GLSL片段着色器

时间:2018-05-16 06:35:28

标签: glsl transformation fragment-shader

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:

enter image description here

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falsetrue

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。

use_plot_function设置为true的第一种模式的结果:

Three different attempts with use_plot_function set to true

use_plot_function设置为false的第二种模式的结果:

use_plot_function set to false

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?

1 个答案:

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:

  1. 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;
    
  2. <强>参数

    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)。

  3. 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
    
  4. 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:

    //------------------------------------------------------------------
    #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:

    //------------------------------------------------------------------
    #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);
        }
    //---------------------------------------------------------------------------
    

    preview

    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 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...