我试图找出正确的数学运算并转换片段着色器中显示的曲线。
我尝试完成的是在局部坐标系中定义曲线,例如正弦曲线,旋转它然后平移它。像这样:
这是在MATLAB中使用以下代码完成的:
dens = 1080;
x = linspace(-1.0, 1.0, dens);
y = 0.1*sin(25.0*x);
imax = 25;
for i = 1:imax
%transformation matrix:
ang = (i/imax)*0.5*3.14;
c = cos(ang); s = sin(ang);
T = [c,-s;s,c];
%translation:
P = [0.5;0.5];
%transformed coordinates:
xt = T(1,:)*[x;y] + P(1);
yt = T(2,:)*[x;y] + P(2);
plot(xt,yt);
xlim([0 1.0]); ylim([0 1.0]); drawnow;
end
对于GLSL测试我使用Book of Shaders Editor和以下代码(也可以交互式here):
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
float plotTransformed(vec2 st, float pct, vec2 transl, float ang){
float c = cos(ang); float s = sin(ang);
mat2 trans = mat2(c,-s,s,c);
st = trans * st;
st -= transl;
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main(void) {
bool use_plot_function = true;
float mx = max(u_resolution.x, u_resolution.y);
vec2 uv = gl_FragCoord.xy /mx;
vec3 color = vec3(0.4,0.4,0.4);
//some screen position:
vec2 p = vec2(0.5, 0.5);
//the curve:
vec2 cp = vec2(
uv.x,
0.08*sin(uv.x*40.0)
);
//the angle to rotate:
float ang = -0.4 * 3.14 * sin(u_time);
//Transform coordinates:
float c = cos(ang); float s = sin(ang);
mat2 trans = mat2(c,-s,s,c);
vec2 cp_t = trans * cp;
cp_t +=p;
if(use_plot_function){
//Attempt 1: plot unrotated original curve translated upwards:
float curve1 = plot(uv, cp.y + p.y);
color.g *= curve1;
//Attemp 2: plot the transformed curve using plotTransformed, rotates first, then translates:
float curve2 = plotTransformed(uv, cp.y, p, ang);
color.r *= curve2;
//Attempt 3: curve is transformed first then ploted:
float curve3 = plot(uv, cp_t.y);
color.b *= curve3;
}
else{
float plotThk = 0.02;
//Attempt 1: change color based on distance from unrotated original curve:
float dist = distance(uv, cp + vec2(0.0, p.y));
if(dist < plotThk)
color.g *= (1.0 -dist)/plotThk;
//Attempt 2: change color based on distance from transformed coordinates:
dist = distance(uv, cp_t);
if(dist < plotThk)
color.r *= (1.0 -dist)/plotThk;
}
gl_FragColor = vec4(color,1.0);
}
在上面的代码中,有两种模式可以切换,use_plot_function
设置为false
或true
。
第一种模式尝试使用函数plot(
)&amp; plotTransformed()
。
第二种模式根据与计算的曲线坐标的距离为片段设置颜色。
将use_plot_function
设置为true
的第一种模式的结果:
将use_plot_function
设置为false
的第二种模式的结果:
显然,我误解了如何在片段着色器中完成此操作。
如何在GLSL片段着色器中正确定义转换曲线?
答案 0 :(得分:3)
对于简单的sinwave而言,懒得查看代码看起来太复杂了但在Vertex着色器中旋转要简单得多,但是如果你坚持使用片段着色器,我会:
通过基础向量定义旋转坐标系
uniform float a; // rotation angle [rad]
vec2 U = vec2(cos(a),sin(a)); // U basis vector (new x axis)
vec2 V = vec2(-U.y,+U.x); // V basis vector (new y axis)
vec2 O = vec2(0.5,0.5); // O origin (center of rotation in global coordinates)
这将使您能够计算任何片段的旋转位置...因此,如果您的片段在范围<-1,+1>
中未旋转的位置是:
uniform vec2 pos;
然后pos
的旋转位置为:
float u=dot(pos-O,U);
float v=dot(pos-O,V);
如果需要,您甚至可以从u,v转换回x,y:
pos=O + u*U +v*V;
<强>参数强>
对于我们通常使用参数的任何曲线。在你的情况下,它是sinwave的角度wjich也是旋转坐标的x坐标(等于some_constant0 + u*some_constant1
)。
片段中的参数曲线
所以当我们有参数时,我们只计算曲线点的y,计算我们的碎片位置到它的距离,如果距曲线厚度的一半更远,则丢弃碎片......
const float half_thickness=0.02;
vec2 dP;
float u,v;
u=dot(pos-O,U);
v=0.08*sin(u*40.0);
dP=O + u*U +v*V - pos;
if (length(dP)>half_thickness) discard;
// here output your color
这就是你只需渲染单个QUAD覆盖你的屏幕(或曲线)并传递旋转角度。这是我的尝试(全部放在一起)......
<强>顶点:强>
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
layout(location=0) in vec2 in_pos;
out smooth vec2 pos;
//------------------------------------------------------------------
void main(void)
{
pos=in_pos;
gl_Position=vec4(in_pos,0.0,1.0);
}
//------------------------------------------------------------------
<强>片段:强>
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
in smooth vec2 pos;
out layout(location=0) vec4 col;
//uniform float a; // rotation angle [rad]
const float a=0.3; // rotation angle [rad]
const float half_thickness=0.02; // curve half thicess
//---------------------------------------------------------------------------
void main(void)
{
vec2 U = vec2(cos(a),sin(a)); // U basis vector (new x axis)
vec2 V = vec2(-U.y,+U.x); // V basis vector (new y axis)
vec2 O = vec2(0.5,0.5); // O origin (center of rotation in global coordinates)in smooth vec3 pos; // ray start position
vec2 dP;
float u,v;
u=dot(pos-O,U);
v=0.08*sin(u*40.0);
dP=O + u*U +v*V - pos;
if (length(dP)>half_thickness) discard;
col=vec4(0.2,0.3,0.5,1.0);
}
//---------------------------------------------------------------------------
正如您所看到的,我使用了硬编码的颜色和角度。您可以使用均匀颜色更改角度和颜色,也可以使用 VBO / VAO 或glColor
中的直接颜色...
如果您想围绕屏幕中心旋转,则使用O(0.5,0.5)
,然后使用O(0.0,0.0)
代替...