带有奇怪伪影的 BRDF 纹理

问题描述 投票:0回答:1

我正在尝试实现 Epic 的游戏分割总和近似,但我陷入了 BRDF 查找纹理创建。

我已经实现了这个,但代码非常混乱,因此我决定创建某种类结构。

一切都很好。辐照度图、预滤图等...按其应有的方式生成

但是,当我尝试渲染 BRDF 纹理时,我得到以下伪像。

当我试图解决这个问题时,我偶然发现了以下文章,它描述了我的问题并建议我应该使用

glPixelStorei(GL_UNPACK_ALIGNMENT, alignment)
函数。

所以我在像这样初始化绘图调用之前已经尝试过了

  void BRDF::execute() {
    auto colorAttachemnt = std::make_unique<Texture2D>(512,512,GL_RG16F);
    colorAttachemnt->setUnpackAlignment(2);
    this->frameBuffer = std::make_unique<FrameBuffer>(colorAttachemnt->texWidth,colorAttachemnt->texHeight, this->shader,std::move(colorAttachemnt));
    this->frameBuffer->drawInsideSelf();
}

其中

setUnpcackAlignment(2)
方法是在纹理的基类中声明的,如下所示

void TextureBase::setUnpackAlignment(int alignment) {
    this->bind();
    glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
    this->unbind();
}

它不起作用,所以我开始深入研究上述 GL 函数的deocumentation,但是我不太明白该使用什么或什么对我有益,因此我在这里寻求帮助。

为了提供更多洞察,Texture2D 的创建方式如下

Texture2D::Texture2D(int width, int height, GLenum foramt): TextureBase() {
    this->type = GL_TEXTURE_2D;
    this->isPBRMaterial = false;
    //more class properties...

    // ------------------
    // TEXTURE GENERATION
    // -------------------
    glCreateTextures(GL_TEXTURE_2D,1, &this->ID);

    glBindTexture(GL_TEXTURE_2D, this->ID);

    glTexStorage2D(GL_TEXTURE_2D, 1, foramt, width, height);

    // ------------------
    // TEXTURE PARAMETERS
    // -------------------
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glBindTexture(GL_TEXTURE_2D,0);
}

负责渲染 BRDF 纹理本身的绘制调用位于 FrameBuffer 类中,其构造函数如下所示

FrameBuffer::FrameBuffer(int SCR_WIDTH, int SCR_HEIGHT,std::shared_ptr<Shader> customShader, std::unique_ptr<Texture2D> customColorAttachment)     
    this->shader = customShader;

    //FRAME BUFFER CONFIG
    glCreateFramebuffers(1, &this->ID);
    glBindFramebuffer(GL_FRAMEBUFFER, this->ID);

    // RENDER BUFFER CONFIG
    this->renderBuffer = std::make_unique<RenderBuffer>(SCR_WIDTH, SCR_HEIGHT);
    this->renderBuffer->bind();
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, this->renderBuffer->ID);
    
    this->colorAttachment = std::move(customColorAttachement);
    
    this->colorAttachment->bind();
    this->colorAttachment->setSamplerID(0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->colorAttachment->ID, 0);

    //--------------------
    // MORE CONFIGURATION 
    // .....   
    //--------------------
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
}

注意:渲染缓冲区存储是

GL_DEPTH24_STENCIL8

最后我在以下 FrameBuffer 方法中执行绘制调用

void FrameBuffer::drawInsideSelf() {
    glViewport(0, 0, width, height);
    this->bind();
    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

  
    this->objectMaterial->configureShader();
    this->objectGeometry->render();
}

我没有包含 BRDF 着色器代码,因为它似乎是正确的,但如果需要,我可以稍后附加它。

如果有人感兴趣的话,这是上传到我的 iCloud 的 RenderDoc 捕获

很抱歉问了这么长的问题,非常感谢您的每一个帮助。

为了获得更多说明,我附加了

BRDFTexture

 的片段着色器

#version 440 core out vec2 FragColor; const float PI = 3.14159265359; in vec2 TexCoords; float radicalInverse_VdC(uint bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10; // / 0x100000000 } vec2 Hammersley(uint i, uint N) { return vec2(float(i)/float(N), radicalInverse_VdC(i)); } vec3 importanceSampleGGX(vec2 Xi, vec3 N, float rougness) { float a = rougness * rougness; float phi = 2.0 * PI * Xi.x; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); vec3 H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangent = normalize(cross(up, N)); vec3 bitangent = cross(N, tangent); //final sample vector that is withing the specular lobe vec3 sampleVector = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVector); } float GeometrySchlickGGX(float NdotV, float roughness) { float a = roughness; float k = (a * a) / 2.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); //for view direction float ggx2 = GeometrySchlickGGX(NdotV, roughness); //for light direction float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec2 IntagrateBRDF(float NdotV, float roughness) { vec3 V; V.x = sqrt(1.0 - NdotV * NdotV); V.y = 0.0; V.z = NdotV; float A = 0.0; float B = 0.0; vec3 N = vec3(0.0, 0.0, 1.0); const uint SAMPLE_COUNT = 1024u; for(uint i = 0u; i<SAMPLE_COUNT ; ++i) { //select sample semi-random sample vec2 Xi = Hammersley(i, SAMPLE_COUNT); //place it within the specular lobe vec3 H = importanceSampleGGX(Xi, N, roughness); //calculate the light direction vec3 L = normalize(2.0* dot(V, H) * H-V); float NdotL = max(L.z, 0.0); float NdotH = max(H.z, 0.0); float VdotH = max(dot(V,H), 0.0); if(NdotL > 0.0) { float G = GeometrySmith(N, V, L, roughness); float G_vis = (G* VdotH)/(NdotH * NdotV); float Fc = pow(1.0 - VdotH, 5.0); A += (1.0 - Fc) * G_vis; B += Fc * G_vis; } } A /= float(SAMPLE_COUNT); B /= float(SAMPLE_COUNT); return vec2(A,B); } void main() { vec2 integratedBRDF = IntagrateBRDF(TexCoords.x, TexCoords.y); FragColor = vec4(integratedBRDF, 0.0, 1.0); }

最后注意:我有 glError 验证,并且我没有收到任何错误,可以 100% 确定我已经通过 RenderDoc 运行了这个,并且一切看起来都是正确的,除了......,好吧,BRDF 纹理

c++ opengl textures framebuffer pbr
1个回答
0
投票
我已经解决了这个问题。

需要注意的重要一点是,在

Fragement Shader

 中,我的输出变量是 
vec2
 类型,出于某种原因,这适用于我第一次编写此内容的 
OpenGL 3.3

但是,当我将

OpenGL

 版本更新为 
4.6 时,它停止工作,直到我指定在本例中 Fragment Shader
 的输出变量为 
vec2 FragColor
 类型,因此它将变为 
vec4
 
随后修正后的
vec4 FragColor

应该看起来像这样

Fragment Shader


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