在GLSL中使用OpenGL卡通着色器
我对学习如何用OpenGL着色语言编写感兴趣。我找到了一个,但无法在我的计算机上运行演示。我遇到的麻烦是编写一个将使用此着色器的应用程序。有人能告诉我如何编写一个使用该着色器的简单应用程序吗?我正在Linux上使用GLSL 1.2(OpenGL 2.1)。以下是主要示意图:在GLSL中使用OpenGL卡通着色器,opengl,glsl,shader,processing,Opengl,Glsl,Shader,Processing,我对学习如何用OpenGL着色语言编写感兴趣。我找到了一个,但无法在我的计算机上运行演示。我遇到的麻烦是编写一个将使用此着色器的应用程序。有人能告诉我如何编写一个使用该着色器的简单应用程序吗?我正在Linux上使用GLSL 1.2(OpenGL 2.1)。以下是主要示意图: /* * Use keys 1 - 8 to play with different GLUT Solids * mouse affects light position * Toon Shader by Philip Ri
/*
* Use keys 1 - 8 to play with different GLUT Solids
* mouse affects light position
* Toon Shader by Philip Rideout:
* http://www.lighthouse3d.com/opengl/glsl/index.php?toon2
*/
import processing.opengl.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
PGraphicsOpenGL pgl;
GL gl;
GLSL toon;
GLU glu;
GLUT glut;
boolean glInit;
int glutSolidIndex = 7;
void setup()
{
size(600, 500, OPENGL);
glu = new GLU();
glut = new GLUT();
pgl = (PGraphicsOpenGL) g;
gl = pgl.gl;
}
void draw()
{
background(0);
PGraphicsOpenGL pgl = (PGraphicsOpenGL) g;
GL gl = pgl.beginGL();
if(!glInit){
toon=new GLSL();
toon.loadVertexShader("toon.vs");
toon.loadFragmentShader("toon.fs");
toon.useShaders();
glInit = true;
}
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
//TRS
gl.glTranslatef(width * .5, height * .5,0.0f);
gl.glRotatef(160,1,0,0);
gl.glRotatef(frameCount * .5,0,1,0);
gl.glRotatef(frameCount * .5,0,0,1);
gl.glScalef(80,80,80);
// draw
toon.startShader();
toon.uniform3f(toon.getUniformLocation("LightPosition"), mouseX-width*.5, -(mouseY-height*.5), 20.0f);
gl.glColor3f(1.0f, 0.5f, 0.0f);
glutSolid();
toon.endShader();
pgl.endGL();
}
void glutSolid(){
switch(glutSolidIndex){
case 0:
glut.glutSolidCube(1);
break;
case 1:
glut.glutSolidTetrahedron();
break;
case 2:
glut.glutSolidOctahedron();
break;
case 3:
glut.glutSolidDodecahedron();
break;
case 4:
glut.glutSolidIcosahedron();
break;
case 5:
glut.glutSolidSphere(1,16,8);
break;
case 6:
glut.glutSolidTorus(.5,1,32,24);
break;
case 7:
glut.glutSolidTeapot(1);
break;
}
}
void keyPressed(){
if((int)key >= 49 && (int)key <= 56) glutSolidIndex = (int)(key) - 49;
}
片段着色器:toon.fs
/* http://www.lighthouse3d.com/opengl/glsl/index.php?toon2 */
varying vec3 Normal;
uniform vec3 LightPosition;// = vec3(10.0, 10.0, 20.0);
void main()
{
vec4 color1 = gl_FrontMaterial.diffuse;
vec4 color2;
float intensity = dot(normalize(LightPosition),Normal);
if (intensity > 0.95) color2 = vec4(1.0, 1.0, 1.0, 1.0);
else if (intensity > 0.75) color2 = vec4(0.8, 0.8, 0.8, 1.0);
else if (intensity > 0.50) color2 = vec4(0.6, 0.6, 0.6, 1.0);
else if (intensity > 0.25) color2 = vec4(0.4, 0.4, 0.4, 1.0);
else color2 = vec4(0.2, 0.2, 0.2, 1.0);
gl_FragColor = color1 * color2;
}
如果有帮助的话,是压缩处理项目。安装Processing后,将文件解压缩到默认的Processing文件夹(~/Documents/Processing),然后运行Processing>file>Sketchbook下应该显示的文件
下面是一个屏幕截图:
嗯
更新
处理现在提供了一个很好的解决方案。
它包括一个卡通着色器:
PShader toon;
void setup() {
size(640, 360, P3D);
noStroke();
fill(204);
toon = loadShader("ToonFrag.glsl", "ToonVert.glsl");
toon.set("fraction", 1.0);
}
void draw() {
shader(toon);
background(0);
float dirY = (mouseY / float(height) - 0.5) * 2;
float dirX = (mouseX / float(width) - 0.5) * 2;
directionalLight(204, 204, 204, -dirX, -dirY, -1);
translate(width/2, height/2);
sphere(120);
}
ToonVert.glsl:
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform vec3 lightNormal;
attribute vec4 vertex;
attribute vec4 color;
attribute vec3 normal;
varying vec4 vertColor;
varying vec3 vertNormal;
varying vec3 vertLightDir;
void main() {
gl_Position = transform * vertex;
vertColor = color;
vertNormal = normalize(normalMatrix * normal);
vertLightDir = -lightNormal;
}
ToonFrag.glsl:
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_LIGHT_SHADER
uniform float fraction;
varying vec4 vertColor;
varying vec3 vertNormal;
varying vec3 vertLightDir;
void main() {
float intensity;
vec4 color;
intensity = max(0.0, dot(vertLightDir, vertNormal));
if (intensity > pow(0.95, fraction)) {
color = vec4(vec3(1.0), 1.0);
} else if (intensity > pow(0.5, fraction)) {
color = vec4(vec3(0.6), 1.0);
} else if (intensity > pow(0.25, fraction)) {
color = vec4(vec3(0.4), 1.0);
} else {
color = vec4(vec3(0.2), 1.0);
}
gl_FragColor = color * vertColor;
}
“无法在我的电脑上运行演示”,你做了什么?它是如何工作的?@Ben Anderson Oops!现在已修复:)
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform vec3 lightNormal;
attribute vec4 vertex;
attribute vec4 color;
attribute vec3 normal;
varying vec4 vertColor;
varying vec3 vertNormal;
varying vec3 vertLightDir;
void main() {
gl_Position = transform * vertex;
vertColor = color;
vertNormal = normalize(normalMatrix * normal);
vertLightDir = -lightNormal;
}
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_LIGHT_SHADER
uniform float fraction;
varying vec4 vertColor;
varying vec3 vertNormal;
varying vec3 vertLightDir;
void main() {
float intensity;
vec4 color;
intensity = max(0.0, dot(vertLightDir, vertNormal));
if (intensity > pow(0.95, fraction)) {
color = vec4(vec3(1.0), 1.0);
} else if (intensity > pow(0.5, fraction)) {
color = vec4(vec3(0.6), 1.0);
} else if (intensity > pow(0.25, fraction)) {
color = vec4(vec3(0.4), 1.0);
} else {
color = vec4(vec3(0.2), 1.0);
}
gl_FragColor = color * vertColor;
}