我在Fragment-Shader中实现RayPicking时遇到了麻烦,我知道我必须从鼠标坐标开始,但是我不确定用什么乘以原点。
我尝试创建一个3分量矢量,用x和y作为鼠标坐标除以我的分辨率,在z中,我尝试使用p(对于空间中的点,计算为rayOrigin + rayDirection * t),不使用运气。 这是https://ktor.io/,它会尝试我要寻找的内容。
float ray( vec3 ro, vec3 rd, out float d )
{
float t = 0.0; d = 0.0;
for( int i = 0; i < STEPS; ++i )
{
vec3 p = ro + rd * t;
d = map( p );
if( d < EPS || t > FAR ) break;
t += d;
}
return t;
}
vec3 shad( vec3 ro, vec3 rd, vec2 uv )
{
float t = 0.0, d = 0.0;
t = ray( ro, rd, d );
float x = ( 2.0 * iMouse.x ) / iResolution.x - 1.0;
float y = 1.0 - ( 2.0 * iMouse.y ) / iResolution.y;
float z = 1.0;
vec3 p = ro + rd * t;
vec3 n = nor( p );
vec3 lig = ( vec3( x, -y, z ) );
lig += ro + rd;
lig = normalize( lig );
vec3 ref = reflect( rd, n );
float amb = 0.5 + 0.5 * n.y;
float dif = max( 0.0, dot( n, lig ) );
float spe = pow( clamp( dot( ref, lig ), 0.0, 1.0 ), 16.0 );
vec3 col = vec3( 0 );
col += 0.1 * amb;
col += 0.2 * dif;
col += spe;
return col;
}
我希望获得移动的光,就像我正在从鼠标坐标向SDF发射光线一样。
答案 0 :(得分:0)
这是正确的代码:
// Our sphere-tracing algorithm.
float ray( vec3 ro, vec3 rd, out float d )
{
float t = 0.0; d = 0.0;
for( int i = 0; i < STEPS; ++i )
{
vec3 p = ro + rd * t;
d = map( p );
if( d < EPS || t > FAR ) break;
t += d;
}
return t;
}
// Here we compute all our lighting calculations.
vec3 shad( vec3 ro, vec3 rd, vec2 uv )
{
float t = 0.0, d = 0.0;
t = ray( ro, rd, d );
vec3 p = ro + rd * t;
vec3 n = nor( p );
// The values of the variable lig are not random they are in the same position as our rayOrigin for our sphere tracing algo, that goes in main's body.
vec3 lig = ( vec3( 0, 0, 2 ) );
// Here is where we "shoot" our ray from the mouse position. Our ray's origin.
vec2 uvl = ( -iResolution.xy + 2.0 * iMouse.xy ) / iResolution.y;
// This is our ray's direction.
vec3 lir = normalize( vec3( uvl, -1 ) );
// Here we get our SDF(dO) and our incrementing value(tO).
float dO = 0.0, tO = ray( lig, lir, dO );
// Now we update our vector with the direction and incrementing steps.
lig += lir * tO;
// We must normalize lights as they are just a direction, the magnitude screws the lighting calculations.
lig = normalize( lig );
vec3 ref = reflect( rd, n );
float amb = 0.5 + 0.5 * n.y;
float dif = max( 0.0, dot( n, lig ) );
float spe = pow( clamp( dot( ref, lig ), 0.0, 1.0 ), 16.0 );
vec3 col = vec3( 0 );
col += 0.1 * amb;
col += 0.2 * dif;
col += spe;
return col;
}
// Last step, here we create the origin and direction of our rays that we shoot against the SDF.
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//Normalize the coordinates.
vec2 uv = ( -iResolution.xy + 2.0 * fragCoord.xy ) / iResolution.y;
// This is our ray's origin. We must use the same values for our lig's origin.
vec3 ro = vec3( 0, 0, 2 );
// This is our ray's direction.
vec3 rd = normalize( vec3( uv, -1 ) );
// Our SDF(d) and our incrementing steps(t), we only need our SDF(d) to bail the shading calculations according to our epsilon(EPS).
float t = 0.0, d = 0.0;
t = ray( ro, rd, d );
vec3 col = d < EPS ? shad( ro, rd, uv ) : vec3( 0 );
fragColor = vec4( col, 1 );
}