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我正在使用vispy通过 OpenGL 渲染 3D 参数曲面。它似乎在大多数情况下运行良好,但看起来很奇怪

在几何体边缘周围的某些部分,几乎就像法线指向内部(示例)。

我怀疑问题出在我的片段着色器或表面法线上,尤其是在它们接近垂直于相机方向的区域。以下是顶点的创建方式:

# --- Python imports ---
import numpy as np

# --- Internal imports ---
from glmesh import MeshApp3D

# -----------------------------------------------------------
# Torus parameters
radius1     = 1.0
radius2     = 0.2

# Define torus
torus       = ( lambda u,v : np.cos(u)*(radius1+radius2*np.cos(v)),
                lambda u,v : np.sin(u)*(radius1+radius2*np.cos(v)),
                lambda u,v : radius2*np.sin(v) )

# Generate grid of points on the torus
nSamples    = 100
U           = np.linspace(0.0,2*np.pi,nSamples)
V           = np.linspace(0.0,-2*np.pi,nSamples)

grid        = np.array( 
                        [
                            [ [torus[componentIndex](u,v) for u in U] for v in V ] for componentIndex in (0,1,2)
                        ],
                        dtype=np.float32 )


# -----------------------------------------------------------
# Rearrange grid to a list of points
vertices    = np.reshape(
                        np.transpose(   grid, 
                                        axes=(1,2,0)),
                        ( nSamples*nSamples ,3))

# Generate triangle indices in a positive permutation
# For example:
# 7---8---9
# | / | / |
# 4---5---6
# | / | / |
# 1---2---3
#
# (1,5,4) (1,2,5) (2,6,5) (2,3,6) (4,8,7) (4,5,8) (5,9,8) (5,6,9)

faces = np.zeros( ( 2*(nSamples-1)*(nSamples-1), 3 ), dtype=np.uint32 )
k = 0
for j in range(nSamples-1):
    for i in range(nSamples-1):
        jni = j*nSamples+i

        faces[k]    = [ jni, 
                        jni+nSamples+1, 
                        jni+nSamples ]

        faces[k+1]  = [ jni, 
                        jni+1, 
                        jni+1+nSamples ]
        k+=2


# -----------------------------------------------------------
# -----------------------------------------------------------
meshApp = MeshApp3D(    {'vertices' : vertices, 'faces' : faces},
                        colors=(1.0,1.0,1.0) )
meshApp.run()

片段着色器:

varying vec3 position;
varying vec3 normal;
varying vec4 color;


void main() {

    // Diffuse
    vec3 lightDir       = normalize( position - vec3($lightPos) );
    float diffuse       = dot( normal, lightDir );
    //diffuse             = min( max(diffuse,0.0), 1.0 );

    // Specular
    vec3 halfWayVector  = normalize(  ( lightDir+vec3($cameraDir) )/2.0  );
    float specular      = min( max(   dot(halfWayVector,normal)   ,0.0), 1.0 );
    specular            = specular * specular * specular * specular;
    specular            = specular * specular * specular * specular;
    specular            = specular * specular * specular * specular;

    // Additive
    vec3 fragColor      = vec3($lightColor) * color.xyz;
    fragColor           = fragColor * ( $diffuseMaterialConstant * diffuse +
                                        $specularMaterialConstant * specular)
                                        + $ambientMaterialConstant * vec3($ambientLight) * color.xyz;


    gl_FragColor        = vec4(fragColor,1.0);
}

其余代码被分解为模块,但简而言之,这就是发生的事情:

  • MeshData顶点和面构成
  • 法线是在 MeshData 内部生成的,基于顶点位置和它们定义相应三角形的顺序
  • 创建并初始化画布和 OpenGL 窗口
  • 网格被绘制为三角形条带

有问题的部分可能是网格三角形的定义。例子:

  7---8---9
  | / | / |
  4---5---6
  | / | / |
  1---2---3
v
^
|
---> u
(1,5,4) (1,2,5) (2,6,5) (2,3,6) (4,8,7) (4,5,8) (5,9,8) (5,6,9)

它最初的目的是为二维函数z=f(x,y)生成三角形并且效果很好,但是在将它应用于参数曲面r(u,v) = [ x(u,v), y(u,v), z(u,v)]。例如,这就是参数v0变为-2pi而不是+2pi的原因(否则法线将指向内部)。

关于可能导致图像中出现故障的任何想法?

(或任何关于更好的三角形生成的建议?)

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