应用程序将地形高程数据加载到浮点纹理中。然后在浮动颜色缓冲区上渲染纹理(使用* GL_ARB_color_buffer_float *)。
第一步是获得整体纹理(由多个纹理四边形渲染产生)。为此,我禁用颜色钳制,渲染每个四边形,并将(浮动)帧缓冲区复制到(浮动)纹理中:此纹理是处理地形高程数据的多次传递的基础。
使用假色渲染浮动纹理数据没有问题:实际上,在第一次通过期间保留了地形高程信息(没有颜色钳位)。
通过计算地形法线我遇到了麻烦。这是片段着色器的一个片段:
// Required shader language version (compatibility profile)
#version 150 compatibility
//---------------------------------------------------------------------------
// SYSTEM INPUTS/OUTPUT
//---------------------------------------------------------------------------
// Fragment texture coordinate (in)
in vec4 gl_TexCoord[];
// Fragment color (out)
vec4 gl_FragColor;
// DTED elevation data as texture.
// Value fetched by the texture if the altitude of the terrain, in meters.
uniform sampler2D rdr_ElevationData;
// Obtain fragment elevation
float GetFragmentElevation(const vec2 texcoord)
{
// This is OK! Tested with false colors
return (texture(rdr_ElevationData, gl_TexCoord[0].st).r);
}
vec3 GetFragmentNormal(const vec2 texcoord, const float sOffset, const float tOffset)
{
const vec2
texcoordN = texcoord + vec2( 0.0, +tOffset),
texcoordNE = texcoord + vec2(+sOffset, +tOffset),
texcoordE = texcoord + vec2(+sOffset, 0.0),
texcoordSE = texcoord + vec2(+sOffset, -tOffset),
texcoordS = texcoord + vec2( 0.0, -tOffset),
texcoordSW = texcoord + vec2(-sOffset, -tOffset),
texcoordW = texcoord + vec2(-sOffset, 0.0),
texcoordNW = texcoord + vec2(-sOffset, +tOffset);
float TerrainAroundHeights[9];
// Ensuring clamped texture coordinates
clamp(texcoordN , 0.0, 1.0);
clamp(texcoordNE, 0.0, 1.0);
clamp(texcoordE , 0.0, 1.0);
clamp(texcoordSE, 0.0, 1.0);
clamp(texcoordS , 0.0, 1.0);
clamp(texcoordSW, 0.0, 1.0);
clamp(texcoordW , 0.0, 1.0);
clamp(texcoordNW, 0.0, 1.0);
// Fetch terrain heights around the fragment
TerrainAroundHeights[0] = GetFragmentElevation(texcoord);
TerrainAroundHeights[1] = GetFragmentElevation(texcoordN);
TerrainAroundHeights[2] = GetFragmentElevation(texcoordNE);
TerrainAroundHeights[3] = GetFragmentElevation(texcoordE);
TerrainAroundHeights[4] = GetFragmentElevation(texcoordSE);
TerrainAroundHeights[5] = GetFragmentElevation(texcoordS);
TerrainAroundHeights[6] = GetFragmentElevation(texcoordSW);
TerrainAroundHeights[7] = GetFragmentElevation(texcoordW);
TerrainAroundHeights[8] = GetFragmentElevation(texcoordNW);
const float NormalLength = 0.001;
vec3 v0 = vec3(0.0, 0.0, 0.0), v1 = vec3(0.0, NormalLength, 0.0), v2 = vec3(NormalLength, 0.0, 0.0);
// Compute averaged heights for each fragment corner
/*v0.z = (TerrainAroundHeights[0] + TerrainAroundHeights[7] + TerrainAroundHeights[6] + TerrainAroundHeights[5]) / 4.0;
v1.z = (TerrainAroundHeights[0] + TerrainAroundHeights[1] + TerrainAroundHeights[8] + TerrainAroundHeights[7]) / 4.0;
v2.z = (TerrainAroundHeights[0] + TerrainAroundHeights[5] + TerrainAroundHeights[4] + TerrainAroundHeights[3]) / 4.0;*/
// MY TESTS... unable to understand what's going on
if (TerrainAroundHeights[0] < (TerrainAroundHeights[5]))
v0.z = 1.0;
return (v0);
// Compute terrain normal
return (normalize(cross(v2 - v0, v1 - v0)));
}
void main()
{
ivec2 rdr_ElevationData_Size = textureSize(rdr_ElevationData, 0); // Texture size, in textel
vec3 frag_Normal; // Fragment normal
float rdr_ElevationData_S_CoordStep = 1.0 / /*rdr_ElevationData_Size[0]*/ 672.0 /* Tried but not working... * 4.0 */;
float rdr_ElevationData_T_CoordStep = 1.0 / /*rdr_ElevationData_Size[1]*/ 672.0 /* Tried but not working... * 4.0 */;
// Determine fragment normal
frag_Normal = GetFragmentNormal(gl_TexCoord[0].st, rdr_ElevationData_S_CoordStep, rdr_ElevationData_T_CoordStep);
// Test purpose... (always 0.0!!!)
gl_FragColor = vec4(frag_Normal.z, 0.0, 0.0, 1.0);
}
你可以在 GetFragmentNormal 中看到,我试图从neightboor文本中获取高程数据,但 TerrainAroundHeights 的值似乎总是相等!!!
我错过了一些巨大的东西吗?有没有更好的方法来获取neightboor textel?
答案 0 :(得分:6)
您在GetFragmentNormal中计算偏移texcoord然后将其传递给GetFragmentElevation,但是您不在纹理查找中使用它 - 在添加偏移之前使用原始texcoord。
float GetFragmentElevation(const vec2 texcoord)
{
// This is OK! Tested with false colors
return (texture(rdr_ElevationData, gl_TexCoord[0].st).r);
}
所以不要太令人惊讶,无论偏移如何,都会得到相同的高度。请将gl_TexCoord[0]
改为texcoord
。