【发布时间】:2018-05-16 16:21:38
【问题描述】:
我正在尝试找出正确的数学运算来旋转和平移片段着色器中显示的曲线。
我试图完成的是在局部坐标系中定义一条曲线,例如正弦曲线,旋转它然后平移它。像这样的:
这是在 MATLAB 中使用以下代码制作的:
dens = 1080;
x = linspace(-1.0, 1.0, dens);
y = 0.1*sin(25.0*x);
imax = 25;
for i = 1:imax
%transformation matrix:
ang = (i/imax)*0.5*3.14;
c = cos(ang); s = sin(ang);
T = [c,-s;s,c];
%translation:
P = [0.5;0.5];
%transformed coordinates:
xt = T(1,:)*[x;y] + P(1);
yt = T(2,:)*[x;y] + P(2);
plot(xt,yt);
xlim([0 1.0]); ylim([0 1.0]); drawnow;
end
对于 GLSL 测试,我使用带有以下代码的 Book of Shaders Editor(也可以以交互方式查看 here):
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
float plotTransformed(vec2 st, float pct, vec2 transl, float ang){
float c = cos(ang); float s = sin(ang);
mat2 trans = mat2(c,-s,s,c);
st = trans * st;
st -= transl;
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main(void) {
bool use_plot_function = true;
float mx = max(u_resolution.x, u_resolution.y);
vec2 uv = gl_FragCoord.xy /mx;
vec3 color = vec3(0.4,0.4,0.4);
//some screen position:
vec2 p = vec2(0.5, 0.5);
//the curve:
vec2 cp = vec2(
uv.x,
0.08*sin(uv.x*40.0)
);
//the angle to rotate:
float ang = -0.4 * 3.14 * sin(u_time);
//Transform coordinates:
float c = cos(ang); float s = sin(ang);
mat2 trans = mat2(c,-s,s,c);
vec2 cp_t = trans * cp;
cp_t +=p;
if(use_plot_function){
//Attempt 1: plot unrotated original curve translated upwards:
float curve1 = plot(uv, cp.y + p.y);
color.g *= curve1;
//Attemp 2: plot the transformed curve using plotTransformed, rotates first, then translates:
float curve2 = plotTransformed(uv, cp.y, p, ang);
color.r *= curve2;
//Attempt 3: curve is transformed first then ploted:
float curve3 = plot(uv, cp_t.y);
color.b *= curve3;
}
else{
float plotThk = 0.02;
//Attempt 1: change color based on distance from unrotated original curve:
float dist = distance(uv, cp + vec2(0.0, p.y));
if(dist < plotThk)
color.g *= (1.0 -dist)/plotThk;
//Attempt 2: change color based on distance from transformed coordinates:
dist = distance(uv, cp_t);
if(dist < plotThk)
color.r *= (1.0 -dist)/plotThk;
}
gl_FragColor = vec4(color,1.0);
}
在上面的代码中,有两种模式可以切换,use_plot_function 设置为false 或true。
第一种模式尝试使用函数plot() 和plotTransformed() 进行绘图。
第二种模式根据与计算出的曲线坐标的距离为片段设置颜色。
use_plot_function 设置为 true 的第一种模式的结果:
将use_plot_function 设置为false 的第二种模式的结果:
显然我误解了如何在片段着色器中完成此操作。
我应该如何在 GLSL 片段着色器中正确定义转换曲线?
【问题讨论】:
标签: glsl transformation fragment-shader