为了在GLSL着色器中使用法线贴图,您需要知道每个顶点的法线,切线和切线 vector 。 RenderMonkey为此提供了自己的预定义变量(rm_tangent
和rm_binormal
),从而使此操作变得容易。我正在尝试将此功能添加到我自己的3d引擎中。显然,可以使用每个顶点的xyz坐标,uv纹理坐标和法线 vector 来计算三角形中每个顶点的切线和双切线。经过一些搜索后,我设计了此函数来计算三角形结构中每个顶点的切线和双切线。
void CalculateTangentSpace(void) {
float x1 = m_vertices[1]->m_pos->Get(0) - m_vertices[0]->m_pos->Get(0);
float x2 = m_vertices[2]->m_pos->Get(0) - m_vertices[0]->m_pos->Get(0);
float y1 = m_vertices[1]->m_pos->Get(1) - m_vertices[0]->m_pos->Get(1);
float y2 = m_vertices[2]->m_pos->Get(1) - m_vertices[0]->m_pos->Get(1);
float z1 = m_vertices[1]->m_pos->Get(2) - m_vertices[0]->m_pos->Get(2);
float z2 = m_vertices[2]->m_pos->Get(2) - m_vertices[0]->m_pos->Get(2);
float u1 = m_vertices[1]->m_texCoords->Get(0) - m_vertices[0]->m_texCoords->Get(0);
float u2 = m_vertices[2]->m_texCoords->Get(0) - m_vertices[0]->m_texCoords->Get(0);
float v1 = m_vertices[1]->m_texCoords->Get(1) - m_vertices[0]->m_texCoords->Get(1);
float v2 = m_vertices[2]->m_texCoords->Get(1) - m_vertices[0]->m_texCoords->Get(1);
float r = 1.0f/(u1 * v2 - u2 * v1);
Vec3<float> udir((v2 * x1 - v1 * x2) * r, (v2 * y1 - v1 * y2) * r, (v2 * z1 - v1 * z2) * r);
Vec3<float> vdir((u1 * x2 - u2 * x1) * r, (u1 * y2 - u2 * y1) * r, (u1 * z2 - u2 * z1) * r);
Vec3<float> tangent[3];
Vec3<float> tempNormal;
tempNormal = *m_vertices[0]->m_normal;
tangent[0]=(udir-tempNormal*(Vec3Dot(tempNormal, udir)));
m_vertices[0]->m_tangent=&(tangent[0].Normalize());
m_vertices[0]->m_bitangent=Vec3Cross(m_vertices[0]->m_normal, m_vertices[0]->m_tangent);
tempNormal = *m_vertices[1]->m_normal;
tangent[1]=(udir-tempNormal*(Vec3Dot(tempNormal, udir)));
m_vertices[1]->m_tangent=&(tangent[1].Normalize());
m_vertices[1]->m_bitangent=Vec3Cross(m_vertices[1]->m_normal, m_vertices[1]->m_tangent);
tempNormal = *m_vertices[2]->m_normal;
tangent[2]=(udir-tempNormal*(Vec3Dot(tempNormal, udir)));
m_vertices[2]->m_tangent=&(tangent[2].Normalize());
m_vertices[2]->m_bitangent=Vec3Cross(m_vertices[2]->m_normal, m_vertices[2]->m_tangent);
}
当我使用此功能并将计算的值发送到我的着色器时,模型看起来几乎就像它们在RenderMonkey中所做的一样,但是它们以非常奇怪的方式闪烁。我将问题追溯到我正在发送OpenGL的切线和切线。这使我怀疑我的代码做错了什么。谁能看到任何问题或对尝试其他方法有任何建议?
我还应该指出,上面的代码很hacky,对发生的事情背后的数学知识我了解甚少。
最佳答案
找到了解决方案。更简单(但仍然有些hacky)的代码:
void CalculateTangentSpace(void) {
float x1 = m_vertices[1]->m_pos->Get(0) - m_vertices[0]->m_pos->Get(0);
float y1 = m_vertices[1]->m_pos->Get(1) - m_vertices[0]->m_pos->Get(1);
float z1 = m_vertices[1]->m_pos->Get(2) - m_vertices[0]->m_pos->Get(2);
float u1 = m_vertices[1]->m_texCoords->Get(0) - m_vertices[0]->m_texCoords->Get(0);
Vec3<float> tangent(x1/u1, y1/u1, z1/u1);
tangent = tangent.Normalize();
m_vertices[0]->m_tangent = new Vec3<float>(tangent);
m_vertices[1]->m_tangent = new Vec3<float>(tangent);
m_vertices[2]->m_tangent = new Vec3<float>(tangent);
m_vertices[0]->m_bitangent=new Vec3<float>(Vec3Cross(m_vertices[0]->m_normal, m_vertices[0]->m_tangent)->Normalize());
m_vertices[1]->m_bitangent=new Vec3<float>(Vec3Cross(m_vertices[1]->m_normal, m_vertices[1]->m_tangent)->Normalize());
m_vertices[2]->m_bitangent=new Vec3<float>(Vec3Cross(m_vertices[2]->m_normal, m_vertices[2]->m_tangent)->Normalize());
}
关于c++ - 计算3D切线空间,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/1351129/