osg+pbr-直射光

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算法是来自于learn opengl pbr相关部分,
只考虑如何移植到osg。

1,法线如何从局部坐标系到世界坐标系(逆转置矩阵)
2,视点通过漫游器获取,
3,视点uniform指针传递给漫游器,在漫游器中改变

为了说明正确性,先把视点设置为原点,按右方向键时正常。

osg+pbr-直射光
可见,面向原点的一半是正确的。

矫正后,
osg+pbr-直射光

代码如下:
travel.h
#pragma once
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgGA/GUIEventAdapter>
#include <osgViewer/ViewerEventHandlers>
#include <osg/AnimationPath>
#include
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osgGA/CameraManipulator>
#include <osg/matrixd>
class TravelManipulator : public osgGA::CameraManipulator
{
public:
TravelManipulator();

public:
//设置当前视口
virtual void setByMatrix(const osg::Matrixd& matrix);
virtual void setByInverseMatrix(const osg::Matrixd& matrix);
//得到当前矩阵和逆矩阵
virtual osg::Matrixd getMatrix() const;
virtual osg::Matrixd getInverseMatrix() const;

virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us);
void ChangePosition(osg::Vec3d& delta);

private:
//视点
osg::Vec3 m_vPosition;
//朝向
osg::Vec3 m_vRotation;
//移动步长
int m_vStep;
//旋转步长
float m_vRotateSpeed;

//暂停
bool _bPause;

public:
//设置视点位置到shader
void setEyePosUniform(osg::ref_ptrosg::Uniform camearaPosUniform);
//
osg::ref_ptrosg::Uniform _eyePosUniform;
};
travel.cpp
#include “Travel.h”

TravelManipulator::TravelManipulator()
{
m_vPosition = osg::Vec3(0, 0, 50);
m_vRotation = osg::Vec3(osg::PI_2, 0, 0);
m_vStep = 1.0;
m_vRotateSpeed = 1.0;
_bPause = false;
_eyePosUniform = NULL;
}

void TravelManipulator::setByMatrix(const osg::Matrixd & matrix)
{
}

void TravelManipulator::setByInverseMatrix(const osg::Matrixd & matrix)
{
}

osg::Matrixd TravelManipulator::getMatrix() const
{
osg::Matrixd matTrans;
matTrans.makeTranslate(m_vPosition);
osg::Matrixd matRotate;
matRotate.makeRotate(m_vRotation[0], osg::X_AXIS, m_vRotation[1], osg::Y_AXIS, m_vRotation[2], osg::Z_AXIS);
return matRotate * matTrans;
}

osg::Matrixd TravelManipulator::getInverseMatrix() const
{
osg::Matrixd mat = getMatrix();
return osg::Matrixd::inverse(mat);
}

bool TravelManipulator::handle(const osgGA::GUIEventAdapter & ea, osgGA::GUIActionAdapter & us)
{
switch (ea.getEventType())
{
case osgGA::GUIEventAdapter::KEYDOWN:
{
//if (ea.getKey() ==‘p’)
//{
// _bPause = !_bPause;
//}
//if (_bPause)
{
if ((ea.getKey() == ‘w’) || (ea.getKey() == ‘W’) )
{
ChangePosition(osg::Vec3d(m_vStep * cosf(osg::PI_2 + m_vRotation._v[2]), m_vStep * sinf(osg::PI_2 + m_vRotation._v[2]), 0));
return true;
}
else if ((ea.getKey() == ‘s’) || (ea.getKey() == ‘S’))
{
ChangePosition(osg::Vec3d(-m_vStep * cosf(osg::PI_2 + m_vRotation._v[2]), -m_vStep * sinf(osg::PI_2 + m_vRotation._v[2]), 0));
return true;
}
else if ((ea.getKey() == ‘a’) || (ea.getKey() == ‘A’) )
{
ChangePosition(osg::Vec3d(m_vStep * sinf(osg::PI_2 + m_vRotation._v[2]), -m_vStep * cosf(osg::PI_2 + m_vRotation._v[2]), 0));
return true;
}
else if ((ea.getKey() == ‘d’) || (ea.getKey() == ‘D’) )
{
ChangePosition(osg::Vec3d(-m_vStep * sinf(osg::PI_2 + m_vRotation._v[2]), m_vStep * cosf(osg::PI_2 + m_vRotation._v[2]), 0));
return true;
}
else if ((ea.getKey() == ‘Q’) || (ea.getKey() == ‘q’))
{
ChangePosition(osg::Vec3d(0, 0, 0.2));
return true;
}
else if ((ea.getKey() == ‘E’) || (ea.getKey() == ‘e’))
{

			ChangePosition(osg::Vec3d(0, 0, -0.2));
			return true;
		}
		else if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)
		{
			m_vRotation[0] += 0.2;
			if (_eyePosUniform)
			{
				//_eyePosUniform->set(m_vPosition);
			}
			return true;
		}
		else if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Down)
		{

			m_vRotation[0] -= 0.2;
			if (_eyePosUniform)
			{
				//_eyePosUniform->set(m_vPosition);
			}
			return true;
		}
		else if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)
		{
			m_vRotation[2] += 0.2;
			if (_eyePosUniform)
			{
				//_eyePosUniform->set(m_vPosition);
			}
			return true;
		}
		else if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)
		{

			m_vRotation[2] -= 0.2;
			if (_eyePosUniform)
			{
				_eyePosUniform->set(m_vPosition);
			}
			return true;
		}
	}
}
break;
case osgGA::GUIEventAdapter::FRAME:
{
	//if (!_bPause)
	//{
	//	//m_vPosition[2] += 1;
	//}
}
	break;
default:
	break;
}
return false;

}

void TravelManipulator::ChangePosition(osg::Vec3d & delta)
{
m_vPosition += delta;
}
void TravelManipulator::setEyePosUniform(osg::ref_ptrosg::Uniform camearaPosUniform)
{
_eyePosUniform = camearaPosUniform;
}
main.cpp
//通过Liblas读取.las文件,并在osg中显示出来,用shader,先在片元着色器指定使用绿色
#include <liblas/liblas.hpp>
#include
#include

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <osg/CoordinateSystemNode>

#include <osg/Switch>
#include <osg/Types>
#include <osgText/Text>

#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>

#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/SphericalManipulator>

#include <osgGA/Device>

#include
#include <osg/Shader>
#include <osg/BlendFunc>
#include <osg/blendColor>
#include <osg/Point>
#include <osg/Shapedrawable>
#include <osgUtil/SmoothingVisitor>
#include “Travel.h”

static const char * vertexShader_PBR =
{
“in vec3 aPos; \n”
“in vec3 aNormal; \n”
“varying vec3 WorldPos; \n”
“varying vec3 Normal; \n”
“uniform mat4 normalMatrix; \n”
“void main() \n”
“{ \n”
" WorldPos = aPos; \n"
" Normal = vec3(normalMatrix * vec4(aNormal,1.0)); \n"
" gl_Position = ftransform(); \n"
“}\n”
};

static const char psShader_PBR =
{
“#version 330 core \n”
“out vec4 FragColor; \n”
“varying vec3 WorldPos; \n”
“varying vec3 Normal; \n”
“uniform vec3 albedo; \n”
“uniform float metallic; \n”
“uniform float roughness; \n”
“uniform float ao; \n”
“uniform vec3 lightPositions[4]; \n”
“uniform vec3 lightColors[4]; \n”
“uniform vec3 camPos; \n”
“const float PI = 3.14159265359; \n”
“float DistributionGGX(vec3 N, vec3 H, float roughness) \n”
“{ \n”
" float a = roughness
roughness; \n"
" float a2 = aa; \n"
" float NdotH = max(dot(N, H), 0.0); \n"
" float NdotH2 = NdotH
NdotH; \n"
" float nom = a2; \n"
" float denom = (NdotH2 * (a2 - 1.0) + 1.0); \n"
" denom = PI * denom * denom; \n"
" return nom / denom; \n"
“} \n”
“float GeometrySchlickGGX(float NdotV, float roughness) \n”
“{ \n”
" float r = (roughness + 1.0); \n"
" float k = (r*r) / 8.0; \n"
" float nom = NdotV; \n"
" float denom = NdotV * (1.0 - k) + k; \n"
" return nom / denom; \n"
“} \n”
“float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) \n”
“{ \n”
" float NdotV = max(dot(N, V), 0.0); \n"
" float NdotL = max(dot(N, L), 0.0); \n"
" float ggx2 = GeometrySchlickGGX(NdotV, roughness); \n"
" float ggx1 = GeometrySchlickGGX(NdotL, roughness); \n"
" return ggx1 * ggx2; \n"
“} \n”
“vec3 fresnelSchlick(float cosTheta, vec3 F0) \n”
“{ \n”
" return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); \n"
“} \n”
“void main() \n”
“{ \n”
" vec3 N = normalize(Normal); \n"
" vec3 V = normalize(camPos - WorldPos); \n"
" vec3 F0 = vec3(0.04); \n"
" F0 = mix(F0, albedo, metallic); \n"
" vec3 Lo = vec3(0.0); \n"
" for (int i = 0; i < 4; ++i) \n"
" { \n"
" vec3 L = normalize(lightPositions[i] - WorldPos); \n"
" vec3 H = normalize(V + L); \n"
" float distance = length(lightPositions[i] - WorldPos); \n"
" float attenuation = 1.0 / (distance * distance); \n"
" vec3 radiance = lightColors[i] * attenuation; \n"
" float NDF = DistributionGGX(N, H, roughness); \n"
" float G = GeometrySmith(N, V, L, roughness); \n"
" vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0); \n"
" vec3 numerator = NDF * G * F; \n"
" float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; \n"
" vec3 specular = numerator / denominator; \n"
" vec3 kS = F; \n"
" vec3 kD = vec3(1.0) - kS; \n"
" kD *= 1.0 - metallic; \n"
" float NdotL = max(dot(N, L), 0.0); \n"
" Lo += (kD * albedo / PI + specular) * radiance * NdotL; \n"
" } \n"
" vec3 ambient = vec3(0.03) * albedo * ao; \n"
" vec3 color = ambient + Lo; \n"
" color = color / (color + vec3(1.0)); \n"
" color = pow(color, vec3(1.0 / 2.2)); \n"
" FragColor = vec4(color, 1.0); \n"
//" FragColor = vec4(1.0,0.0,0.0, 1.0); \n"
“} \n”
};

osg::ref_ptrosg::Geode CreateSphereGeode()
{
osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array(6);
(*vertices)[0].set(0.0f, 0.0f, 1.0f);
(*vertices)[1].set(-0.5f, -0.5f, 0.0f);
(*vertices)[2].set(0.5f, -0.5f, 0.0f);
(*vertices)[3].set(0.5f, 0.5f, 0.0f);
(*vertices)[4].set(-0.5f, 0.5f, 0.0f);
(*vertices)[5].set(0.0f, 0.0f, -1.0f);
osg::ref_ptrosg::DrawElementsUInt indices = new osg::DrawElementsUInt(GL_TRIANGLES, 24);
(*indices)[0] = 0; (*indices)[1] = 1; (*indices)[2] = 2;
(*indices)[3] = 0; (*indices)[4] = 2; (*indices)[5] = 3;
(*indices)[6] = 0; (*indices)[7] = 3; (*indices)[8] = 4;
(*indices)[9] = 0; (*indices)[10] = 4; (*indices)[11] = 1;
(*indices)[12] = 5; (*indices)[13] = 2; (*indices)[14] = 1;
(*indices)[15] = 5; (*indices)[16] = 3; (*indices)[17] = 2;
(*indices)[18] = 5; (*indices)[19] = 4; (*indices)[20] = 3;
(*indices)[21] = 5; (*indices)[22] = 1; (*indices)[23] = 4;
osg::ref_ptrosg::Geometry geom = new osg::Geometry;
geom->setVertexArray(vertices.get());
geom->addPrimitiveSet(indices.get());
osgUtil::SmoothingVisitor::smooth(*geom);
geode->addDrawable(geom);
return geode;

}

osg::ref_ptrosg::Geode renderSphere(osg::Vec3f pos)
{
osg::ref_ptrosg::Geode geode = new osg::Geode;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359f;
osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array;
osg::ref_ptrosg::Vec3Array normalArray = new osg::Vec3Array;
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
{
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);

		vertices->push_back(osg::Vec3(xPos, yPos, zPos) + pos);
		normalArray->push_back(osg::Vec3(xPos, yPos, zPos));
	}
}
osg::ref_ptr<osg::DrawElementsUInt> indices = new osg::DrawElementsUInt();
bool oddRow = false;
for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
{
	if (!oddRow) // even rows: y == 0, y == 2; and so on
	{
		for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
		{
			indices->push_back(y       * (X_SEGMENTS + 1) + x);
			indices->push_back((y + 1) * (X_SEGMENTS + 1) + x);
		}
	}
	else
	{
		for (int x = X_SEGMENTS; x >= 0; --x)
		{
			indices->push_back((y + 1) * (X_SEGMENTS + 1) + x);
			indices->push_back(y       * (X_SEGMENTS + 1) + x);
		}
	}
	oddRow = !oddRow;
}
int indexCount = static_cast<unsigned int>(indices->size());
indices->setMode(GL_TRIANGLE_STRIP);

osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
geom->setVertexArray(vertices.get());
geom->addPrimitiveSet(indices.get());
geom->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);

geom->setVertexAttribArray(1, vertices, osg::Array::BIND_PER_VERTEX);
geom->setVertexAttribArray(2, normalArray, osg::Array::BIND_PER_VERTEX);

//osgUtil::SmoothingVisitor::smooth(*geom);
geode->addDrawable(geom);
return geode;

}

int main()
{

osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer;
osg::ref_ptr<TravelManipulator> manipulator = new TravelManipulator;
viewer->setCameraManipulator(manipulator);

osg::ref_ptr<osg::Uniform> camPosUniform = new osg::Uniform("camPos", osg::Vec3f(0,0,0));
manipulator->setEyePosUniform(camPosUniform);

osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
osg::Matrix viewMatrix = camera->getViewMatrix();
osg::Matrix projMatrix = camera->getProjectionMatrix();
osg::Vec3f eye, center, up;
camera->getViewMatrixAsLookAt(eye, center, up);

//osg::ref_ptr<osg::Uniform> camPosUniform = new osg::Uniform("camPos", eye);
osg::ref_ptr<osg::Uniform> viewMatrixUniform = new osg::Uniform("view", viewMatrix);
osg::ref_ptr<osg::Uniform> projMatrixUniform = new osg::Uniform("projection", projMatrix);
osg::ref_ptr<osg::Group> grp = new osg::Group;
osg::Vec3f albedo(0.5f, 0.0f, 0.0f);
osg::ref_ptr<osg::Uniform> albedoUniform = new osg::Uniform("albedo", albedo);
float ao = 1.0f;
osg::ref_ptr<osg::Uniform> aoUniform = new osg::Uniform("ao", ao);

int nrRows = 7;
int nrColumns = 7;
float spacing = 2.5;
float ballRadius = 1.0f;

osg::ref_ptr<osg::Vec3Array> lightColors = new osg::Vec3Array;
lightColors->push_back(osg::Vec3(300.0f, 300.0f, 300.0f));
lightColors->push_back(osg::Vec3(300.0f, 300.0f, 300.0f));
lightColors->push_back(osg::Vec3(300.0f, 300.0f, 300.0f));
lightColors->push_back(osg::Vec3(300.0f, 300.0f, 300.0f));

osg::ref_ptr<osg::Uniform> lightColorsUniform = new osg::Uniform(osg::Uniform::FLOAT_VEC3, "lightColors", lightColors->size());
for (int i = 0; i < lightColors->size(); i++)
{
	lightColorsUniform->setElement(i, lightColors->at(i));
}
osg::ref_ptr<osg::Vec3Array> lightPositions = new osg::Vec3Array;
lightPositions->push_back(osg::Vec3(-10.0f, 10.0f, 10.0f));
lightPositions->push_back(osg::Vec3(10.0f, 10.0f, 10.0f));
lightPositions->push_back(osg::Vec3(-10.0f, -10.0f, 10.0f));
lightPositions->push_back(osg::Vec3(10.0f, -10.0f, 10.0f));

osg::ref_ptr<osg::Uniform> lightPositionsUniform = new osg::Uniform(osg::Uniform::FLOAT_VEC3, "lightPositions", lightPositions->size());
for (int i = 0; i < lightPositions->size(); i++)
{
	lightPositionsUniform->setElement(i, lightPositions->at(i));
}
for (int row = 0; row < nrRows; row++)
{
	float metallic = row * 1.0 / nrRows;
	for (int col = 0; col < nrColumns; col++)
	{
		float roughness = col * 1.0 / nrColumns;
		if (roughness <0.05)
		{
			roughness = 0.05;
		}
		if (roughness > 1.0)
		{
			roughness = 1.0;
		}
		osg::Vec3 ballCenter(
			(col - (nrColumns / 2)) * spacing,
			(row - (nrRows / 2)) * spacing,
			0.0f);
		osg::Matrix worldMatrix = osg::Matrix::translate(ballCenter);

		osg::Matrix inverse;
		inverse.invert(worldMatrix);
		osg::Matrix transPose;
		transPose.transpose(inverse);
		osg::ref_ptr<osg::Geode> geode = renderSphere(ballCenter);
		{
			osg::ref_ptr<osg::StateSet> stateset = geode->getOrCreateStateSet();
			osg::ref_ptr<osg::Shader> vs = new osg::Shader(osg::Shader::VERTEX, vertexShader_PBR);
			osg::ref_ptr<osg::Shader> ps = new osg::Shader(osg::Shader::FRAGMENT, psShader_PBR);
			osg::ref_ptr<osg::Program> program = new osg::Program;
			program->addBindAttribLocation("aPos", 1);
			program->addBindAttribLocation("aNormal", 2);
			program->addShader(vs);
			program->addShader(ps);

			osg::ref_ptr<osg::Uniform> metallicUniform = new osg::Uniform("metallic", metallic);
			osg::ref_ptr<osg::Uniform> roughnessUniform = new osg::Uniform("roughness", roughness);
			//osg::ref_ptr<osg::Uniform> transposeInverseMatrixUniform = new osg::Uniform("normalMatrix", transPose);

			osg::Uniform* transposeInverseMatrixUniform = stateset->getOrCreateUniform("normalMatrix", osg::Uniform::FLOAT_MAT4);
			transposeInverseMatrixUniform->set(transPose);
			stateset->addUniform(albedoUniform);
			stateset->addUniform(metallicUniform);
			stateset->addUniform(roughnessUniform);
			stateset->addUniform(aoUniform);
			stateset->addUniform(lightPositionsUniform);
			stateset->addUniform(lightColorsUniform);
			stateset->addUniform(transposeInverseMatrixUniform);
			stateset->addUniform(viewMatrixUniform);
			stateset->addUniform(projMatrixUniform);
			stateset->addUniform(camPosUniform);
			stateset->setAttribute(program, osg::StateAttribute::ON);
		}
		grp->addChild(geode);
	}

}
grp->addChild(renderSphere(osg::Vec3(-10.0f, 10.0f, 10.0f)));
grp->addChild(renderSphere(osg::Vec3(10.0f, 10.0f, 10.0f)));
grp->addChild(renderSphere(osg::Vec3(-10.0f, -10.0f, 10.0f)));
grp->addChild(renderSphere(osg::Vec3(10.0f, -10.0f, 10.0f)));

viewer->getCamera()->setClearColor(osg::Vec4(0.1f, 0.1f, 0.1f, 1.0f));
viewer->setSceneData(grp);
viewer->run();

return 0;

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