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我写了一个小程序来简单地解释我的问题,我尝试用一​​个纹理改变图片的像素位置,其中分量 x 是方向,另一个表示速度。最终目标是使用来自 CPU 的数据来计算 NAVIER-STROKE 流体来移动 GLSL 中的像素。CPU 代码在处理 java 库中。我试图理解我的代码中有什么错误,但我不明白像素转换是如何工作的。在第一个中,我在 CPU 中将值颜色的方向从 0 转换为 255,然后在 GPU 中将这个方向转换为矢量方向,并将这个乘以速度并将这个缩放为 1x1,但这不起作用.. . 对不起,如果我的解释不是很不稳定,但英语不是很流利。

链接到草图

加工 :

PImage tex_velocity, tex_direction ;
PShader warping;
PImage img ;
int grid_w, grid_h ;
void setup() {
  size(600,375,P2D);
  // img = loadImage("pirate_small.jpg");
  img = loadImage("puros_girl_small.jpg");
  grid_w = 60 ;
  grid_h = 37 ;
  tex_velocity = createImage(grid_w,grid_h,RGB);
  tex_direction = createImage(grid_w,grid_h,RGB);  
  warping = loadShader("shader/warp/rope_warp_frag.glsl");
  noise_img(tex_velocity, 20, .1, .1); // max translate for the pixel
    noise_img(tex_direction, 360, .1, .1); // degree direction
}

void draw() {

    println(frameRate);
    if(frameCount%30 == 0) {
        noise_img(tex_velocity, 20, .1, .1); // max translate for the pixel
        noise_img(tex_direction, 360, .1, .1); // degree direction
    }

    warping.set("mode", 0) ;
    warping.set("texture",img);
    warping.set("roof_component_colour",g.colorModeX);
    warping.set("wh_ratio",1f/grid_w, 1f/grid_h);

  warping.set("vel_texture",tex_velocity);
  warping.set("dir_texture",tex_direction);

  shader(warping);

  image(img,0,0);
  resetShader();
  image(tex_velocity,5,5);
  image(tex_direction,grid_w +15 ,5 );
}


float x_offset, y_offset ;
void noise_img(PImage dst, int max, float ratio_x, float ratio_y) {
    noiseSeed((int)random(10000));
    for(int x = 0 ; x < dst.width ; x++) {
        x_offset += ratio_x ;
        for(int y = 0 ; y < dst.height ; y++) {
            y_offset += ratio_y ;
            float v = map(noise(x_offset,y_offset),0,1,0,max);
            v = (int)map(v,0,max,0,g.colorModeX);
            int c = color(v,v,v,g.colorModeA) ;
            dst.set(x,y,c);
        }
    }
}

GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

#define PROCESSING_TEXTURE_SHADER

#define PI 3.1415926535897932384626433832795

varying vec4 vertTexCoord;
uniform sampler2D texture;

uniform int mode;
uniform float roof_component_colour;

uniform sampler2D vel_texture;
uniform sampler2D dir_texture;
uniform vec2 wh_ratio;




float map(float value, float start1, float stop1, float start2, float stop2) {
  float result = start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
  return result;
}

vec2 cartesian_coord(float angle) {
  float x = cos(angle);
  float y = sin(angle);
  return vec2(x,y);
}


vec2 translate(float fdir, float fvel) {
  float angle_in_radian = map(fdir, 0, roof_component_colour, -PI, PI);
  vec2 dir_cart = cartesian_coord(angle_in_radian);
  return dir_cart *fvel ;
}



void main() {
  vec2 ratio = gl_FragCoord.xy *wh_ratio;

  vec4 vel = texture2D(vel_texture, ratio);
  vec4 dir = texture2D(dir_texture, ratio);

  // rendering picture ;
  if(mode == 0) {
    float direction = dir.x;
    float velocity = vel.x;
    vec2 translation = translate(direction,velocity);

    // not bad, but totaly wrong
   //  vec2 coord_dest = vertTexCoord.st +translation 

   vec2 coord_dest = vertTexCoord.st *ratio +translation ;
   // not bad, but totaly wrong
    vec2 coord_dest = vertTexCoord.st *ratio +translation ;
    vec4 tex_colour = texture2D(texture, coord_dest);

    gl_FragColor = tex_colour;
  }


  // velocity
  if(mode == 1 ) {
    gl_FragColor = texture2D(vel_texture, vertTexCoord.st);;
  }
  // direction force field
  if(mode == 2) {
    gl_FragColor = texture2D(dir_texture, vertTexCoord.st);;
  }
}

在此处输入图像描述

4

3 回答 3

1

纹理格式是GL_RGBA8,这意味着每个颜色通道存储到一个字节中,这是一个从 0 到 255 的整数数据。
但是当你从纹理采样器中读取文本时,你会得到一个浮点值范围从 0.0 到 1.0。(参见glTexImage2D- GL_RGBA)。

在片段着色器中,您必须将从纹理采样器读取的颜色通道(在 [0, 1] 中)映射到从 -PI 到 PI 的范围。为此,您可以使用 GLSL 函数mix,它在 2 个值之间进行线性插值:

vec2 translate(float fdir, float fvel) // fdir, fvel in [0.0, 1.0] 
{
  float angle = mix(-PI, PI, fdir);
  return vec2(cos(angle), sin(angle)) * fvel;
}

纹理坐标在 [0, 1] 范围内。您必须将其转换translation为纹理坐标。为此,您必须知道图像纹理的大小:

vec2 wh_ratio;     // 1f/grid_w, 1f/grid_h
vec2 imageTexSize; // size of "texture"

vec2 scale = imageTexSize * wh_ratio;
vec2 coord_dest = vertTexCoord.st + translation / scale;
于 2017-09-29T17:02:58.833 回答
1

感谢您的帮助,现在我知道 GLSL 中图片的图片大小 :) [0,1],但这不是预期的,我使用渲染大小或必须扭曲的图片,所以在我的想法中vec2 imageTexSizeimg.width并且img.height通过从处理imageTexSize

uniform vec2 imageTexSize;
.../...
vec2 scale = imageTexSize * wh_ratio;
vec2 coord_dest = vertTexCoord.st + translation / scale;

结果是顶部图像

当我尝试这段代码时

vec2 ratio = gl_FragCoord.xy *wh_ratio;
vec2 coord_dest = vertTexCoord.st +translation / ratio ;

结果是中间图像

当我尝试这个时

vec2 coord_dest = vertTexCoord.st +translation / wh_ratio ;

结果是底部图像

抱歉,我只发布了一张图片,因为我不能以我的初学者声誉发布多张图片 :) 在此处输入图像描述

于 2017-09-30T09:28:37.847 回答
1

我修复了全窗口显示的显示错误,但现在是 y 坐标与平移相反,这很奇怪,因为纹理速度和方向在 y 中没有反转,反向 y 效果在解释中。这发生在 3 模式上。我试着coord_dest.y像那样逆转

float coord_dest_y = mix(coord_dest.y, vertTexCoord.t, 0);
gl_FragColor = texture2D(texture, vec2(coord_dest.x, coord_dest_y));

但这并没有改变。

我尝试:float coord_dest_y = mix(coord_dest.y, 0, vertTexCoord.t);但这会让事情变得非常奇怪,所以这也行不通......

这里是完整的 GLSL 代码

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

#define PROCESSING_TEXTURE_SHADER

#define PI 3.1415926535897932384626433832795

varying vec4 vertTexCoord;
uniform sampler2D texture;

uniform int mode;

uniform sampler2D vel_texture;
uniform sampler2D dir_texture;

uniform vec2 wh_grid_ratio;
uniform vec2 wh_renderer_ratio;


vec2 cartesian_coord(float angle) {
  float x = cos(angle);
  float y = sin(angle);
  return vec2(x,y);
}


vec2 translate(float fdir, float fvel) {
  //float angle = mix(PI, -PI,fdir);
  float angle = mix(fdir, PI, -PI);
  return cartesian_coord(angle) *fvel ;
}



void main() {
  vec2 ratio = gl_FragCoord.xy *wh_renderer_ratio;
  vec4 vel = texture2D(vel_texture, ratio);
  vec4 dir = texture2D(dir_texture, ratio);

  float direction = dir.x;
  float velocity = vel.x;
  vec2 translation = translate(direction,velocity);

  // mode 0 perfect
  // mode 1 interesting
  // mode 2 bizarre, but fun

  // mode 500 warp image direction
  // mode 501 warp image velocity

  // perfect
  if(mode == 0) {
    vec2 scale = gl_FragCoord.xy *wh_renderer_ratio; 
    vec2 coord_dest = vertTexCoord.st +translation /scale;
    float coord_dest_y = mix(coord_dest.y, vertTexCoord.t, 0);
    // float coord_dest_y = mix(coord_dest.y, 0, vertTexCoord.t);

    gl_FragColor = texture2D(texture, vec2(coord_dest.x, coord_dest_y));
    //  gl_FragColor = texture2D(texture, coord_dest);
  }

   // interesting
  if(mode == 1) {
    vec2 scale = gl_FragCoord.xy *wh_grid_ratio;
    vec2 coord_dest = vertTexCoord.st +translation /scale ;
    gl_FragColor = texture2D(texture, coord_dest);
  }

  // bizarre
  if(mode == 2) {
    vec2 coord_dest = vertTexCoord.st +translation /wh_grid_ratio;
    gl_FragColor = texture2D(texture, coord_dest);
  }


  // velocity
  if(mode == 500 ) {
    vec4 tex_colour = texture2D(vel_texture, vertTexCoord.st);;
    gl_FragColor = tex_colour;
  }
  // direction force field
  if(mode == 501) {
    vec4 tex_colour = texture2D(dir_texture, vertTexCoord.st);;
    gl_FragColor = tex_colour;

  }
}

和这里的图片结果,要查看最终变形中的光标误差 y 在 此处输入图像描述

于 2017-10-01T09:02:02.380 回答