使用纹理方向和纹理速度/ GLSL移动像素

时间:2017-09-29 10:48:43

标签: glsl textures warp

我写了一个小程序来解释我的问题,我尝试用一​​个纹理改变图像的像素位置,其中分量x是方向,另一个代表速度。最终目标是使用来自CPU的数据来计算NAVIER-STROKE流体来移动GLSL中的像素。 CPU代码在Processing java库中。 我试着在我的代码中找不到有缺陷的东西,但我不明白像素转换是如何工作的。 在第一个中,我在CPU中将值颜色的方向从0转换为255,然后在GPU中将这个方向转换为矢量方向,然后将此值乘以速度并将其与1x1中的比例相乘,但是这样做了#&# 39;工作......对不起,如果我的解释不是真的很明白,但英语不是很流利。

link to the sketch

处理:

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

#define PROCESSING_TEXTURE_SHADER

#define PI 3.1415926535897932384626433832795

varying vec4 vertTexCoord;
uniform sampler2D texture;

uniform int mode;
uniform float roof_component_colour;

uniform sampler2D vel_texture;
uniform sampler2D dir_texture;
uniform vec2 wh_ratio;




float map(float value, float start1, float stop1, float start2, float stop2) {
  float result = start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
  return result;
}

vec2 cartesian_coord(float angle) {
  float x = cos(angle);
  float y = sin(angle);
  return vec2(x,y);
}


vec2 translate(float fdir, float fvel) {
  float angle_in_radian = map(fdir, 0, roof_component_colour, -PI, PI);
  vec2 dir_cart = cartesian_coord(angle_in_radian);
  return dir_cart *fvel ;
}



void main() {
  vec2 ratio = gl_FragCoord.xy *wh_ratio;

  vec4 vel = texture2D(vel_texture, ratio);
  vec4 dir = texture2D(dir_texture, ratio);

  // rendering picture ;
  if(mode == 0) {
    float direction = dir.x;
    float velocity = vel.x;
    vec2 translation = translate(direction,velocity);

    // not bad, but totaly wrong
   //  vec2 coord_dest = vertTexCoord.st +translation 

   vec2 coord_dest = vertTexCoord.st *ratio +translation ;
   // not bad, but totaly wrong
    vec2 coord_dest = vertTexCoord.st *ratio +translation ;
    vec4 tex_colour = texture2D(texture, coord_dest);

    gl_FragColor = tex_colour;
  }


  // velocity
  if(mode == 1 ) {
    gl_FragColor = texture2D(vel_texture, vertTexCoord.st);;
  }
  // direction force field
  if(mode == 2) {
    gl_FragColor = texture2D(dir_texture, vertTexCoord.st);;
  }
}

GLSL

  var gradientView = UIView(frame: CGRect(x: 0, y: 0, width: 320, height: 35))
  let gradientLayer:CAGradientLayer = CAGradientLayer()
  gradientLayer.frame.size = self.gradientView.frame.size
  gradientLayer.colors = 
  [UIColor.white.cgColor,UIColor.red.withAlphaComponent(1).cgColor] 
  //Use diffrent colors
  gradientView.layer.addSublayer(gradientLayer)

enter image description here

3 个答案:

答案 0 :(得分:1)

纹理格式为GL_RGBA8,这意味着每个颜色通道都存储在一个字节中,这是一个从0到255的整数数据。 但是当您从纹理采样器读取文本时,您将获得0.0到1.0范围内的浮点值。 (见glTexImage2D - GL_RGBA)。

在片段着色器中,您必须将从纹理采样器读取的颜色通道(在[0,1]中)映射到从-PI到PI的范围。为此,您可以使用GLSL函数mix,它在2个值之间进行线性插值:

vec2 translate(float fdir, float fvel) // fdir, fvel in [0.0, 1.0] 
{
  float angle = mix(-PI, PI, fdir);
  return vec2(cos(angle), sin(angle)) * fvel;
}

纹理坐标在[0,1]范围内。您必须将translation转换为纹理坐标。为此,您必须知道图像纹理的大小:

vec2 wh_ratio;     // 1f/grid_w, 1f/grid_h
vec2 imageTexSize; // size of "texture"

vec2 scale = imageTexSize * wh_ratio;
vec2 coord_dest = vertTexCoord.st + translation / scale;

答案 1 :(得分:1)

请求帮助,现在我知道GLSL中图片的图片大小:) [0,1],但这不能正常工作,我使用渲染大小或必须经线的图片,所以在我的想法中,vec2 imageTexSizeimg.widthimg.height从处理传递给imageTexSize

uniform vec2 imageTexSize;
.../...
vec2 scale = imageTexSize * wh_ratio;
vec2 coord_dest = vertTexCoord.st + translation / scale;

结果是顶部图像

当我尝试这段代码时

vec2 ratio = gl_FragCoord.xy *wh_ratio;
vec2 coord_dest = vertTexCoord.st +translation / ratio ;

结果是中间图像

当我尝试这个时

vec2 coord_dest = vertTexCoord.st +translation / wh_ratio ;

结果是底部图像

抱歉,我发布了一张图片,因为我的初学者声誉不能发布多张图片:) enter image description here

答案 2 :(得分:1)

我修正了全窗口显示的显示错误,但是现在它是翻译反向的y坐标,这很奇怪,因为纹理速度和方向在y中没有反转,反向y效应在解释中。这种情况发生在3模式上。我试图像那样反转coord_dest.y

float coord_dest_y = mix(coord_dest.y, vertTexCoord.t, 0);
gl_FragColor = texture2D(texture, vec2(coord_dest.x, coord_dest_y));

但是没有改变。

我尝试:float coord_dest_y = mix(coord_dest.y, 0, vertTexCoord.t);但是这会使某些事情变得非常奇怪,所以它也不会起作用......

这里是完整的GLSL代码

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

#define PROCESSING_TEXTURE_SHADER

#define PI 3.1415926535897932384626433832795

varying vec4 vertTexCoord;
uniform sampler2D texture;

uniform int mode;

uniform sampler2D vel_texture;
uniform sampler2D dir_texture;

uniform vec2 wh_grid_ratio;
uniform vec2 wh_renderer_ratio;


vec2 cartesian_coord(float angle) {
  float x = cos(angle);
  float y = sin(angle);
  return vec2(x,y);
}


vec2 translate(float fdir, float fvel) {
  //float angle = mix(PI, -PI,fdir);
  float angle = mix(fdir, PI, -PI);
  return cartesian_coord(angle) *fvel ;
}



void main() {
  vec2 ratio = gl_FragCoord.xy *wh_renderer_ratio;
  vec4 vel = texture2D(vel_texture, ratio);
  vec4 dir = texture2D(dir_texture, ratio);

  float direction = dir.x;
  float velocity = vel.x;
  vec2 translation = translate(direction,velocity);

  // mode 0 perfect
  // mode 1 interesting
  // mode 2 bizarre, but fun

  // mode 500 warp image direction
  // mode 501 warp image velocity

  // perfect
  if(mode == 0) {
    vec2 scale = gl_FragCoord.xy *wh_renderer_ratio; 
    vec2 coord_dest = vertTexCoord.st +translation /scale;
    float coord_dest_y = mix(coord_dest.y, vertTexCoord.t, 0);
    // float coord_dest_y = mix(coord_dest.y, 0, vertTexCoord.t);

    gl_FragColor = texture2D(texture, vec2(coord_dest.x, coord_dest_y));
    //  gl_FragColor = texture2D(texture, coord_dest);
  }

   // interesting
  if(mode == 1) {
    vec2 scale = gl_FragCoord.xy *wh_grid_ratio;
    vec2 coord_dest = vertTexCoord.st +translation /scale ;
    gl_FragColor = texture2D(texture, coord_dest);
  }

  // bizarre
  if(mode == 2) {
    vec2 coord_dest = vertTexCoord.st +translation /wh_grid_ratio;
    gl_FragColor = texture2D(texture, coord_dest);
  }


  // velocity
  if(mode == 500 ) {
    vec4 tex_colour = texture2D(vel_texture, vertTexCoord.st);;
    gl_FragColor = tex_colour;
  }
  // direction force field
  if(mode == 501) {
    vec4 tex_colour = texture2D(dir_texture, vertTexCoord.st);;
    gl_FragColor = tex_colour;

  }
}

和图片结果在这里,在最终的变形中看到光标错误y enter image description here