我想使用第一遍的存储(非线性)深度纹理来产生屏幕空间法线。在第二遍中,我可以渲染深度,漫反射,ID等,但我似乎无法通过深度工作获得法线。
目前对从深度中获取法线的理解:
texture()
/ texelFetch()
p
,p
+(1,0)= p1
,{{1 }} +(0,1)= p
;从这些
获取p2
向量v1
:当前位置与其屏幕/纹理空间x邻居之间的向量
p1 - p
向量v2
:当前位置与其屏幕/纹理空间y邻居之间的向量p2 - p
产生这两个和cross
以获得当前纹素的曲面法线。着色器(第二遍!渲染到全屏四边形)
顶点:
normalize()
片段:
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 2) in vec2 texcoord;
out vec2 texcoordFrag;
void main()
{
gl_Position = vec4(position.x, position.y, 0, 1);
texcoordFrag = texcoord;
}
结果
问题我做错了什么?解释它就像你想要一个五岁的孩子一样。:)
这将用作SSAO和定向照明的基础。
据我所知,#version 330 core
uniform sampler2D tex;
uniform mat4 vpInv;
in vec2 texcoordFrag;
layout(location = 0) out vec4 fragmentColor;
float near = 0.1;
float far = 100.0;
float linearizeDepth(float depth)
{
float nearToFarDistance = far - near;
return (2.0 * near) / (far + near - depth * nearToFarDistance);
//http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
//http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
}
vec3 worldSpacePositionFromDepth(in float depth)
{
vec4 clipSpacePos;
clipSpacePos.xy = texcoordFrag * 2.0 - 1.0;
clipSpacePos.z = texture(tex, texcoordFrag).r * 2.0 - 1.0;
clipSpacePos.w = 1.0;
vec4 homogenousPos = vpInv * clipSpacePos;
return homogenousPos.xyz / homogenousPos.w;
}
vec3 viewSpacePositionFromDepth(in float depth) //PositionFromDepth_DarkPhoton(): https://www.opengl.org/discussion_boards/showthread.php/176040-Render-depth-to-texture-issue
{
vec2 ndc; // Reconstructed NDC-space position
vec3 eye; // Reconstructed EYE-space position
float top = 0.05463024898; //per 1 radianm FoV & distance of 0.1
float bottom = -top;
float right = top * 1024.0 / 768.0;
float left = -right;
float width = 1024.0;
float height = 768.0;
float widthInv = 1.0 / width;
float heightInv = 1.0 / height;
ndc.x = (texcoordFrag.x - 0.5) * 2.0;
ndc.y = (texcoordFrag.y - 0.5) * 2.0;
eye.z = linearizeDepth(depth); //eye.z = near * far / ((depth * (far - near)) - far); //original
eye.x = (-ndc.x * eye.z) * right/near;
eye.y = (-ndc.y * eye.z) * top/near;
return eye;
}
vec3 getNormal(vec3 p1, vec3 p2)
{
vec3 normal = cross(p2, p1);
normal.z = -normal.z;
return normalize(normal) * 0.5 + 0.5;
}
void main()
{
float depth = texture(tex, texcoordFrag.st).r;
float depth1 = texture(tex, texcoordFrag.st + vec2(1.0/1024.0, 0)).r;
float depth2 = texture(tex, texcoordFrag.st + vec2(1.0/768.0 , 0)).r;
float depthLinear = linearizeDepth(depth);
if (depthLinear > 1.0) discard;
//fragmentColor = vec4(depth, depth, depth, 1.0f);
fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0);
//vec3 w = worldSpacePositionFromDepth(depth);
//fragmentColor = vec4(w, 1.0);
vec3 p = viewSpacePositionFromDepth(depth);
vec3 p1 = viewSpacePositionFromDepth(depth1);
vec3 p2 = viewSpacePositionFromDepth(depth2);
vec3 v1 = (p1-p);
vec3 v2 = (p2-p);
vec3 normal = getNormal(v1, v2);
fragmentColor = vec4(normal, 1.0);
}
和dFdx
不是答案,因为我处理的是纹素,而不是片段。
答案 0 :(得分:4)
您通过p
计算p1
,p2
和viewSpacePositionFromDepth
的方式肯定是错误的。该函数对所有三个点使用相同的 texcoordFrag
,只是具有不同的深度,因此所有三个点都将位于一条线上。 getNormal
中的叉积应该只为任何像素产生0 - 你在这里看到的只是数值不稳定性,通过将结果向量归一化为单位长度来放大。