我正在尝试使用LibGDX项目中的网格法线和灯光。
我已经从高度贴图纹理像素生成了纹理网格。
问题是我无法正常点亮法线。此外,我不是100%确定我在TerrainChunk类中正确设置了正常顶点。
主要类代码:
package com.me.terrain;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.utils.CameraInputController;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Matrix3;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
public class Terra extends Game {
private PerspectiveCamera camera;
private CameraInputController camController;
private TerrainChunk chunk;
private Mesh mesh;
private ShaderProgram shader;
private Texture terrainTexture;
private final Matrix3 normalMatrix = new Matrix3();
private static final float[] lightPosition = { 5, 35, 5 };
private static final float[] ambientColor = { 0.2f, 0.2f, 0.2f, 1.0f };
private static final float[] diffuseColor = { 0.5f, 0.5f, 0.5f, 1.0f };
private static final float[] specularColor = { 0.7f, 0.7f, 0.7f, 1.0f };
private static final float[] fogColor = { 0.2f, 0.1f, 0.6f, 1.0f };
private Matrix4 model = new Matrix4();
private Matrix4 modelView = new Matrix4();
private final String vertexShader =
"attribute vec4 a_position; \n" +
"attribute vec3 a_normal; \n" +
"attribute vec2 a_texCoord; \n" +
"attribute vec4 a_color; \n" +
"uniform mat4 u_MVPMatrix; \n" +
"uniform mat3 u_normalMatrix; \n" +
"uniform vec3 u_lightPosition; \n" +
"varying float intensity; \n" +
"varying vec2 texCoords; \n" +
"varying vec4 v_color; \n" +
"void main() { \n" +
" vec3 normal = normalize(u_normalMatrix * a_normal); \n" +
" vec3 light = normalize(u_lightPosition); \n" +
" intensity = max( dot(normal, light) , 0.0); \n" +
" v_color = a_color; \n" +
" texCoords = a_texCoord; \n" +
" gl_Position = u_MVPMatrix * a_position; \n" +
"}";
private final String fragmentShader =
"#ifdef GL_ES \n" +
"precision mediump float; \n" +
"#endif \n" +
"uniform vec4 u_ambientColor; \n" +
"uniform vec4 u_diffuseColor; \n" +
"uniform vec4 u_specularColor; \n" +
"uniform sampler2D u_texture; \n" +
"varying vec2 texCoords; \n" +
"varying vec4 v_color; \n" +
"varying float intensity; \n" +
"void main() { \n" +
" gl_FragColor = v_color * intensity * texture2D(u_texture, texCoords); \n" +
"}";
@Override
public void create() {
// Terrain texture size is 128x128
terrainTexture = new Texture(Gdx.files.internal("data/concrete2.png"));
// Height map (black/white) texture size is 32x32
String heightMapFile = "data/heightmap.png";
// position, normal, color, texture
int vertexSize = 3 + 3 + 1 + 2;
chunk = new TerrainChunk(32, 32, vertexSize, heightMapFile);
mesh = new Mesh(true, chunk.vertices.length / 3, chunk.indices.length,
new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE),
new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE),
new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE));
mesh.setVertices(chunk.vertices);
mesh.setIndices(chunk.indices);
camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(5, 50, 5);
camera.direction.set(3, 0, 0).sub(camera.position).nor();
camera.near = 0.005f;
camera.far = 300;
camera.update();
camController = new CameraInputController(camera);
Gdx.input.setInputProcessor(camController);
ShaderProgram.pedantic = false;
shader = new ShaderProgram(vertexShader, fragmentShader);
}
@Override
public void render() {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
camController.update();
camera.update();
// This is wrong?
model.setToRotation(new Vector3(0, 1, 0), 45f);
modelView.set(camera.view).mul(model);
terrainTexture.bind();
shader.begin();
shader.setUniformMatrix("u_MVPMatrix", camera.combined);
shader.setUniformMatrix("u_normalMatrix", normalMatrix.set(modelView).inv().transpose());
shader.setUniform3fv("u_lightPosition", lightPosition, 0, 3);
shader.setUniform4fv("u_ambientColor", ambientColor, 0, 4);
shader.setUniform4fv("u_diffuseColor", diffuseColor, 0, 4);
shader.setUniform4fv("u_specularColor", specularColor, 0, 4);
shader.setUniformi("u_texture", 0);
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
}
TerrainChunk类代码:
final static class TerrainChunk {
public final float[] heightMap;
public final short width;
public final short height;
public final float[] vertices;
public final short[] indices;
public final int vertexSize;
private final int positionSize = 3;
public TerrainChunk(int width, int height, int vertexSize, String heightMapTexture) {
if ((width + 1) * (height + 1) > Short.MAX_VALUE) {
throw new IllegalArgumentException(
"Chunk size too big, (width + 1)*(height+1) must be <= 32767");
}
this.heightMap = new float[(width + 1) * (height + 1)];
this.width = (short) width;
this.height = (short) height;
this.vertices = new float[heightMap.length * vertexSize];
this.indices = new short[width * height * 6];
this.vertexSize = vertexSize;
buildHeightmap(heightMapTexture);
buildIndices();
buildVertices();
calcNormals(indices, vertices);
}
public void buildHeightmap(String pathToHeightMap) {
FileHandle handle = Gdx.files.internal(pathToHeightMap);
Pixmap heightmapImage = new Pixmap(handle);
Color color = new Color();
int idh = 0;
for (int x = 0; x < this.width + 1; x++) {
for (int y = 0; y < this.height + 1; y++) {
Color.rgba8888ToColor(color, heightmapImage.getPixel(x, y));
this.heightMap[idh++] = color.r;
}
}
}
public void buildVertices() {
int heightPitch = height + 1;
int widthPitch = width + 1;
int idx = 0;
int hIdx = 0;
int strength = 10; // multiplier for height map
float scale = 4f;
for (int z = 0; z < heightPitch; z++) {
for (int x = 0; x < widthPitch; x++) {
// POSITION
vertices[idx++] = scale * x;
vertices[idx++] = heightMap[hIdx++] * strength;
vertices[idx++] = scale * z;
// NORMAL, skip these for now
idx += 3;
// COLOR
vertices[idx++] = Color.WHITE.toFloatBits();
// TEXTURE
vertices[idx++] = (x / (float) width);
vertices[idx++] = (z / (float) height);
}
}
}
private void buildIndices() {
int idx = 0;
short pitch = (short) (width + 1);
short i1 = 0;
short i2 = 1;
short i3 = (short) (1 + pitch);
short i4 = pitch;
short row = 0;
for (int z = 0; z < height; z++) {
for (int x = 0; x < width; x++) {
indices[idx++] = i1;
indices[idx++] = i2;
indices[idx++] = i3;
indices[idx++] = i3;
indices[idx++] = i4;
indices[idx++] = i1;
i1++;
i2++;
i3++;
i4++;
}
row += pitch;
i1 = row;
i2 = (short) (row + 1);
i3 = (short) (i2 + pitch);
i4 = (short) (row + pitch);
}
}
// Gets the index of the first float of a normal for a specific vertex
private int getNormalStart(int vertIndex) {
return vertIndex * vertexSize + positionSize;
}
// Gets the index of the first float of a specific vertex
private int getPositionStart(int vertIndex) {
return vertIndex * vertexSize;
}
// Adds the provided value to the normal
private void addNormal(int vertIndex, float[] verts, float x, float y, float z) {
int i = getNormalStart(vertIndex);
verts[i] += x;
verts[i + 1] += y;
verts[i + 2] += z;
}
/*
* Normalizes normals
*/
private void normalizeNormal(int vertIndex, float[] verts) {
int i = getNormalStart(vertIndex);
float x = verts[i];
float y = verts[i + 1];
float z = verts[i + 2];
float num2 = ((x * x) + (y * y)) + (z * z);
float num = 1f / (float) Math.sqrt(num2);
x *= num;
y *= num;
z *= num;
verts[i] = x;
verts[i + 1] = y;
verts[i + 2] = z;
}
/*
* Calculates the normals
*/
private void calcNormals(short[] indices, float[] verts) {
for (int i = 0; i < indices.length; i += 3) {
int i1 = getPositionStart(indices[i]);
int i2 = getPositionStart(indices[i + 1]);
int i3 = getPositionStart(indices[i + 2]);
// p1
float x1 = verts[i1];
float y1 = verts[i1 + 1];
float z1 = verts[i1 + 2];
// p2
float x2 = verts[i2];
float y2 = verts[i2 + 1];
float z2 = verts[i2 + 2];
// p3
float x3 = verts[i3];
float y3 = verts[i3 + 1];
float z3 = verts[i3 + 2];
// u = p3 - p1
float ux = x3 - x1;
float uy = y3 - y1;
float uz = z3 - z1;
// v = p2 - p1
float vx = x2 - x1;
float vy = y2 - y1;
float vz = z2 - z1;
// n = cross(v, u)
float nx = (vy * uz) - (vz * uy);
float ny = (vz * ux) - (vx * uz);
float nz = (vx * uy) - (vy * ux);
// normalize(n)
float num2 = ((nx * nx) + (ny * ny)) + (nz * nz);
float num = 1f / (float) Math.sqrt(num2);
nx *= num;
ny *= num;
nz *= num;
addNormal(indices[i], verts, nx, ny, nz);
addNormal(indices[i + 1], verts, nx, ny, nz);
addNormal(indices[i + 2], verts, nx, ny, nz);
}
for (int i = 0; i < (verts.length / vertexSize); i++) {
normalizeNormal(i, verts);
}
}
}
我看到的是当我移动相机时,当我在地形之上时,灯光无法正确显示。 当我在地形下时,它们显示更多,尽管我认为不正确。
图片:
答案 0 :(得分:5)
通过使用MeshPartBuilder / GL_LINES调试和绘制所有正常位置来解决问题。
我发现法线指向地形内部。改变正常方向是解决方案。