opengl 渲染法线图
时间: 2023-11-21 14:07:02 浏览: 85
根据提供的引用内容,我们可以使用几何着色器来渲染法线图。具体步骤如下:
1.在顶点着色器中计算每个顶点的法线向量,并将其传递给几何着色器。
```glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
Normal = mat3(transpose(inverse(model))) * aNormal;
}
```
2.在几何着色器中,将每个顶点的位置和法线向量传递给片段着色器,并计算出每个顶点的切线和副切线向量。
```glsl
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in vec3 Normal[];
out vec3 FragPos;
out vec3 NormalVec;
out vec2 TexCoords;
void main()
{
for(int i = 0; i < 3; i++)
{
FragPos = gl_in[i].gl_Position.xyz;
NormalVec = normalize(Normal[i]);
// 计算切线和副切线向量
vec3 tangent = normalize(vec3(model * vec4(1.0, 0.0, 0.0, 0.0)));
vec3 bitangent = cross(NormalVec, tangent);
vec3 T = normalize(vec3(model * vec4(tangent, 0.0)));
vec3 B = normalize(vec3(model * vec4(bitangent, 0.0)));
gl_Position = gl_in[i].gl_Position;
TexCoords = vec2(0.0, 0.0);
EmitVertex();
gl_Position = gl_in[i].gl_Position + vec4(T, 0.0) * 0.1;
TexCoords = vec2(1.0, 0.0);
EmitVertex();
gl_Position = gl_in[i].gl_Position;
TexCoords = vec2(0.0, 0.0);
EmitVertex();
gl_Position = gl_in[i].gl_Position + vec4(B, 0.0) * 0.1;
TexCoords = vec2(0.0, 1.0);
EmitVertex();
gl_Position = gl_in[i].gl_Position;
TexCoords = vec2(0.0, 0.0);
EmitVertex();
gl_Position = gl_in[i].gl_Position + vec4(NormalVec, 0.0) * 0.1;
TexCoords = vec2(1.0, 1.0);
EmitVertex();
EndPrimitive();
}
}
```
3.在片段着色器中,将法线向量转换为颜色值,并输出到屏幕上。
```glsl
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 NormalVec;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
vec3 color = (NormalVec + vec3(1.0)) * 0.5;
FragColor = vec4(color, 1.0);
}
```
4.为点的顶点数据生成一个VAO和一个VBO,然后使用glDrawArrays进行绘制。
```python
shader.use()
glBindVertexArray(VAO)
glDrawArrays(GL_TRIANGLES, 0, 36)
```
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