三.js / 计算置换后顶点着色器中索引平面缓冲区几何体的顶点法线



我已经为此敲打了一段时间了。我有一个用于 GPGPU 布物理模拟的索引 PlaneBufferGeometry,在将模拟渲染到纹理后,我无法在最终顶点着色器中正确计算法线。

这是我当前的设置(包括相关部分),我认为它不起作用,因为我需要一种方法来了解当前 vert 的顺序以及它在"脸"中的邻居。只是不能完全正确。

JavaScript:

// get faces
const indices = geometry.index.array;
const faces = [];
for(let i = 0; i < indices.length; i += 3)
{
faces.push([indices[i + 0] * 3, indices[i + 1] * 3, indices[i + 2] * 3]);
}
const vertices = geometry.attributes.position.array;
// begin loop
// initializing data texture vertex positions
dataTexturePixels[index * 4 + 0] = vertices[index * 3 + 0];
dataTexturePixels[index * 4 + 1] = vertices[index * 3 + 1];
dataTexturePixels[index * 4 + 2] = vertices[index * 3 + 2];
dataTexturePixels[index * 4 + 3] = 0;
// storing lookup uv's in an attribute for looking up positions
positionReference[index * 3 + 0] = (index % size) / size;
positionReference[index * 3 + 1] = Math.floor(index / size) / size;
// end loop

这就是我的大脑绊倒的地方。我尝试以各种方式使用人脸数组中的人脸索引值,但由于索引重复,数据被覆盖。想不出如何正确存储每个面的顶点索引信息,以便可以使用 positionReference(或其他方式)在顶点着色器中查找它。

顶点着色器/模拟运行后:

// how I'd calculate the normals if I could get a proper ordered reference
vec2 coord1 = faceVert1UvReference.xy;
vec3 pos1 = texture2D(tPositions, coord1).xyz;
vec2 coord2 = faceVert2UvReference.xy;
vec3 pos2 = texture2D(tPositions, coord2).xyz;
vec2 coord3 = faceVert3UvReference.xy;
vec3 pos3 = texture2D(tPositions, coord3).xyz;
vec3 tangent = pos3 - pos2;
vec3 bitangent = pos1 - pos2;
vec3 normal = normalMatrix * normalize(cross(tangent, bitangent));

片段着色器/照明:

vec3 lightDirection = normalize(lightPosition); // also tried normalize(lightPosition - vWorldPosition);
vec3 normal = normalize(vNormal);
float lightValue = max(0.0, dot(normal, lightDirection)) * lightIntensity;
finalColor.rgb *= lightValue;

不确定我是否错过了一些明显的东西/做了一些愚蠢的事情,或者这个问题确实很难。没有发布我尝试过的许多失败的方法,有人有任何想法吗?

任何帮助将不胜感激。


[编辑 1]:我添加了几个示例,这个示例使用平面阴影和面部法线,这个示例显示了我当前混乱的平滑顶点法线进度。很难找到我的错误...


[编辑 2]:这就是我将人脸数据管道到每个顶点的方式。从数据的角度来看,一切对我来说都是正确的,但在视觉上完全搞砸了。我一辈子都找不到我哪里出了问题。

JavaScript

const indices = geometry.index.array;
const faces = [];
// store faces for each vertex
for(let i = 0; i < indices.length; i += 3)
{
const vertIndex1 = indices[ i + 0 ];
const vertIndex2 = indices[ i + 1 ];
const vertIndex3 = indices[ i + 2 ];
faces[ vertIndex1 ] = faces[ vertIndex1 ] || [];
faces[ vertIndex2 ] = faces[ vertIndex2 ] || [];
faces[ vertIndex3 ] = faces[ vertIndex3 ] || [];
faces[ vertIndex1 ].push([ vertIndex1, vertIndex2, vertIndex3 ]);
faces[ vertIndex2 ].push([ vertIndex1, vertIndex2, vertIndex3 ]);
faces[ vertIndex3 ].push([ vertIndex1, vertIndex2, vertIndex3 ]);
}
const size = 128;
const vertices = geometry.attributes.position;
const faceIndices = new Uint16Array( vertices.array.length );
const indices0 = gpuCompute.createTexture(size * 2, size * 2); // need 256x256 texture for all the data.
const indicesPixels0 = indices0.image.data;
let faceVertPixelIndex = 0,
faceIndexRangeStart = 0,
faceIndexRangeEnd = -1,
index;
for(let i = 0; i < size; i++)
{
for(let j = 0; j < size; j++)
{
index = j + (i * size);
// ----------------------------------------------
// writing vertex positions to data texture here
// ----------------------------------------------

if(faces[index])
{
const face = faces[index];
const fLen = face.length;
faceIndexRangeStart = faceIndexRangeEnd + 1;
faceIndexRangeEnd = faceIndexRangeStart + fLen - 1;
// face index range for looking up up all faces a single vertex is in
faceIndices[index * 3 + 0] = faceIndexRangeStart;
faceIndices[index * 3 + 1] = faceIndexRangeEnd;
faceIndices[index * 3 + 2] = 0; // unused
for(let v = 0; v < fLen; v++)
{
// store face vertex indices in each pixel rgb
indicesPixels0[faceVertPixelIndex * 4 + 0] = face[v][0]; // current face, vertex 1 index
indicesPixels0[faceVertPixelIndex * 4 + 1] = face[v][1]; // current face, vertex 2 index
indicesPixels0[faceVertPixelIndex * 4 + 2] = face[v][2]; // current face, vertex 3 index
indicesPixels0[faceVertPixelIndex * 4 + 3] = 0; // unused
faceVertPixelIndex++;
}
}
}
}
geometry.addAttribute('faceIndices', new THREE.BufferAttribute(faceIndices, 3));
uniforms.tIndices.value = indices0;

顶点着色器(相关部分)

uniform vec2 resolution;
uniform sampler2D tPositions;
uniform sampler2D tIndices;
attribute vec3 faceIndices;
varying vec3 vNormal;
vec2 getCoord(in float index, in vec2 size)
{
return vec2(mod(index, size.x) / size.x, floor(index / size.y) / size.y);
}
void addNormal(inout vec3 nrml, in float index)
{
vec2 coord = getCoord(index, resolution * 2.0); // 256x256 sized texture for faces
vec4 face = texture2D(tIndices, coord);
// get uv for each vertex index in the face and grab positions.
vec2 v1Coord = getCoord(face.x, resolution);
vec3 v1 = texture2D(tPositions, v1Coord).xyz;
vec2 v2Coord = getCoord(face.y, resolution);
vec3 v2 = texture2D(tPositions, v2Coord).xyz;
vec2 v3Coord = getCoord(face.z, resolution);
vec3 v3 = texture2D(tPositions, v3Coord).xyz;
vec3 tangent = v3 - v2;
vec3 bitangent = v1 - v2;
vec3 n = normalize(cross(tangent, bitangent));
nrml += n;
}
void main()
{
vec3 nrml = vec3(0.0);
vec2 faceIndexRange = faceIndices.xy;
float from = faceIndexRange.x;
float to = faceIndexRange.y;
float index = from;
for(int i = 0; i < 6; i++)
{
if(index <= to)
{
addNormal(nrml, index);
index += 1.0;
}
else
{
break;
}
}
vNormal = normalMatrix * normalize(nrml);
}

我最终放弃了上述共享面方法,而是使用邻居查找方法,这要归功于 @luigi-de-Rosa 的帮助。我以前尝试过这个,但使用不正确的值从查找纹理中抓取邻居,这让我认为它不起作用。

以下是我现在在顶点着色器中计算法线的方式。

float diff = 0.06; // tweak this value to yield different results.
vec2 coord = positionReference.xy;
vec3 transformed = texture2D(tPositions, coord).xyz;
vec3 neighbour1 = texture2D(tPositions, coord + vec2(diff, 0.0)).xyz;
vec3 neighbour2 = texture2D(tPositions, coord + vec2(0.0, diff)).xyz;
vec3 tangent = neighbour1 - transformed;
vec3 bitangent = neighbour2 - transformed;            
vec3 nrml = cross(tangent, bitangent);
vNormal = normalMatrix * -normalize(nrml); // pass to fragment shader

更简单的方法...叹息。

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