3 bitangentWS = normalize(cross(normalWS, tangentWS))
mat3 TStoWS      = mat3(tangentWS, bitangentWS, normalWS); // transform from tangent space into world space
mat3 WStoTS      = transpose(matrixTStoWS); // transform from world space into tangent space