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25.opengl高级光照-Gamma校正

25.opengl高级光照-Gamma校正

作者: 天叔 | 来源:发表于2020-07-15 01:01 被阅读0次

    本章学习之前,先复习基础光照材质的内容,光照的基础知识有些遗忘了,温故知新。

    一、原理介绍

    简单理解:人对光强度的感知是非线性的。亮度的范围如果是[0,1],0是黑色,1是纯白色,那么0.5应该代表的是中间灰色吗?NO!!人能感知到的中间灰度值是亮度为0.2左右的光强。

    这也符合人的正常感觉,人对光强逐步增加的初期感知非常强烈,好比,饥饿的人吃10个饼,并不是吃到第5、6个饼时饥饿感减少一半,是头几个饼吃充饥感最强。

    既然人感觉到的中间亮度是0.2的光强,为了最大化利用内存,模拟人的感知特点,把0.2的光强设为中间值,用一半的颜色内存存放0到0.2中间的亮度。照相机实际上就是这么做的。而我们常规的显示器在解码颜色时,也会把经过处理后的颜色再还原回去,显示器默认颜色是经过非线性处理的。

    为了适配显示器的对颜色的还原,纹理在渲染过程中就要做gamma校正。现在的显示器也可以自己设置gamma值。

    注意!!!如果颜色内存足够大,不需要“合理”利用内存,就没有必要做亮度范围调整。

    人对颜色的感知-图片来自知乎 gamma correction

    原教程learnopgngl-Gamma校正对gamma校正的原理讲的不是太好,可能是作者自己太懂了,反而讲的略拗口。

    参考知乎色彩校正中的 gamma 值是什么?循序渐进的理解比较易懂。

    本章节实现效果:

    未开启gamma校正的图像看起来整体偏暗些,经过gamma校正后,整体柔和一些,更逼近真实的场景。因为显示器会把低亮度的色值降下去。

    未开启gamma校正 开启gamma校正

    二、代码说明

    1. 主程序增加4个光源
        // -------------
        glm::vec3 lightPositions[] = {
            glm::vec3(-3.0f, 0.0f, 0.0f),
            glm::vec3(-1.0f, 0.0f, 0.0f),
            glm::vec3 (1.0f, 0.0f, 0.0f),
            glm::vec3 (3.0f, 0.0f, 0.0f)
        };
        glm::vec3 lightColors[] = {
            glm::vec3(0.25),
            glm::vec3(0.50),
            glm::vec3(0.75),
            glm::vec3(1.00)
        };
    
    2. 顶点着色器没有特殊处理,主要看片段着色器

    gamma校正算法很简单,用幂运算来模拟,color的每一个分量做1.0/2.2的幂次计算

    片段着色器中的其他处理也值得学习,基本包含了一个完整的光照模型的大部分元素,后面还有少量的补充,比如阴影等细节

    • 1)环境光照(这里没有)
    • 2)漫反射
    • 3)反射(BlinnPhong采用半程向量的反射优化)
    • 4)gamma校正
    vec3 BlinnPhong(vec3 normal, vec3 fragPos, vec3 lightPos, vec3 lightColor)
    {
        // diffuse
        vec3 lightDir = normalize(lightPos - fragPos);
        float diff = max(dot(lightDir, normal), 0.0);
        vec3 diffuse = diff * lightColor;
        
        // specular
        vec3 viewDir = normalize(viewPos - fragPos);
        vec3 reflectDir = reflect(-lightDir, normal);
        float spec = 0.0;
        vec3 halfwayDir = normalize(lightDir + viewDir);
        spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
        vec3 specular = spec * lightColor;
        
        // simpleattenuation
        float max_distance = 1.5;
        float distance = length(lightPos - fragPos);
        float attenuation = 1.0 / (gamma ? distance * distance : distance);
        
        diffuse *= attenuation;
        specular *= attenuation;
        
        return diffuse + specular;
    }
    
    void main()
    {
    
        vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
        vec3 lighting = vec3(0.0);
        for (int i = 0; i < 4; ++i) {
            lighting += BlinnPhong(normalize(fs_in.Normal), fs_in.FragPos, lightPositions[i], lightColors[i]);
        }
        color *= lighting;
        if(gamma)
        {
            color = pow(color, vec3(1.0 / 2.2));
        }
        FragColor = vec4(color, 1.0);
    }
    

    三、完整代码

    主程序里,增加了按键 Y 和 N的处理优化,方便截屏记录笔记

    1. vs
    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aNormal;
    layout (location = 2) in vec2 aTexCoords;
    
    out VS_OUT {
        vec3 FragPos;
        vec3 Normal;
        vec2 TexCoords;
    } vs_out;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        vs_out.FragPos = aPos;
        vs_out.Normal = aNormal;
        vs_out.TexCoords = aTexCoords;
        gl_Position = projection * view * vec4(aPos, 1.0);
    }
    
    2. fs
    #version 330 core
    out vec4 FragColor;
    
    in VS_OUT {
        vec3 FragPos;
        vec3 Normal;
        vec2 TexCoords;
    } fs_in;
    
    uniform sampler2D floorTexture;
    
    uniform vec3 lightPositions[4];
    uniform vec3 lightColors[4];
    uniform vec3 viewPos;
    uniform bool gamma;
    
    vec3 BlinnPhong(vec3 normal, vec3 fragPos, vec3 lightPos, vec3 lightColor)
    {
        // diffuse
        vec3 lightDir = normalize(lightPos - fragPos);
        float diff = max(dot(lightDir, normal), 0.0);
        vec3 diffuse = diff * lightColor;
        
        // specular
        vec3 viewDir = normalize(viewPos - fragPos);
        vec3 reflectDir = reflect(-lightDir, normal);
        float spec = 0.0;
        vec3 halfwayDir = normalize(lightDir + viewDir);
        spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
        vec3 specular = spec * lightColor;
        
        // simpleattenuation
        float max_distance = 1.5;
        float distance = length(lightPos - fragPos);
        float attenuation = 1.0 / (gamma ? distance * distance : distance);
        
        diffuse *= attenuation;
        specular *= attenuation;
        
        return diffuse + specular;
    }
    
    void main()
    {
    
        vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
        vec3 lighting = vec3(0.0);
        for (int i = 0; i < 4; ++i) {
            lighting += BlinnPhong(normalize(fs_in.Normal), fs_in.FragPos, lightPositions[i], lightColors[i]);
        }
        color *= lighting;
        if(gamma)
        {
            color = pow(color, vec3(1.0 / 2.2));
        }
        FragColor = vec4(color, 1.0);
    }
    
    3. 主程序
    #include <glad/glad.h>
    #include <GLFW/glfw3.h>
    #define STB_IMAGE_IMPLEMENTATION
    #include "stb_image.h"
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    #include "Shader.h"
    #include "camera.h"
    #include "model.h"
    
    #include <iostream>
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height);
    void mouse_callback(GLFWwindow* window, double xpos, double ypos);
    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
    void processInput(GLFWwindow *window);
    unsigned int loadTexture(const char *path);
    unsigned int loadCubemap(vector<std::string> faces);
    
    // settings
    const unsigned int SCR_WIDTH = 800;
    const unsigned int SCR_HEIGHT = 600;
    bool blinn = false;
    bool blinnKeyPressed = false;
    bool gammaEnabled = false;
    bool gammaKeyPressed = false;
    
    // camera
    Camera camera(glm::vec3(0.0f, 0.5f, 30.0f));
    float lastX = (float)SCR_WIDTH / 2.0;
    float lastY = (float)SCR_HEIGHT / 2.0;
    bool firstMouse = true;
    
    // timing
    float deltaTime = 0.0f;
    float lastFrame = 0.0f;
    
    int main()
    {
        // glfw: initialize and configure
        // ------------------------------
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
    #ifdef __APPLE__
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    #endif
        
        // glfw window creation
        // --------------------
        GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "天哥学opengl", NULL, NULL);
        if (window == NULL)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
        glfwSetCursorPosCallback(window, mouse_callback);
        glfwSetScrollCallback(window, scroll_callback);
    
        // tell GLFW to capture our mouse
    //    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    
        // glad: load all OpenGL function pointers
        // ---------------------------------------
        if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
        {
            std::cout << "Failed to initialize GLAD" << std::endl;
            return -1;
        }
    
    //    glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
        
        // configure global opengl state
        // -----------------------------
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
        // build and compile shaders
        // -------------------------
        Shader shader("1.colors.vs", "1.colors.fs");
        
        float planeVertices[] = {
            // positions            // normals         // texcoords
             10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,  10.0f,  0.0f,
            -10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
            -10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,   0.0f, 10.0f,
    
             10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,  10.0f,  0.0f,
            -10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,   0.0f, 10.0f,
             10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,  10.0f, 10.0f
        };
        
        // plane VAO
         unsigned int planeVAO, planeVBO;
         glGenVertexArrays(1, &planeVAO);
         glGenBuffers(1, &planeVBO);
         glBindVertexArray(planeVAO);
         glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
         glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
         glEnableVertexAttribArray(0);
         glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
         glEnableVertexAttribArray(1);
         glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
         glEnableVertexAttribArray(2);
         glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
         glBindVertexArray(0);
        
        unsigned int floorTexture = loadTexture("resource/wood.png");
        unsigned int floorTextureGammaCorrected = loadTexture("resource/wood.png");
    
    
        shader.use();
        shader.setInt("texture1", 0);
        
        // lighting info
        // -------------
        glm::vec3 lightPositions[] = {
            glm::vec3(-3.0f, 0.0f, 0.0f),
            glm::vec3(-1.0f, 0.0f, 0.0f),
            glm::vec3 (1.0f, 0.0f, 0.0f),
            glm::vec3 (3.0f, 0.0f, 0.0f)
        };
        glm::vec3 lightColors[] = {
            glm::vec3(0.25),
            glm::vec3(0.50),
            glm::vec3(0.75),
            glm::vec3(1.00)
        };
        
        // render loop
        // -----------
        while (!glfwWindowShouldClose(window))
        {
            glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            
            float currentFrame = glfwGetTime();
            deltaTime = currentFrame - lastFrame;
            lastFrame = currentFrame;
            
            processInput(window);
            
            glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 200.0f);
            glm::mat4 view = camera.GetViewMatrix();
            
            shader.use();
            shader.setMat4("projection", projection);
            shader.setMat4("view", view);
    
            //set light uniforms
            glUniform3fv(glGetUniformLocation(shader.ID, "lightPositions"), 4, &lightPositions[0][0]);
            glUniform3fv(glGetUniformLocation(shader.ID, "lightColors"), 4, &lightColors[0][0]);
            shader.setVec3("viewPos", camera.Position);
            shader.setInt("gamma", gammaEnabled);
            
            // floor
            glBindVertexArray(planeVAO);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, floorTexture);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            
            std::cout << (gammaEnabled ? "Gamma enabled" : "Gamma disabled") << std::endl;
            
            // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
            // -------------------------------------------------------------------------------
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
        // optional: de-allocate all resources once they've outlived their purpose:
        // ------------------------------------------------------------------------
        glDeleteVertexArrays(1, &planeVAO);
        glDeleteBuffers(1, &planeVBO);
        glfwTerminate();
        return 0;
    }
    
    // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
    // ---------------------------------------------------------------------------------------------------------
    
    bool startRecord = false;
    
    void processInput(GLFWwindow *window)
    {
        std::cout << "B state: " << glfwGetKey(window, GLFW_KEY_B) << std::endl;
        if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !gammaKeyPressed)
        {
            std::cout << "press b--------------" << std::endl;
            gammaEnabled = !gammaEnabled;
            gammaKeyPressed = true;
        }
        if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
        {
            std::cout << "release b" << std::endl;
    
            gammaKeyPressed = false;
        }
        if (glfwGetKey(window, GLFW_KEY_Y))
        {
            std::cout << "Y" << std::endl;
            startRecord = true;
            firstMouse = true;
        }
        
        if (glfwGetKey(window, GLFW_KEY_N))
        {
            std::cout << "N" << std::endl;
    
            startRecord = false;
        }
        
        if (startRecord) {
            return;
        }
        
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
    
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
            camera.ProcessKeyboard(FORWARD, deltaTime);
        if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
            camera.ProcessKeyboard(BACKWARD, deltaTime);
        if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
            camera.ProcessKeyboard(LEFT, deltaTime);
        if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
            camera.ProcessKeyboard(RIGHT, deltaTime);
    }
    
    // glfw: whenever the window size changed (by OS or user resize) this callback function executes
    // ---------------------------------------------------------------------------------------------
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        // make sure the viewport matches the new window dimensions; note that width and
        // height will be significantly larger than specified on retina displays.
        glViewport(0, 0, width, height);
    }
    
    // glfw: whenever the mouse moves, this callback is called
    // -------------------------------------------------------
    void mouse_callback(GLFWwindow* window, double xpos, double ypos)
    {
    //    std::cout << "xpos : " << xpos << std::endl;
    //    std::cout << "ypos : " << ypos << std::endl;
        
        if (startRecord) {
            return;
        }
        
        if (firstMouse)
        {
            lastX = xpos;
            lastY = ypos;
            firstMouse = false;
        }
    
        float xoffset = xpos - lastX;
        float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
    
        lastX = xpos;
        lastY = ypos;
        
    //    std::cout << "xoffset : " << xoffset << std::endl;
    //    std::cout << "yoffset : " << yoffset << std::endl;
        
        camera.ProcessMouseMovement(xoffset, yoffset);
    }
    
    // glfw: whenever the mouse scroll wheel scrolls, this callback is called
    // ----------------------------------------------------------------------
    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    {
        camera.ProcessMouseScroll(yoffset);
    }
    
    // utility function for loading a 2D texture from file
    // ---------------------------------------------------
    unsigned int loadTexture(char const * path)
    {
        unsigned int textureID;
        glGenTextures(1, &textureID);
    
        int width, height, nrComponents;
        unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
        if (data)
        {
            GLenum format;
            if (nrComponents == 1)
                format = GL_RED;
            else if (nrComponents == 3)
                format = GL_RGB;
            else if (nrComponents == 4)
                format = GL_RGBA;
    
            glBindTexture(GL_TEXTURE_2D, textureID);
            glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
            glGenerateMipmap(GL_TEXTURE_2D);
    
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Texture failed to load at path: " << path << std::endl;
            stbi_image_free(data);
        }
    
        return textureID;
    }
    
    
    unsigned int loadCubemap(vector<std::string> faces)
    {
        unsigned int textureID;
        glGenTextures(1, &textureID);
        glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
        
        int width, height, nrChannels;
        for (unsigned int i = 0; i < faces.size(); i++) {
            unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
    
            if (data)
            {
                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
                stbi_image_free(data);
            }
            else
            {
                std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
                stbi_image_free(data);
            }
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        }
        
        return textureID;
    }
    

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