OpenGL_JS-iblCubemap

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从等距柱状投影到立方体贴图

  • 直接使用等距柱状投影图获取环境信息,但是这些操作还是显得相对昂贵
  • 直接采样立方体贴图的性能更高
  • 以下这个hdr是等距柱状投影 image.png
  • 经过代码转换为立方体贴图 image.png
  • cubemap顶点着色器
export var vs_cubemap =
`#version 300 es
precision mediump float;
layout (location = 0) in vec3 aPos;

out vec3 WorldPos;

uniform mat4 projection;
uniform mat4 view;

void main()
{
    WorldPos = aPos;  
    gl_Position =  projection * view * vec4(WorldPos, 1.0);
}`
  • cubemap片元着色器(等距柱状投影转为立方体贴图)
export var fs_equirectangularToCubemap =
`#version 300 es
precision mediump float;

out vec4 FragColor;
//out uvec4 uFragColor;

in vec3 WorldPos;

uniform sampler2D equirectangularMap;

//通过计算atan(n.z, n.x)就能够得到具有该法线顶点的UV坐标的U值,
//通过计算asin(n.y)就能够得到具有该法线顶点的UV坐标的V值。
//同时,由于atan函数返回的结果在[−π,π]之间,而asin返回的结果在[−π/2,π/2]之间,
//所有需要把它们都映射到[0,1]之间。

//conversion from (-pi, pi)=>(-1/2, 1/2) and (-pi/2, pi/2)=>(-1/2, 1/2) 
const vec2 invAtan = vec2(0.1591, 0.3183);

vec2 SampleSphericalMap(vec3 v)
{
    vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
    uv *= invAtan;
    uv += 0.5;
    return uv;
}

void main()
{		
    vec2 uv = SampleSphericalMap(normalize(WorldPos));
    vec3 color = texture(equirectangularMap, uv).rgb;
    
    FragColor = vec4(color, 1.0);
    //uFragColor = uvec4(100, 0, 0, 1);
}`
  • cubeface顶点着色器
export var vs_cubeface =
`#version 300 es
precision mediump float;

layout (location = 0) in vec3 aPos;

//uniform mat4 projection;
//uniform mat4 view;
uniform float index;
uniform float aspectRatio;


out vec3 WorldPos;

void main()
{
	WorldPos = aPos;
	float f = 0.24;
	vec3 clipPos = f*WorldPos;
	clipPos.x=-(-1.0+f+clipPos.x+index*(2.0*f+0.01));
	clipPos.y=clipPos.y*aspectRatio;
	gl_Position = vec4(clipPos, 1.0);
}`
  • cubeface片元着色器
export var fs_cubeface =
`#version 300 es
precision mediump float;

out vec4 FragColor;
in vec3 WorldPos;

uniform samplerCube environmentMap;
uniform bool showIntensity;
uniform int id;

void main()
{		
    // I will use the openGL id's for the different sides of the cube
    // Lefthanded, positive Z is backside cube!
    // 0	GL_TEXTURE_CUBE_MAP_POSITIVE_X =right
    // 1	GL_TEXTURE_CUBE_MAP_NEGATIVE_X =left
    // 2	GL_TEXTURE_CUBE_MAP_POSITIVE_Y =top
    // 3	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y =bottom
    // 4	GL_TEXTURE_CUBE_MAP_POSITIVE_Z =back!
    // 5	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z =front!
    // if (showLeftRight) [1, 5, 0, 4] else [2, 4, 3]
    vec3 cubePos = WorldPos; //if id = 5 (front, negatiev_z) no changes.
    if (id==1) {cubePos.x = -WorldPos.z; cubePos.z = WorldPos.x; } //left
    if (id==4) {cubePos.x = -WorldPos.x; cubePos.z =-WorldPos.z;} //back
    if (id==0) {cubePos.x =  WorldPos.z; cubePos.z =-WorldPos.x;} //right
    if (id==5) {cubePos.x =  WorldPos.x; cubePos.z =WorldPos.z;} //front
    if (id==2) {cubePos.z = WorldPos.y;  cubePos.y=WorldPos.z;}  //bottom
    if (id==3) {cubePos.z = -WorldPos.y; cubePos.y=-WorldPos.z;} //top

    vec3 envColor = texture(environmentMap, cubePos).rgb;

    if (showIntensity) {
        if (envColor.r>1.0 || envColor.g>1.0 || envColor.b>1.0) {
            FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
        else {
            FragColor = vec4(0.0, 0.0, 1.0, 1.0);
        }
        return;
    }

    // HDR tonemap and gamma correct
    envColor = envColor / (envColor + vec3(1.0));
    envColor = pow(envColor, vec3(1.0/2.2)); 
    
    FragColor = vec4(envColor, 1.0);
}`
let captureViews = [
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(1.0, 0.0, 0.0), vec3.fromValues(0.0, -1.0, 0.0)),
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(-1.0, 0.0, 0.0), vec3.fromValues(0.0, -1.0, 0.0)),
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(0.0, 1.0, 0.0), vec3.fromValues(0.0, 0.0, 1.0)),
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(0.0, -1.0, 0.0), vec3.fromValues(0.0, 0.0, -1.0)),
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(0.0, 0.0, 1.0), vec3.fromValues(0.0, -1.0, 0.0)),
    mat4.lookAt(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0), vec3.fromValues(0.0, 0.0, -1.0), vec3.fromValues(0.0, -1.0, 0.0))
];
let hdrTexture;
if (data) {
    let floats = rgbeToFloat(data);
    hdrTexture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, hdrTexture);
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, width, height, 0, gl.RGB, gl.FLOAT, floats);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
}
else {
    console.log("Failed to load HDR image.");
}
function rgbeToFloat(buffer) {
    var s, l = buffer.byteLength >> 2, res = res || new Float32Array(l * 3);
    for (var i = 0; i < l; i++) {
        s = Math.pow(2, buffer[i * 4 + 3] - (128 + 8));
        res[i * 3] = buffer[i * 4] * s;
        res[i * 3 + 1] = buffer[i * 4 + 1] * s;
        res[i * 3 + 2] = buffer[i * 4 + 2] * s;
    }
    return res;
}
function m(a, b) { for (var i in b)
    a[i] = b[i]; return a; }
;
function loadHDR(url, completion) {
    var req = m(new XMLHttpRequest(), { responseType: "arraybuffer" });
    req.onerror = completion.bind(req, false);
    req.onload = function () {
        if (this.status >= 400)
            return this.onerror();
        var header = '', pos = 0, d8 = new Uint8Array(this.response), format;
        while (!header.match(/\n\n[^\n]+\n/g))
            header += String.fromCharCode(d8[pos++]);
        format = header.match(/FORMAT=(.*)$/m)[1];
        if (format != '32-bit_rle_rgbe')
            return console.warn('unknown format : ' + format), this.onerror();
        var rez = header.split(/\n/).reverse()[1].split(' '), width = +rez[3] * 1, height = +rez[1] * 1;
        var img = new Uint8Array(width * height * 4), ipos = 0;
        for (var j = 0; j < height; j++) {
            var rgbe = d8.slice(pos, pos += 4), scanline = [];
            if (rgbe[0] != 2 || (rgbe[1] != 2) || (rgbe[2] & 0x80)) {
                var len = width, rs = 0;
                pos -= 4;
                while (len > 0) {
                    img.set(d8.slice(pos, pos += 4), ipos);
                    if (img[ipos] == 1 && img[ipos + 1] == 1 && img[ipos + 2] == 1) {
                        for (img[ipos + 3] << rs; i > 0; i--) {
                            img.set(img.slice(ipos - 4, ipos), ipos);
                            ipos += 4;
                            len--;
                        }
                        rs += 8;
                    }
                    else {
                        len--;
                        ipos += 4;
                        rs = 0;
                    }
                }
            }
            else {
                if ((rgbe[2] << 8) + rgbe[3] != width)
                    return console.warn('HDR line mismatch ..'), this.onerror();
                for (var i = 0; i < 4; i++) {
                    var ptr = i * width, ptr_end = (i + 1) * width, buf, count;
                    while (ptr < ptr_end) {
                        buf = d8.slice(pos, pos += 2);
                        if (buf[0] > 128) {
                            count = buf[0] - 128;
                            while (count-- > 0)
                                scanline[ptr++] = buf[1];
                        }
                        else {
                            count = buf[0] - 1;
                            scanline[ptr++] = buf[1];
                            while (count-- > 0)
                                scanline[ptr++] = d8[pos++];
                        }
                    }
                }
                for (var i = 0; i < width; i++) {
                    img[ipos++] = scanline[i];
                    img[ipos++] = scanline[i + width];
                    img[ipos++] = scanline[i + 2 * width];
                    img[ipos++] = scanline[i + 3 * width];
                }
            }
        }
        completion && completion(img, width, height);
    };
    req.open("GET", url, true);
    req.send(null);
    return req;
}
function toCubemap(data, width, height) {
    let captureFBO = gl.createFramebuffer();
    let captureRBO = gl.createRenderbuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, captureFBO);
    gl.bindRenderbuffer(gl.RENDERBUFFER, captureRBO);
    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT24, whCube, whCube);
    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, captureRBO);
    envCubemap = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_CUBE_MAP, envCubemap);
    for (let i = 0; i < 6; ++i) {
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA16F, whCube, whCube, 0, gl.RGBA, gl.FLOAT, new Float32Array(whCube * whCube * 4));
    }
    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    let captureProjection = mat4.create();
    mat4.perspective(captureProjection, (90.0) * Math.PI / 180, 1.0, 0.1, 10.0);
    equirectangularToCubemapShader.use(gl);
    equirectangularToCubemapShader.setInt(gl, "equirectangularMap", 0);
    gl.uniformMatrix4fv(gl.getUniformLocation(equirectangularToCubemapShader.programId, "projection"), false, captureProjection);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, hdrTexture);
    gl.viewport(0, 0, whCube, whCube);
    gl.bindFramebuffer(gl.FRAMEBUFFER, captureFBO);
    let error = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    if (error != gl.FRAMEBUFFER_COMPLETE)
        console.log("framebuf(1) status error= " + error);
    for (let i = 0; i < 6; ++i) {
        gl.uniformMatrix4fv(gl.getUniformLocation(equirectangularToCubemapShader.programId, "view"), false, captureViews[i]);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
        let error = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
        if (error != gl.FRAMEBUFFER_COMPLETE)
            console.log("framebuf(2) status error= " + error);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        renderCube();
    }
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.viewport(0, 0, canvas.width, canvas.height);
    cubefaceShader.use(gl);
    let projection = mat4.create();
    mat4.perspective(projection, 0.5 * Math.PI, canvas.width / canvas.height, 0.1, 10.0);
    gl.uniformMatrix4fv(gl.getUniformLocation(cubefaceShader.programId, "projection"), false, projection);
    animate();
}
function renderCube() {
    if (!cubeVAO) {
        let vertices = new Float32Array([
            -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
            1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
            1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0,
            1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
            -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
            -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0,
            -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
            1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
            1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
            1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
            -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
            -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
            -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 0.0,
            -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 1.0,
            -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0,
            -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0,
            -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 0.0,
            -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 0.0,
            1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0,
            1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
            1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0,
            1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
            1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0,
            1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0,
            -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0,
            1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 1.0, 1.0,
            1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0,
            1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0,
            -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0,
            -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0,
            -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
            1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0,
            1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0,
            1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0,
            -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
            -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0
        ]);
        cubeVAO = gl.createVertexArray();
        let cubeVBO = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, cubeVBO);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
        gl.bindVertexArray(cubeVAO);
        gl.enableVertexAttribArray(0);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 8 * sizeFloat, 0);
        gl.enableVertexAttribArray(1);
        gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 8 * sizeFloat, (3 * sizeFloat));
        gl.enableVertexAttribArray(2);
        gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 8 * sizeFloat, (6 * sizeFloat));
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        gl.bindVertexArray(null);
    }
    gl.bindVertexArray(cubeVAO);
    gl.drawArrays(gl.TRIANGLES, 0, 36);
    gl.bindVertexArray(null);
}
const sizeFloat = 4;
const whCube = 512;
const ext = gl.getExtension("EXT_color_buffer_float");
if (!ext) {
    console.log("EXT_color_buffer_float needed");
}
let showIntensity = true;
let showLeftRight = true;
let spacePressed = false;
let equirectangularToCubemapShader = null;
let cubefaceShader = null;
let cubeVAO = null;
let quadVAO = null;
let envCubemap = null;
let camera = new Camera(vec3.fromValues(0.0, 0.0, 3.0), vec3.fromValues(0.0, 1.0, 0.0));
let deltaTime = 0.0;
let main = function () {
    gl.enable(gl.DEPTH_TEST);
    gl.depthFunc(gl.LEQUAL);
    equirectangularToCubemapShader = new Shader(gl, vs_cubemap, fs_equirectangularToCubemap);
    cubefaceShader = new Shader(gl, vs_cubeface, fs_cubeface);
    cubefaceShader.use(gl);
    cubefaceShader.setInt(gl, "environmentMap", 0);
    loadHDR("../../textures/hdr/newport_loft.hdr", toCubemap);
}();

function animate() {
    gl.clearColor(0.1, 0.1, 0.1, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    showCubefaces();
    processInput();
    requestAnimationFrame(animate);
}
function showCubefaces() {
    cubefaceShader.setBoolean(gl, "showIntensity", showIntensity);
    if (showLeftRight) {
        [1, 5, 0, 4].forEach((id, index) => showCubeface(id, index));
    }
    else
        [2, 5, 3].forEach((id, index) => showCubeface(id, index));
}
function showCubeface(id, index) {
    cubefaceShader.setFloat(gl, "index", index);
    cubefaceShader.setInt(gl, "id", id);
    cubefaceShader.setFloat(gl, "aspectRatio", canvas.width / canvas.height);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_CUBE_MAP, envCubemap);
    renderQuad();
}

function renderQuad() {
    if (!quadVAO) {
        let vertices = new Float32Array([
            -1.0, -1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
            1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
            1.0, -1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 0.0,
            1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
            -1.0, -1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
            -1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 1.0,
        ]);
        quadVAO = gl.createVertexArray();
        let quadVBO = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
        gl.bindVertexArray(quadVAO);
        gl.enableVertexAttribArray(0);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 8 * sizeFloat, 0);
        gl.enableVertexAttribArray(1);
        gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 8 * sizeFloat, (3 * sizeFloat));
        gl.enableVertexAttribArray(2);
        gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 8 * sizeFloat, (6 * sizeFloat));
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        gl.bindVertexArray(null);
    }
    gl.bindVertexArray(quadVAO);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    gl.bindVertexArray(null);
}