opengl - 三角形条带的三角形邻接

时间:2017-09-02 20:47:23

标签: c++ opengl glsl

让我说我有几何体并创建了一个包含三角形邻接信息的索引缓冲区。然后,将绘制模式从GL_TRIANGLES更改为GL_TRIANGLE_ADJACENCY。 问题是,我可以使用几何着色器将几何从三角形邻接转换为三角形条吗?

类似的东西:

layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices = 3) out;

in Vertex
{
    vec3 normal;
} vertex[];

out FragmentVertexData
{
  vec3 normal;
  vec3 fragpos;
} VertexOut;


void main()
{
    for(int i = 0 ; i < gl_in.length(); i+=2)
    {
        gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_in[i].gl_Position;
        VertexOut.normal = vertex[i].normal;
        VertexOut.fragpos =  vec3(ModelMatrix * gl_in[i].gl_Position);
        VertexOut.fragpos = gl_Position; 
        EmitVertex();
    }
    EndPrimitive();
}

我已经尝试了,实际上它绘制了几何,但法线有些问题。我也要索引它们吗?我错过了一步吗?

enter image description here

这就是我在片段着色器中使用fragpos和normal的方法

vec3 normal = normalize(VertexOut.normal);
  vec3 lightDir = normalize(light.position - VertexOut.fragpos);

这是我编写三角形邻接索引缓冲区的算法:

void Loader::FindAdjacencies(const aiMesh * paiMesh, vector<int>& indices)
{
    // Step 1 - find the two triangles that share every edge
    for (uint i = 0; i < paiMesh->mNumFaces; i++) 
    {
        const aiFace& face = paiMesh->mFaces[i];

        Face Unique;

        // If a position vector is duplicated in the VB we fetch the 
        // index of the first occurrence.
        for (uint j = 0; j < 3; j++)
        {
            uint Index = face.mIndices[j];
            aiVector3D& v = paiMesh->mVertices[Index];

            if (m_posMap.find(v) == m_posMap.end()) 
            {
                m_posMap[v] = Index;
            }
            else 
            {
                Index = m_posMap[v];
            }

            Unique.Indices[j] = Index;
        }

        m_uniqueFaces.push_back(Unique);

        Edge e1(Unique.Indices[0], Unique.Indices[1]);
        Edge e2(Unique.Indices[1], Unique.Indices[2]);
        Edge e3(Unique.Indices[2], Unique.Indices[0]);

        m_indexMap[e1].AddNeigbor(i);
        m_indexMap[e2].AddNeigbor(i);
        m_indexMap[e3].AddNeigbor(i);

    }

    // Step 2 - build the index buffer with the adjacency info
    for (uint i = 0; i < paiMesh->mNumFaces; i++) 
    {
        const Face& face = m_uniqueFaces[i];

        for (uint j = 0; j < 3; j++) 
        {
            Edge e(face.Indices[j], face.Indices[(j + 1) % 3]);
            assert(m_indexMap.find(e) != m_indexMap.end());
            Neighbors n = m_indexMap[e];
            uint OtherTri = n.GetOther(i);
            uint minus1 = (uint)-1;
            bool comp = (OtherTri != minus1);
            assert(comp);

            const Face& OtherFace = m_uniqueFaces[OtherTri];
            uint OppositeIndex = OtherFace.GetOppositeIndex(e);

            indices.push_back(face.Indices[j]);
            indices.push_back(OppositeIndex);
        }
    }

}

不幸的是,只适用于近似几何。这就是我用立方体测试它的原因。我尝试使用bunny.ply,但模型的一部分有洞,我将不得不在搅拌机中编辑它。

这是obj文件:

# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 0.333333 0.666667
vt 0.333333 1.000000
vt 0.000000 1.000000
vt 0.000000 0.666667
vt 0.000000 0.333333
vt 0.333333 0.333333
vt 0.333333 0.000000
vt 0.666667 0.000000
vt 0.000000 0.000000
vt 1.000000 0.333333
vt 0.666667 0.333333
vt 0.666667 0.666667
vt 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn -0.000000 0.000000 1.000000
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
f 2/1/1 3/2/1 4/3/1
f 8/1/2 7/4/2 6/5/2
f 5/6/3 6/7/3 2/8/3
f 6/9/4 7/7/4 3/6/4
f 3/10/5 7/11/5 8/8/5
f 1/11/6 4/12/6 8/1/6
f 1/4/1 2/1/1 4/3/1
f 5/6/2 8/1/2 6/5/2
f 1/11/3 5/6/3 2/8/3
f 2/5/4 6/9/4 3/6/4
f 4/13/5 3/10/5 8/8/5
f 5/6/6 1/11/6 8/1/6

非常感谢!

这是我的顶点着色器:

#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normal;

out VertexData
{
    vec3 normal;
    vec2 textCoord;
} vertex;

// Values that stay constant for the whole mesh.

void main(){
  gl_Position =  vec4(vertexPosition,1.0f);
  vertex.textCoord = texCoord;
  vertex.normal = normal;
}

和我的片段着色器:

#version 430 core

struct Material {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float shininess;
}; 

struct Light {
    vec3 position;
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

uniform Material material;
uniform Light light;

out vec4 color;

uniform float LightIntensity;
uniform vec3 LightPos;
uniform vec3 ViewPos;

in FragmentVertexData
{
    vec3 normal;
    vec3 fragpos;
    vec2 texCoord;
} VertexOut;


void main(){


  // color of the object
  vec3 objectColor = vec3(1.0f, 0.5f, 0.31f);


  // Ambient

  vec3 ambient = light.ambient * material.ambient ;

  vec3 normal = normalize(VertexOut.normal);
  vec3 lightDir = normalize(light.position - VertexOut.fragpos);  

  float diff = max(dot(lightDir,normal), 0.0);
  vec3 diffuse = light.diffuse * diff * material.diffuse ;

  vec3 viewDir = normalize(ViewPos - VertexOut.fragpos);
  vec3 reflectDir = reflect(-lightDir, normal);  

  vec3 halfwayDir = normalize(lightDir + viewDir );

  float spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);


  vec3 specular = light.specular * spec * material.specular ; 

  color = vec4((ambient + diffuse + specular) * objectColor, 1);

}

1 个答案:

答案 0 :(得分:4)

三角形邻接,包含三角形的邻接数据,以便可以访问相邻的三角形。 Geometry Shader阶段可以访问6个顶点和属性,形成4个三角形。 3个顶点形成当前渲染的三角形。其他3个顶点与当前渲染的三角形的3个侧边结合形成相邻(相邻)三角形。 (请参阅GL_ARB_geometry_shader4Primitive)。

triangle adjacency

如果Geometry Shader应该将渲染的三角形传递给下一个着色器阶段,那么它必须仅处理三个点,这三个点形成三角形,而不是它的邻接。

其他问题:

  • 模型的世界空间位置被VertexOut.fragpos = gl_Position;
  • 覆盖
  • 法向量必须转换为世界空间:
    VertexOut.normal = mat3(ModelMatrix) * vertex[i].normal;

几何着色器应该看起来像这样:

layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices = 3) out;

in Vertex
{
    vec3 normal;
} vertex[];

out FragmentVertexData
{
    vec3 normal;
    vec3 fragpos;
} VertexOut;

uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;

void main()
{
    for (int i = 0; i < 6; i += 2)
    {
        vec4 fragPos      = ModelMatrix * gl_in[i].gl_Position;
        VertexOut.normal  = mat3(ModelMatrix) * vertex[i].normal;
        VertexOut.fragpos = fragPos.xyz;
        gl_Position       = ProjectionMatrix * ViewMatrix * fragPos;
        EmitVertex();
    } 
    EndPrimitive();
}


如果法线向量是每个面,则邻接算法将失败:

生成邻接索引的算法不考虑面的每个点由一对顶点位置和法向量定义。不同的面可能具有相同的角位置,但它们总是具有不同的法向矢量。由于您将所有顶点位置放在地图m_pos Map中,其中位置是关键,因此法线向量的区别将丢失。当你有一个立方体时,每个面具有法向矢量,每个顶点位置在顶点缓冲区中必须是3次,因为它由立方体的3个边共享并且有3个不同的法向量。
如果你有一个网格,法线向量是每个顶点(例如一个球体),你的算法将正常工作。但是,如果法线向量是每个面,则算法会失败,就像立方体一样。


保持面部并仅添加面部邻接的算法如下所示:

#include <array>
#include <vector>
#include <map>

using TIndices  = std::vector<int>;
using TFace     = std::array<int, 3>;
using TFaces    = std::vector<TFace>;
using TVertex   = std::array<float, 3>;
using TVertices = std::vector<TVertex>;

void GenerateAdjacencies( const TVertices &vertices, const TFaces &faces, TIndices &adj )
{
    // associate each geometric vertex position with an unique ID
    std::vector<int>      uniqueMap;
    std::map<TVertex,int> tempUniqueVertices;
    int uniqueIndex = 0;
    for ( size_t vI = 0; vI < vertices.size(); ++ vI )
    {
        auto vIt = tempUniqueVertices.find( vertices[vI] );
        if ( vIt == tempUniqueVertices.end() )
        {
            tempUniqueVertices[ vertices[vI] ] = uniqueIndex;
            uniqueMap.push_back( uniqueIndex );
            uniqueIndex ++;
        }
        else
            uniqueMap.push_back( vIt->second );
    }
    tempUniqueVertices.clear();

    // find all edges and associate the edge with all the points, which form a triangle with it. 
    std::map< std::tuple<int, int>, std::vector<int> > edges;
    for ( auto & f : faces )
    {
      for ( int pI = 0; pI < 3; ++ pI )
      {
        int edgeU[2]{ uniqueMap[f[pI]], uniqueMap[f[(pI+1) % 3]] };
        int i0 = edgeU[0] < edgeU[1] ? 0 : 1;
        edges[{ edgeU[i0], edgeU[1-i0] }].push_back( f[(pI+2) % 3] );
      }
    }

    // create the adjacencies
    for ( auto & f : faces )
    {
        for ( int pI = 0; pI < 3; ++ pI )
        {
            int edgeU[2]{ uniqueMap[f[pI]], uniqueMap[f[(pI+1) % 3]] };
            int   i0   = edgeU[0] < edgeU[1] ? 0 : 1;
            auto &adjs = edges[{ edgeU[i0], edgeU[1 - i0] }];
            int   adjI = adjs.size() > 1 && adjs[0] == f[(pI+2) % 3] ? 1 : 0;
            adj.push_back( f[pI] );
            adj.push_back( adjs[adjI] );
        }
    }
}

请参阅example

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