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社区首页 >问答首页 >用WebGL2.0、延迟阴影、帧缓冲区用三角形网格跟踪场景

用WebGL2.0、延迟阴影、帧缓冲区用三角形网格跟踪场景
EN

Stack Overflow用户
提问于 2018-12-13 15:41:10
回答 1查看 1.2K关注 0票数 0

在我最初的帖子被其他堆栈溢出用户标记为“太宽”之后。我将用较少的字句表达我的问题。我已经在阴影玩具中实现了一个射线游行者,并且我理解了所有关于光线-物体交集的数学。我想用网格进行下一步射线追踪。我发现,这样做需要用延迟渲染和帧缓冲区(2通渲染,一个用于几何,另一个用于照明计算,光线跟踪),而交叉将发生在射线-三角形相交。

当然,我将在接下来的几周内发布一些代码,因为我将开始实现这些代码。我将需要一些具体的帮助,但在此之前,我会感谢帮助,以便现在浪费时间搜索网页。这就是为什么我在这里..。

当它被标记为“太宽”时,原来的帖子

这是我第一次发布堆栈溢出。我的目标是写一个带有网格对象的射线追踪器。

到目前为止,我所做的唯一的事情就是用球体和平面制作射线追踪器。这是通过前向渲染完成的,并且在碎片着色器中创建所有的几何图形(这很容易产生球和平面)。

经过我所做的研究,我终于找到了解决办法。这是通过延迟阴影技术实现的,您创建几何并将其作为纹理传递给G-缓冲区,然后在第二次传递时开始计算光线和光线跟踪。

我正在寻求指导,因为我花了很多天/月(3-4)来得出这个结论,因为我既不熟悉着色器,也不熟悉图形库。我的问题如下:

( 1)这种方法是正确的吗?( 2)第二,有人能引导我到三角形交叉口吗?所谓三角形交点,我不是指射线-三角形交点的数学和程序,我知道这一点。我不知道的是,在第一个交点之后,如何检查下一个碰撞,如何测试下一个三角形。我需要以何种方式传递G-缓冲区中的顶点,以便遍历它们并检查交叉点(一些样例glsl代码最好能理解)?

这是我读过的链接,为了得出这个结论

  1. boards/showthread.php/200487-Ray-intersection-with-GLSL
  2. https://www.imgtec.com/blog/five-steps-to-adding-ray-tracing-to-an-opengl-es-based-deferred-lighting-system/
  3. https://learnopengl.com/Advanced-Lighting/Deferred-Shading
  4. GPU PRO 6书,第351页-368页

如果我错过了堆栈溢出社区中的任何链接,请在这里发布。

如果你能回答我的问题,我将不胜感激。提前谢谢你。

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2018-12-13 21:13:53

我也是自以为是的,开始的时候很难。但这很容易。

您需要将网格数据打包到RGB(A)纹理中,然后将其放在片段着色器中。

在这个技术上有一些非常好的pfds,下面是一个例子:http://www.cs.harvard.edu/~sjg/papers/gim.pdf

纹理布局示例:

使用RGB (阿尔法通道可用于物质索引)

代码语言:javascript
复制
             colums       colums      colums
        |      0      |     1     |      2
        |  R   G   B  | R   G   B |  R   G   B
        |-------------|-----------|-----------
    rows|  1   0   0  |           |

CPU侧:

gl.texImage2D(gl.TEXTURE_2D,0,gl.RGB32F,dataLenght/channels,1,0,gl.RGB,gl.FLOAT,meshVerts);

texImage2D参考

GPU侧:

texelFetch(uMeshData,ivec2(vertIndex ),0);

texelFetch参考

一些资源/LINKS:

这是用C++写的,但实际上对话距离# 300 es glsl着色器并不那么远:

划痕像元

OpenGL Development 烹饪书有一些从图像到片段读取obj的扩展程序。

github的消息来源

我个人认为这是网上最好的路径追踪器

由于我所知甚少,我可以看出这个人读了物理绘制的书到最后。

下面是了解计算机图形学概念的很好的教程

UPDATE/EDIT: 彼得·雪莉周末追踪免费下载

我自己的小小尝试

代码语言:javascript
复制
(() => {
'use strict';
// vertex
const vs = `#version 300 es\nin vec2 p;out vec2 vuv;void main(){gl_Position = vec4(vuv = p, 0, 1);}`;

// fragment
const fs = `#version 300 es\n
precision highp float;
precision highp int;
precision highp sampler2D; 
in vec2 vuv;
uniform float time;
uniform vec2 Res, mouse;
uniform sampler2D uMeshData;
uniform int vertsCount;
layout(location = 0) out lowp vec4 fragColor;

struct Ray {
  vec3 orig, dir;
}R_;

mat4 rotate() {
float x = mouse.x, y=mouse.y+sin(time*2.),z=0.;
  float a = sin(x), b = cos(x), c = sin(y), d = cos(y), e = sin(z), f = cos(z), ac = a * c, bc = b * c;
  return mat4(d * f, d * e, -c, 0.0, ac * f - b * e, ac * e + b * f, a * d, 0.0, bc * f + a * e, bc * e - a * f, b * d, 0.0, 0.0, 0.0, 0.0, 1.0);
}

// https://github.com/Jojendersie/gpugi/blob/5d18526c864bbf09baca02bfab6bcec97b7e1210/gpugi/shader/intersectiontests.glsl#L63
bool isTriangle(Ray ray, in vec3 p0, in vec3 p1, in vec3 p2, out vec3 N) {
  vec3 e0 = p1 - p0, e1 = p0 - p2;
  N = cross(e1, e0);
  vec3 e2 = (1.0 / dot(N, ray.dir)) * (p0 - ray.orig);
  vec3 i = cross(ray.dir, e2);
  vec3 b = vec3(0.0, dot(i, e1), dot(i, e0));
  b.x = 1.0 - (b.z + b.y);
  return (dot(N, e2) > 1e-8) && all(greaterThanEqual(b, vec3(0.0)));
}

void Camera(out Ray ray, vec3 lookAt, vec3 up, float angle, float aspect) {
  vec3 g = normalize(lookAt - ray.orig);
  vec3 u = normalize(cross(g, up));
  vec3 v = normalize(cross(u, g));
  u = u * tan(radians(angle * .5));
  v = v * tan(radians(angle * .5)) / aspect;
  ray.dir = normalize(g + ray.dir.x * u + ray.dir.y * v);
}

void main() {
  vec3 SceneCol = vec3(0.5);
  
  vec3 hit = vec3(0.);
  vec4 a = vec4(0.0), b = vec4(0.0), c = vec4(0.0);
  
  R_ = Ray(vec3(0.0, 0.0, 3.0), vec3(vuv, -1.));
  
  Camera(R_, vec3(0., 0., 1.), vec3(0., 1., 0.), 90.0, (Res.x / Res.y));
  
  float mindist = -1000.0;

	// here comes this importend part unpack the texture
  for (int i = 0; i < vertsCount; i += 3) 
  {

    a = rotate() * texelFetch(uMeshData, ivec2(i, 0), 0);
    b = rotate() * texelFetchOffset(uMeshData, ivec2(i, 0), 0, ivec2(1, 0));
    c = rotate() * texelFetchOffset(uMeshData, ivec2(i, 0), 0, ivec2(2, 0));
    
    if (isTriangle(R_, a.xyz, b.xyz, c.xyz, hit))
    {
      float z = hit.z;
      if (z > mindist) {
        mindist = z;
        SceneCol.rgb = vec3(hit.x, hit.y, 1. - (hit.x - hit.y));
      };
    }
  }
  
  vec3 sky = vec3(0.5, 0.25, 0.1) * (-R_.dir.y - 0.1);
  fragColor.rgb = SceneCol + sky;
  fragColor.a = 1.0;
}`;

    const canvas = document.getElementById('c');
    const gl = canvas.getContext('webgl2', {
        alpha: !1,
        depth: !1,
        stencil: !1,
        antialias: !1,
        premultipliedAlpha: !1,
        presereDrawingBuffer: !1,
        failIfMajorPerformanceCaveat: !1
    });

    const { width, height } = canvas.getBoundingClientRect();
    gl.canvas.width = width;
    gl.canvas.height = height;

    // init
    const P = gl.createProgram();

    const Fp = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(Fp, fs);
    gl.compileShader(Fp);
    if (!gl.getShaderParameter(Fp, gl.COMPILE_STATUS)) throw '! F r a g: ' + gl.getShaderInfoLog(Fp);
    gl.attachShader(P, Fp);

    const Vp = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(Vp, vs);
    gl.compileShader(Vp);
    if (!gl.getShaderParameter(Vp, gl.COMPILE_STATUS)) throw '! V e r t: ' + gl.getShaderInfoLog(Vp);
    gl.attachShader(P, Vp);

    // link use program
    gl.linkProgram(P);
    gl.useProgram(P);

    // uniform location
    const time_loc = gl.getUniformLocation(P, 'time');
    const res_loc = gl.getUniformLocation(P, 'Res');
    const uLvertices = gl.getUniformLocation(P, 'vertsCount');
    const uLSr = gl.getUniformLocation(P, 'uMeshData');
    const mouse_loc = gl.getUniformLocation(P, 'mouse');

    // free resources
    gl.detachShader(P, Fp);
    gl.detachShader(P, Vp);
    gl.deleteProgram(P);

    // fullscreen quad
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Int8Array([-3, 1, 1, -3, 1, 1]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 2, gl.BYTE, !1, 0, 0);
    gl.bindVertexArray(null);

    // bind texture
    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);


    // blender 2.79 Icosphere
    // export -> *.raw (needs to be enable first under settings)
    const verts = [
        0.000000, 0.000000, -1.000000, 0.425323, -0.309011, -0.850654, -0.162456, -0.499995, -0.850654,
        0.723607, -0.525725, -0.447220, 0.425323, -0.309011, -0.850654, 0.850648, 0.000000, -0.525736,
        0.000000, 0.000000, -1.000000, -0.162456, -0.499995, -0.850654, -0.525730, 0.000000, -0.850652,
        0.000000, 0.000000, -1.000000, -0.525730, 0.000000, -0.850652, -0.162456, 0.499995, -0.850654,
        0.000000, 0.000000, -1.000000, -0.162456, 0.499995, -0.850654, 0.425323, 0.309011, -0.850654,
        0.723607, -0.525725, -0.447220, 0.850648, 0.000000, -0.525736, 0.951058, -0.309013, 0.000000,
        -0.276388, -0.850649, -0.447220, 0.262869, -0.809012, -0.525738, 0.000000, -1.000000, 0.000000,
        -0.894426, 0.000000, -0.447216, -0.688189, -0.499997, -0.525736, -0.951058, -0.309013, 0.000000,
        -0.276388, 0.850649, -0.447220, -0.688189, 0.499997, -0.525736, -0.587786, 0.809017, 0.000000,
        0.723607, 0.525725, -0.447220, 0.262869, 0.809012, -0.525738, 0.587786, 0.809017, 0.000000,
        0.723607, -0.525725, -0.447220, 0.951058, -0.309013, 0.000000, 0.587786, -0.809017, 0.000000,
        -0.276388, -0.850649, -0.447220, 0.000000, -1.000000, 0.000000, -0.587786, -0.809017, 0.000000,
        -0.894426, 0.000000, -0.447216, -0.951058, -0.309013, 0.000000, -0.951058, 0.309013, 0.000000,
        -0.276388, 0.850649, -0.447220, -0.587786, 0.809017, 0.000000, 0.000000, 1.000000, 0.000000,
        0.723607, 0.525725, -0.447220, 0.587786, 0.809017, 0.000000, 0.951058, 0.309013, 0.000000,
        0.276388, -0.850649, 0.447220, 0.688189, -0.499997, 0.525736, 0.162456, -0.499995, 0.850654,
        -0.723607, -0.525725, 0.447220, -0.262869, -0.809012, 0.525738, -0.425323, -0.309011, 0.850654,
        -0.723607, 0.525725, 0.447220, -0.850648, 0.000000, 0.525736, -0.425323, 0.309011, 0.850654,
        0.276388, 0.850649, 0.447220, -0.262869, 0.809012, 0.525738, 0.162456, 0.499995, 0.850654,
        0.894426, 0.000000, 0.447216, 0.688189, 0.499997, 0.525736, 0.525730, 0.000000, 0.850652,
        0.525730, 0.000000, 0.850652, 0.162456, 0.499995, 0.850654, 0.000000, 0.000000, 1.000000,
        0.525730, 0.000000, 0.850652, 0.688189, 0.499997, 0.525736, 0.162456, 0.499995, 0.850654,
        0.688189, 0.499997, 0.525736, 0.276388, 0.850649, 0.447220, 0.162456, 0.499995, 0.850654,
        0.162456, 0.499995, 0.850654, -0.425323, 0.309011, 0.850654, 0.000000, 0.000000, 1.000000,
        0.162456, 0.499995, 0.850654, -0.262869, 0.809012, 0.525738, -0.425323, 0.309011, 0.850654,
        -0.262869, 0.809012, 0.525738, -0.723607, 0.525725, 0.447220, -0.425323, 0.309011, 0.850654,
        -0.425323, 0.309011, 0.850654, -0.425323, -0.309011, 0.850654, 0.000000, 0.000000, 1.000000,
        -0.425323, 0.309011, 0.850654, -0.850648, 0.000000, 0.525736, -0.425323, -0.309011, 0.850654,
        -0.850648, 0.000000, 0.525736, -0.723607, -0.525725, 0.447220, -0.425323, -0.309011, 0.850654,
        -0.425323, -0.309011, 0.850654, 0.162456, -0.499995, 0.850654, 0.000000, 0.000000, 1.000000,
        -0.425323, -0.309011, 0.850654, -0.262869, -0.809012, 0.525738, 0.162456, -0.499995, 0.850654,
        -0.262869, -0.809012, 0.525738, 0.276388, -0.850649, 0.447220, 0.162456, -0.499995, 0.850654,
        0.162456, -0.499995, 0.850654, 0.525730, 0.000000, 0.850652, 0.000000, 0.000000, 1.000000,
        0.162456, -0.499995, 0.850654, 0.688189, -0.499997, 0.525736, 0.525730, 0.000000, 0.850652,
        0.688189, -0.499997, 0.525736, 0.894426, 0.000000, 0.447216, 0.525730, 0.000000, 0.850652,
        0.951058, 0.309013, 0.000000, 0.688189, 0.499997, 0.525736, 0.894426, 0.000000, 0.447216,
        0.951058, 0.309013, 0.000000, 0.587786, 0.809017, 0.000000, 0.688189, 0.499997, 0.525736,
        0.587786, 0.809017, 0.000000, 0.276388, 0.850649, 0.447220, 0.688189, 0.499997, 0.525736,
        0.000000, 1.000000, 0.000000, -0.262869, 0.809012, 0.525738, 0.276388, 0.850649, 0.447220,
        0.000000, 1.000000, 0.000000, -0.587786, 0.809017, 0.000000, -0.262869, 0.809012, 0.525738,
        -0.587786, 0.809017, 0.000000, -0.723607, 0.525725, 0.447220, -0.262869, 0.809012, 0.525738,
        -0.951058, 0.309013, 0.000000, -0.850648, 0.000000, 0.525736, -0.723607, 0.525725, 0.447220,
        -0.951058, 0.309013, 0.000000, -0.951058, -0.309013, 0.000000, -0.850648, 0.000000, 0.525736,
        -0.951058, -0.309013, 0.000000, -0.723607, -0.525725, 0.447220, -0.850648, 0.000000, 0.525736,
        -0.587786, -0.809017, 0.000000, -0.262869, -0.809012, 0.525738, -0.723607, -0.525725, 0.447220,
        -0.587786, -0.809017, 0.000000, 0.000000, -1.000000, 0.000000, -0.262869, -0.809012, 0.525738,
        0.000000, -1.000000, 0.000000, 0.276388, -0.850649, 0.447220, -0.262869, -0.809012, 0.525738,
        0.587786, -0.809017, 0.000000, 0.688189, -0.499997, 0.525736, 0.276388, -0.850649, 0.447220,
        0.587786, -0.809017, 0.000000, 0.951058, -0.309013, 0.000000, 0.688189, -0.499997, 0.525736,
        0.951058, -0.309013, 0.000000, 0.894426, 0.000000, 0.447216, 0.688189, -0.499997, 0.525736,
        0.587786, 0.809017, 0.000000, 0.000000, 1.000000, 0.000000, 0.276388, 0.850649, 0.447220,
        0.587786, 0.809017, 0.000000, 0.262869, 0.809012, -0.525738, 0.000000, 1.000000, 0.000000,
        0.262869, 0.809012, -0.525738, -0.276388, 0.850649, -0.447220, 0.000000, 1.000000, 0.000000,
        -0.587786, 0.809017, 0.000000, -0.951058, 0.309013, 0.000000, -0.723607, 0.525725, 0.447220,
        -0.587786, 0.809017, 0.000000, -0.688189, 0.499997, -0.525736, -0.951058, 0.309013, 0.000000,
        -0.688189, 0.499997, -0.525736, -0.894426, 0.000000, -0.447216, -0.951058, 0.309013, 0.000000,
        -0.951058, -0.309013, 0.000000, -0.587786, -0.809017, 0.000000, -0.723607, -0.525725, 0.447220,
        -0.951058, -0.309013, 0.000000, -0.688189, -0.499997, -0.525736, -0.587786, -0.809017, 0.000000,
        -0.688189, -0.499997, -0.525736, -0.276388, -0.850649, -0.447220, -0.587786, -0.809017, 0.000000,
        0.000000, -1.000000, 0.000000, 0.587786, -0.809017, 0.000000, 0.276388, -0.850649, 0.447220,
        0.000000, -1.000000, 0.000000, 0.262869, -0.809012, -0.525738, 0.587786, -0.809017, 0.000000,
        0.262869, -0.809012, -0.525738, 0.723607, -0.525725, -0.447220, 0.587786, -0.809017, 0.000000,
        0.951058, -0.309013, 0.000000, 0.951058, 0.309013, 0.000000, 0.894426, 0.000000, 0.447216,
        0.951058, -0.309013, 0.000000, 0.850648, 0.000000, -0.525736, 0.951058, 0.309013, 0.000000,
        0.850648, 0.000000, -0.525736, 0.723607, 0.525725, -0.447220, 0.951058, 0.309013, 0.000000,
        0.425323, 0.309011, -0.850654, 0.262869, 0.809012, -0.525738, 0.723607, 0.525725, -0.447220,
        0.425323, 0.309011, -0.850654, -0.162456, 0.499995, -0.850654, 0.262869, 0.809012, -0.525738,
        -0.162456, 0.499995, -0.850654, -0.276388, 0.850649, -0.447220, 0.262869, 0.809012, -0.525738,
        -0.162456, 0.499995, -0.850654, -0.688189, 0.499997, -0.525736, -0.276388, 0.850649, -0.447220,
        -0.162456, 0.499995, -0.850654, -0.525730, 0.000000, -0.850652, -0.688189, 0.499997, -0.525736,
        -0.525730, 0.000000, -0.850652, -0.894426, 0.000000, -0.447216, -0.688189, 0.499997, -0.525736,
        -0.525730, 0.000000, -0.850652, -0.688189, -0.499997, -0.525736, -0.894426, 0.000000, -0.447216,
        -0.525730, 0.000000, -0.850652, -0.162456, -0.499995, -0.850654, -0.688189, -0.499997, -0.525736,
        -0.162456, -0.499995, -0.850654, -0.276388, -0.850649, -0.447220, -0.688189, -0.499997, -0.525736,
        0.850648, 0.000000, -0.525736, 0.425323, 0.309011, -0.850654, 0.723607, 0.525725, -0.447220,
        0.850648, 0.000000, -0.525736, 0.425323, -0.309011, -0.850654, 0.425323, 0.309011, -0.850654,
        0.425323, -0.309011, -0.850654, 0.000000, 0.000000, -1.000000, 0.425323, 0.309011, -0.850654,
        -0.162456, -0.499995, -0.850654, 0.262869, -0.809012, -0.525738, -0.276388, -0.850649, -0.447220,
        -0.162456, -0.499995, -0.850654, 0.425323, -0.309011, -0.850654, 0.262869, -0.809012, -0.525738,
        0.425323, -0.309011, -0.850654, 0.723607, -0.525725, -0.447220, 0.262869, -0.809012, -0.525738,
    ];
    const meshVerts = new Float32Array(verts);
    const vertsLenght = meshVerts.length / 3;
    gl.uniform1i(uLvertices, vertsLenght);
    gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB32F, vertsLenght, 1, 0, gl.RGB, gl.FLOAT, meshVerts);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

    // mouse click
    let mousePosition = [0, 0];
    gl.canvas.addEventListener('mousemove', (e) => {
        if (!e.buttons) return;
        if (e.buttons == 1) mousePosition = [e.clientX * .01, e.clientY * .01];
    }, !1);

    // animation
    const draw = (clock) => {
        clock *= 0.001;
        gl.viewport(0.0, 0.0, gl.drawingBufferWidth, gl.drawingBufferHeight);
        gl.activeTexture(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.uniform1i(uLSr, 0);
        gl.uniform1f(time_loc, clock);
        gl.uniform2f(mouse_loc, mousePosition[0], mousePosition[1]);
        gl.uniform2f(res_loc, width, height);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
        requestAnimationFrame(draw);
    };
    requestAnimationFrame(draw);
})()
代码语言:javascript
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<canvas id="c"></canvas>

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/53765363

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