无法渲染整个球体

问题描述 投票:0回答:1

我正在做一个需要我制作球体的项目。我决定使用的方法是一种称为八球体的方法。它是如何工作的,我从一个八面体开始,如下图所示,使用这个线框

然后我通过tessellation shaders细分,如下图,(先提示问题出在哪里)

最后,归一化位置,将其从八面体转换为球体,由八面体制成,如下所示,再次通过线框

所以大家可以看到,从细分开始,出现了单个patch拒绝渲染的问题,我也不知道为什么。

让我说清楚:我的问题是这个单一的补丁没有被渲染,我想要的结果/解决方案是解决这个问题,所以整个球体都被绘制了,因为现在有那个部分没有绘制,所以只部分球体。

下面是我的着色器和一些 OpenGL 代码

我的曲面细分评估着色器

#version 450 core

// determines what type of tessellation to do
layout(triangles, equal_spacing, cw) in;

// input from control shader
in vec3 vertex_coord[];
// output vec
out vec3 vert;

// allows for object transformations
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    // gets barycentric coordinates from the triangles
    vec3 u = gl_TessCoord.x * vertex_coord[0];
    vec3 v = gl_TessCoord.y * vertex_coord[1];
    vec3 w = gl_TessCoord.z * vertex_coord[2];
    // makes every triangle an equal distance from the center (that's how spheres are formed)
    vec3 pos = normalize(u + v + w);

    // output tessellated shape
    gl_Position = projection * view * model * vec4(pos, 1.0);
}

我的曲面细分控制着色器

#version 450 core

// specify control points per output per patch
// control size of input and output arrays
layout(vertices=3) out;
// input from vertex shader
in vec3 vert_coord[];
// output to evaluation shader
out vec3 vertex_coord[];

// for dynamic LOD (level of detail)
uniform mat4 view;
uniform mat4 model;

void main()
{
    // pass attributes through
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    vertex_coord[gl_InvocationID] = vert_coord[gl_InvocationID];

    // control tessellation
    if(gl_InvocationID==0)
    {
        // dynamic LOD (from the learnopengl.com website)
        // first: define rendering constants to control tessellation
        const float MIN_TESS_LEVEL = 4;
        const float MAX_TESS_LEVEL = 64;
        const float MIN_DISTANCE = 20;
        const float MAX_DISTANCE = 800;
        // second: transform each vertex into each eye
        vec4 eye_space_pos_1 = view * model * gl_in[0].gl_Position;
        vec4 eye_space_pos_2 = view * model * gl_in[1].gl_Position;
        vec4 eye_space_pos_3 = view * model * gl_in[2].gl_Position;
        // third: distance from camera scaled between 0 and 1
        float distance_1 = clamp((abs(eye_space_pos_1.z)-MIN_DISTANCE)/(MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0);
        float distance_2 = clamp((abs(eye_space_pos_2.z)-MIN_DISTANCE)/(MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0);
        float distance_3 = clamp((abs(eye_space_pos_3.z)-MIN_DISTANCE)/(MAX_DISTANCE-MIN_DISTANCE), 0.0, 1.0);
        // fourth: interpolate edge tessellation level based on closer vertex
        float tess_level_1 = mix(MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance_3, distance_1));
        float tess_level_2 = mix(MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance_1, distance_2));
        float tess_level_3 = mix(MAX_TESS_LEVEL, MIN_TESS_LEVEL, min(distance_2, distance_1));
        // fifth: set the corresponding outer tessellation levels
        gl_TessLevelOuter[0] = tess_level_1;
        gl_TessLevelOuter[1] = tess_level_2;
        gl_TessLevelOuter[2] = tess_level_3;
        // sixth: set the inner tessellation levels
        gl_TessLevelInner[0] = max(tess_level_2, tess_level_1);
        gl_TessLevelInner[1] = max(tess_level_1, tess_level_3);
    }
}

我的顶点着色器

#version 450 core

// position of the object
layout (location = 0) in vec3 pos;

// vertices to make the sphere
out vec3 vert_coord;

void main()
{
    // position object
    gl_Position = vec4(pos, 1.0f);
    vert_coord = pos;
}

我的八面体顶点

// octahedron vertices
float vertices[] = {
    //top-north-east
     0.0f, -1.0f,  0.0f,
     0.0f,  0.0f,  1.0f,
     1.0f,  0.0f,  0.0f,

    //top-north-west
     0.0f,  1.0f,  0.0f,
    -1.0f,  0.0f,  0.0f,
     0.0f,  0.0f,  1.0f,

    //top-south-west
     0.0f,  1.0f,  0.0f,
     0.0f,  0.0f, -1.0f,
    -1.0f,  0.0f,  0.0f,

    //top-south-east
     0.0f, -1.0f,  0.0f,
     1.0f,  0.0f,  0.0f,
     0.0f,  0.0f, -1.0f,

    //bottom-north-east
     0.0f, -1.0f,  0.0f,
     1.0f,  0.0f,  0.0f,
     0.0f,  0.0f,  1.0f,

    //bottom-north-west
     0.0f, -1.0f,  0.0f,
     0.0f,  0.0f,  1.0f,
    -1.0f,  0.0f,  0.0f,

    //bottom-south-west
     0.0f, -1.0f,  0.0f,
    -1.0f,  0.0f,  0.0f,
     0.0f,  0.0f, -1.0f,

    //bottom-south-east
     0.0f, 1.0f,  0.0f,
     0.0f,  0.0f, -1.0f,
     1.0f,  0.0f,  0.0f
};

我的 OpenGL 指针和缓冲区

unsigned int vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);

glBindVertexArray(vao);

// upload vertex data to gpu
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) * sizeof(double), &vertices[0], GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

// normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);

// max tessellation points / patches
glPatchParameteri(GL_PATCH_VERTICES, 3);

最后是我的抽奖电话

glBindVertexArray(vao);
glDrawArrays(GL_PATCHES, 0, 24);

我尝试了所有我能找到的关于三角形镶嵌和球体的资源,以及计算两者的数学方法。我期待的是整个球体渲染,包括没有出现的补丁,但那没有发生。

c opengl glsl shader tessellation
1个回答
-1
投票

所以我去了一个不同的论坛,问了这个问题,有人帮我解决了。事实证明,八面体的坐标是错误的。有问题的是东北上和东南下。我将列出新的和改进的坐标及其输出。

    float vertices[] = {
    //top-north-east
     0.0f, 1.0f,  0.0f,
     0.0f,  0.0f,  1.0f,
     1.0f,  0.0f,  0.0f,

    //top-north-west
     0.0f,  1.0f,  0.0f,
    -1.0f,  0.0f,  0.0f,
     0.0f,  0.0f,  1.0f,

    //top-south-west
     0.0f,  1.0f,  0.0f,
     0.0f,  0.0f, -1.0f,
    -1.0f,  0.0f,  0.0f,

    //top-south-east
     0.0f, -1.0f,  0.0f,
     1.0f,  0.0f,  0.0f,
     0.0f,  0.0f, -1.0f,

    //bottom-north-east
     0.0f, -1.0f,  0.0f,
     1.0f,  0.0f,  0.0f,
     0.0f,  0.0f,  1.0f,

    //bottom-north-west
     0.0f, -1.0f,  0.0f,
     0.0f,  0.0f,  1.0f,
    -1.0f,  0.0f,  0.0f,

    //bottom-south-west
     0.0f, -1.0f,  0.0f,
    -1.0f,  0.0f,  0.0f,
     0.0f,  0.0f, -1.0f,

    //bottom-south-east
     0.0f, 1.0f,  0.0f,
     0.0f,  0.0f, -1.0f,
     1.0f,  0.0f,  0.0f
};

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