1 / 22

Displacement mapping

Displacement mapping. Kezdeti teendők. Letöltés: OgreDisplacementMappingBase.zip Kicsomagol Futtat: OgreDisplacement.sln Include és library útvonalak beállítása Working directory beállítása Fordít Futtat. Próba. Material scheme. … OIS:: InputManager * OISInputManager ;

hieu
Télécharger la présentation

Displacement mapping

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Displacementmapping

  2. Kezdeti teendők • Letöltés: OgreDisplacementMappingBase.zip • Kicsomagol • Futtat: OgreDisplacement.sln • Include és library útvonalak beállítása • Working directory beállítása • Fordít • Futtat

  3. Próba

  4. Material scheme … OIS::InputManager* OISInputManager; int schemecount = 1; int currentScheme = 0; StringqualitySchemes[] = { "VeryLow", "Low", "Medium", "Height", "VeryHeight", "Ultra" }; … voidsetupScene() { … renderWindow->setActive(true); renderWindow->getViewport(0)->setMaterialScheme(qualitySchemes[0]); … materialPhong { technique { schemeVeryLow pass : PhongPass …

  5. if( mKeyboard->isKeyDown(OIS::KC_SPACE) && mTimeUntilNextToggle < 0) { currentScheme = (++currentScheme)%schemecount; renderWindow->getViewport(0)->setMaterialScheme(qualitySchemes[currentScheme]); mTimeUntilNextToggle = 0.2f; } • Minden sémához új technika a phong.material-ba • Minden technikának új pixel shadert írunk • (ha implementáltunk egy új sémát schemecount ++)

  6. Próba

  7. normal mapping materialPhong { technique { schemeVeryLow … } technique { schemeLow pass { vertex_program_refPhongShadingDisplacedVS { } fragment_program_refPhongShadingNormalMappedPS { } } } }

  8. Phong.program vertex_program PhongShadingVShlsl { } fragment_program PhongShadingPShlsl { } vertex_program PhongShadingDisplacedVShlsl { sourcePhongDisplaced.hlsl entry_pointdisplacedVS targetvs_2_0 } fragment_program PhongShadingNormalMappedPShlsl { sourcePhongDisplaced.hlsl entry_pointnormalMappedPS targetps_2_0 }

  9. PhongDisplaced.hlsl struct VERTEX_IN { float4 position : POSITION; float4 normal : NORMAL; float2 texCoord : TEXCOORD0; float4 tangent : TANGENT; float4 binormal : BINORMAL; }; struct VERTEX_OUT { float4 hPos : POSITION; float3 N : TEXCOORD0; float3 L : TEXCOORD1; float3 V : TEXCOORD2; float2 texCoord : TEXCOORD3; float3 T : TEXCOORD4; float3 B : TEXCOORD5; };

  10. VERTEX_OUT displacedVS(VERTEX_IN In, uniform float4x4 worldViewProj, uniform float4x4 worldView, uniform float4x4 worldViewIT, uniform float4 lightPos) { VERTEX_OUT Out = (VERTEX_OUT) 0; Out.hPos = mul(worldViewProj, In.position); Out.texCoord = In.texCoord; Out.V = -mul(worldView, In.position).xyz; Out.L = lightPos.xyz + lightPos.w * Out.V; Out.N = mul(worldViewIT, In.normal).xyz; Out.T = mul(worldViewIT, In.tangent).xyz; Out.B = mul(worldViewIT, In.binormal).xyz; return Out; }

  11. float2 dtdx = ddx(In.texCoord); float2 dtdy = ddy(In.texCoord); float3 dpdx = ddx(-In.V); float3 dpdy = ddy(-In.V); float3 T = normalize(dpdx * dtdy.y - dpdy * dtdx.y); float3 B =normalize(dpdy * dtdx.x - dpdx * dtdy.x) ; float3 N = cross(T, B); N *= sign(-dot(N, -In.V)); sampler2D colorTex : register(s0); sampler2D normalMap : register(s1); float4 amientLightColor; float4 diffuseLightColor; float4 specularLightColor; float4 lightAttenuation; float4 ambientColor; float4 diffuseColor; float4 specularColor; float4 emissiveColor; float HEIGHT_SCALE = 0.1; float HEIGHT_BIAS = -0.08; floatbumpScale = 1; float4 normalMappedPS(VERTEX_OUT In):COLOR0 { float3 N = normalize(In.N); float3 T = normalize(In.T); float3 B = normalize(In.B); float3x3 TangentToView = float3x3(T, B, N); float3 Nt = normalize(tex2D(normalMap, In.texCoord).xyz - float3(0.5, 0.5, 0.0)); Nt.z /= bumpScale; Nt = normalize(Nt); N = mul(Nt, TangentToView); //innentől ugyanaz, mint a sima phongshaderünk… következő dia

  12. float d = length(In.L); float3 L = In.L / d; float3 V = normalize(In.V); float4 texColor = tex2D(colorTex, In.texCoord); floatattenuation = 1.0 / (lightAttenuation.y + lightAttenuation.z * d + lightAttenuation.w * d * d); float4 ambient = amientLightColor * ambientColor; float4 diffuse = max(0,dot(N,L)) * diffuseColor * diffuseLightColor * attenuation; float3 H = normalize(L + V); float4 specular = pow(max(0, dot(N,H)), specularColor.w) * float4(specularColor.xyz, 1) * specularLightColor * attenuation; returntexColor * (ambient + diffuse) + specular + emissiveColor; }

  13. Próba (int schemecount = 2;)

  14. Parallax Mapping float4 parallaxMappedPS(VERTEX_OUT In):COLOR0 { … float3 Nt = normalize(tex2D(normalMap, In.texCoord).xyz - float3(0.5, 0.5, 0.0)); float d = length(In.L); float3 L = In.L / d; float3 V = normalize(In.V); float3 Vt = mul(TangentToView, V); float h = tex2D(normalMap, In.texCoord).a * HEIGHT_SCALE + HEIGHT_BIAS; //In.texCoord += h * Vt.xy / Vt.z; //parallax //In.texCoord += h * Vt.xy; //parallax with offset limit In.texCoord += h * Nt.z * Vt.xy; //parallaxwithslope Nt = normalize(tex2D(normalMap, In.texCoord).xyz - float3(0.5, 0.5, 0.0)); Nt.z /= bumpScale; Nt = normalize(Nt); N = mul(Nt, TangentToView); float4 texColor = tex2D(colorTex, In.texCoord); floatattenuation = …

  15. Próba (int schemecount = 3;)

  16. Iteratív parallax #define PARALLAX_ITERATION 5 float2 PARALLAX_MAPPING_ITER(float3 TexCoord, float3 View) { for(int i = 0; i < PARALLAX_ITERATION; i++) { float3 N = tex2D(normalMap, TexCoord).xyz; float h = tex2D(normalMap, TexCoord).a * HEIGHT_SCALE + HEIGHT_BIAS; TexCoord += (h - TexCoord.z) * N.z * View; } return TexCoord.xy; } float4 iterativeParallaxMappedPS(VERTEX_OUT In):COLOR0 { … float3 Vt = mul(TangentToView, V); In.texCoord = PARALLAX_MAPPING_ITER(float3(In.texCoord, 0), Vt); float4 texColor = tex2D(colorTex, In.texCoord);

  17. Próba (int schemecount = 4;)

  18. Relief mapping float4 reliefMappedPS(VERTEX_OUT In):COLOR0 { … float3 Vt = mul(TangentToView, V); float3 sRange = -Vt * HEIGHT_SCALE / Vt.z * 0.5; float3 sPos = float3(In.texCoord, 0) - sRange; for( int i=0; i<12; i++ ) { float bump = tex2D(normalMap, sPos.xy).a; sRange *= 0.5; if (sPos.z > bump * HEIGHT_SCALE) // If outside sPos += sRange; // Move forward else sPos -= sRange; // Move backward } In.texCoord = sPos.xy; float4 texColor = tex2D(colorTex, In.texCoord);

  19. Próba (int schemecount = 5;)

  20. Relief mapping + árnyékok float4 reliefShadowMappedPS(VERTEX_OUT In):COLOR0 { … for( int i=0; i<12; i++ ) { … } In.texCoord = sPos.xy; float shadow = 1.0; float h1 = sPos.z; float h = tex2D(normalMap, In.texCoord).a; float3 Lt = mul(TangentToView, L); sRange = -Lt * HEIGHT_SCALE / Lt.z * 0.5; sPos -= sRange * (1.0 - h - 0.5);

  21. Folytatás… for( int i=0; i<10; i++ ) { float bump = tex2D(normalMap, sPos.xy).a; sRange *= 0.5; if (sPos.z > bump * HEIGHT_SCALE) // If outside sPos += sRange; // Move forward else sPos -= sRange; // Move backward } float h2 = sPos.z; if(h2 > h1 + 0.01) shadow = 0.3; float4 texColor = tex2D(colorTex, In.texCoord); … float attenuation = … attenuation *= shadow;

  22. Próba (int schemecount = 6;)

More Related