uniformsampler2DnormalMap;voidmain(){// 从法线贴图范围[0,1]获取法线信息(需要转换才能用)normal=texture(normalMap,fs_in.TexCoords).rgb;// 将法线向量转换回范围[-1,1] , RGB颜色变回法线向量 ,即可进行光照计算normal=normalize(normal*2.0-1.0);[...]/
glBindTexture(GL_TEXTURE_2D,m_NormalImg.Getid()); m_ShaderNormalMap.Enable(); m_ShaderNormalMap.uniform("bumptex",1); m_ShaderNormalMap.uniform("basetex",0); m_ShaderNormalMap.uniform("lightpos",vec3(100,100,100)); m_ShaderNormalMap.uniform("eyepos",vec3(0,0,10)); glPushMatrix...
5,而我们houdini却是个用行向量。 6, NormalMap: Houdini需要normalMalMap: OPENGL需要的NormalMap,可以看到Y轴向是反的: https://learnopengl-cn.github.io/05%20Advanced%20Lighting/04%20Normal%20Mapping/给的贴图必须在Houdini下选择linear 模式。 首先法线贴图是在切线空间,在切线空间法线全部对齐z轴向。 用...
包含 ShadowMap 实现模型的平行光阴影和点光源阴影,通过 Percentage-Closer Filtering(PCF) 处理阴影锯齿走样,从而获得软阴影。使用基于物理的 PBR 光照渲染模型,通过使用Albedo Map、NormalMap、Roughness Map、metallic Map等贴图,完成布料的基本着色。 效果: 0 代码地址: gitee.com/GaoZiping/clo 关于本节前期预备...
There is one issue however that greatly limits this use of normal maps. The normal map we used had normal vectors that all pointed somewhat in the positive z direction. This worked because the plane's surface normal was also pointing in the positive z direction. However, what would happen ...
[Android.Runtime.Register("GL_NORMAL_MAP_OES")] public const int GlNormalMapOes = 34065; Field Value Value = 34065 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to ...
shader.setInt("normalMap", 1); shader.setInt("depthMap", 2); shader是已经封装好的,不要在意这些细节,注意 0,1,2对应GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2,这样“diffuseMap”,与0号Texture位,与diffuseMap这个保存贴图的内存空间,就联立起来了。
用normal map的深度當作normal與光源的向量內積算出diffuse,再與貼圖的顏色相乘得最終的顏色。 vertex shader: void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } fragment shader:
out vec4 FragColor;inVS_OUT{vec3 FragPos;vec2 TexCoords;vec3 TangentLightPos;vec3 TangentViewPos;vec3 TangentFragPos;}fs_in;uniform sampler2D diffuseMap;uniform sampler2D normalMap;uniform sampler2D depthMap;uniform float height_scale;vec2ParallaxMapping(vec2 texCoords,vec3 viewDir);voidmain(...
uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D depthMap; uniform bool parallax; uniform float height_scale; vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) { // number of depth layers const float minLayers = 10; ...