correct glsl affine texture mapping

主宰稳场 提交于 2019-12-29 07:53:09

问题


i'm trying to code correct 2D affine texture mapping in GLSL.

Explanation:

...NONE of this images is correct for my purposes. Right (labeled Correct) has perspective correction which i do not want. So this: Getting to know the Q texture coordinate solution (without further improvements) is not what I'm looking for.

I'd like to simply "stretch" texture inside quadrilateral, something like this:

but composed from two triangles. Any advice (GLSL) please?


回答1:


This works well as long as you have a trapezoid, and its parallel edges are aligned with one of the local axes. I recommend playing around with my Unity package.

GLSL:

varying vec2 shiftedPosition, width_height;

#ifdef VERTEX
void main() {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    shiftedPosition = gl_MultiTexCoord0.xy; // left and bottom edges zeroed.
    width_height = gl_MultiTexCoord1.xy;
}
#endif

#ifdef FRAGMENT
uniform sampler2D _MainTex;
void main() {
    gl_FragColor = texture2D(_MainTex, shiftedPosition / width_height);
}
#endif

C#:

// Zero out the left and bottom edges, 
// leaving a right trapezoid with two sides on the axes and a vertex at the origin.
var shiftedPositions = new Vector2[] {
    Vector2.zero,
    new Vector2(0, vertices[1].y - vertices[0].y),
    new Vector2(vertices[2].x - vertices[1].x, vertices[2].y - vertices[3].y),
    new Vector2(vertices[3].x - vertices[0].x, 0)
};
mesh.uv = shiftedPositions;

var widths_heights = new Vector2[4];
widths_heights[0].x = widths_heights[3].x = shiftedPositions[3].x;
widths_heights[1].x = widths_heights[2].x = shiftedPositions[2].x;
widths_heights[0].y = widths_heights[1].y = shiftedPositions[1].y;
widths_heights[2].y = widths_heights[3].y = shiftedPositions[2].y;
mesh.uv2 = widths_heights;



回答2:


I recently managed to come up with a generic solution to this problem for any type of quadrilateral. The calculations and GLSL maybe of help. There's a working demo in java (that runs on Android), but is compact and readable and should be easily portable to unity or iOS: http://www.bitlush.com/posts/arbitrary-quadrilaterals-in-opengl-es-2-0




回答3:


Tessellation solves this problem. Subdividing quad vertex adds hints to interpolate pixels.

Check out this link. https://www.youtube.com/watch?v=8TleepxIORU&feature=youtu.be




回答4:


In case anyone's still interested, here's a C# implementation that takes a quad defined by the clockwise screen verts (x0,y0) (x1,y1) ... (x3,y3), an arbitrary pixel at (x,y) and calculates the u and v of that pixel. It was originally written to CPU-render an arbitrary quad to a texture, but it's easy enough to split the algorithm across CPU, Vertex and Pixel shaders; I've commented accordingly in the code.

            float Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, A, B, C;

            //These are all uniforms for a given quad. Calculate on CPU.
            Ax = (x3 - x0) - (x2 - x1);
            Bx = (x0 - x1);
            Cx = (x2 - x1);
            Dx = x1;

            Ay = (y3 - y0) - (y2 - y1);
            By = (y0 - y1);
            Cy = (y2 - y1);
            Dy = y1;

            float ByCx_plus_AyDx_minus_BxCy_minus_AxDy = (By * Cx) + (Ay * Dx) - (Bx * Cy) - (Ax * Dy);
            float ByDx_minus_BxDy = (By * Dx) - (Bx * Dy);

            A = (Ay*Cx)-(Ax*Cy);

            //These must be calculated per-vertex, and passed through as interpolated values to the pixel-shader 
            B = (Ax * y) + ByCx_plus_AyDx_minus_BxCy_minus_AxDy - (Ay * x);
            C = (Bx * y) + ByDx_minus_BxDy - (By * x);

            //These must be calculated per-pixel using the interpolated B, C and x from the vertex shader along with some of the other uniforms.
            u = ((-B) - Mathf.Sqrt((B*B-(4.0f*A*C))))/(A*2.0f);
            v = (x - (u * Cx) - Dx)/((u*Ax)+Bx);




回答5:


I had similar question ( https://gamedev.stackexchange.com/questions/174857/mapping-a-texture-to-a-2d-quadrilateral/174871 ) , and at gamedev they suggested using imaginary Z coord, which I calculate using the following C code, which appears to be working in general case (not just trapezoids):

//usual euclidean distance
float distance(int ax, int ay, int bx, int by) {
  int x = ax-bx;
  int y = ay-by;
  return sqrtf((float)(x*x + y*y));
}

void gfx_quad(gfx_t *dst //destination texture, we are rendering into
             ,gfx_t *src //source texture
             ,int *quad  // quadrilateral vertices
             )
{
  int *v = quad; //quad vertices
  float z = 20.0;
  float top = distance(v[0],v[1],v[2],v[3]); //top
  float bot = distance(v[4],v[5],v[6],v[7]); //bottom
  float lft = distance(v[0],v[1],v[4],v[5]); //left
  float rgt = distance(v[2],v[3],v[6],v[7]); //right

  // By default all vertices lie on the screen plane
  float az = 1.0;
  float bz = 1.0;
  float cz = 1.0;
  float dz = 1.0;

  // Move Z from screen, if based on distance ratios.
  if (top<bot) {
    az *= top/bot;
    bz *= top/bot;
  } else {
    cz *= bot/top;
    dz *= bot/top;
  }

  if (lft<rgt) {
    az *= lft/rgt;
    cz *= lft/rgt;
  } else {
    bz *= rgt/lft;
    dz *= rgt/lft;
  }

  // draw our quad as two textured triangles
  gfx_textured(dst, src
              , v[0],v[1],az, v[2],v[3],bz, v[4],v[5],cz
              , 0.0,0.0,      1.0,0.0,      0.0,1.0);
  gfx_textured(dst, src
              , v[2],v[3],bz, v[4],v[5],cz, v[6],v[7],dz
              , 1.0,0.0,      0.0,1.0,      1.0,1.0);
}

I'm doing it in software to scale and rotate 2d sprites, and for OpenGL 3d app you will need to do it in pixel/fragment shader, unless you will be able to map these imaginary az,bz,cz,dz into your actual 3d space and use the usual pipeline. DMGregory gave exact code for OpenGL shaders: https://gamedev.stackexchange.com/questions/148082/how-can-i-fix-zig-zagging-uv-mapping-artifacts-on-a-generated-mesh-that-tapers




回答6:


thanks for answers, but after experimenting i found a solution.

two triangles on the left has uv (strq) according this and two triangles on the right are modifed version of this perspective correction.

Numbers and shader:

tri1 = [Vec2(-0.5, -1), Vec2(0.5, -1), Vec2(1, 1)]
tri2 = [Vec2(-0.5, -1), Vec2(1, 1), Vec2(-1, 1)]

d1 = length of top edge = 2
d2 = length of bottom edge = 1

tri1_uv = [Vec4(0, 0, 0, d2 / d1), Vec4(d2 / d1, 0, 0, d2 / d1), Vec4(1, 1, 0, 1)]
tri2_uv = [Vec4(0, 0, 0, d2 / d1), Vec4(1, 1, 0, 1), Vec4(0, 1, 0, 1)]

only right triangles are rendered using this glsl shader (on left is fixed pipeline):

void main()
{
    gl_FragColor = texture2D(colormap, vec2(gl_TexCoord[0].x / glTexCoord[0].w, gl_TexCoord[0].y);
}

so.. only U is perspective and V is linear.



来源:https://stackoverflow.com/questions/12414708/correct-glsl-affine-texture-mapping

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