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我創建了一個紋理用於二維採樣器作爲鑲嵌地形網格的位移圖。使用傳入的頂點座標,我有一個光滑的插值後續頂點的角點插值。當使用來自採樣器的高度值時,我收到的所有數據都是一個平面。當我將這個值乘以一百時,飛機的高度就會增加大約一百,這讓我相信阿爾法值永遠是一個值。採樣器2D阿爾法值保留在1
這是GLSL評估着色器和紋理設置。
#version 430
layout(triangles, equal_spacing, ccw) in;
uniform mat4 camera;
uniform mat4 model;
uniform sampler2D terrain;
//uniform float lod_factor;
uniform float size;
in vec4 WorldPos_ES_in[];
in vec2 TexCoord_ES_in[];
in vec3 Normal_ES_in[];
out vec4 WorldPos_FS_in;
out vec2 TexCoord_FS_in;
out vec3 Normal_FS_in;
vec3 interpolate3D(vec3, vec3, vec3);
vec2 interpolate2D(vec2, vec2, vec2);
void main()
{
// Interpolate the attributes of the output vertex using the barycentric coordinates
TexCoord_FS_in = interpolate2D(TexCoord_ES_in[0], TexCoord_ES_in[1], TexCoord_ES_in[2]);
Normal_FS_in = interpolate3D(Normal_ES_in[0], Normal_ES_in[1], Normal_ES_in[2]);
Normal_FS_in = normalize(Normal_FS_in);
WorldPos_FS_in = vec4(interpolate3D(WorldPos_ES_in[0].xyz, WorldPos_ES_in[1].xyz, WorldPos_ES_in[2].xyz),1);
vec2 position=WorldPos_FS_in.xz;
float Displacement = texture(terrain, position/size).a;
//gl_Position = camera*model * WorldPos_FS_in;
gl_Position = camera*model * vec4(WorldPos_FS_in.x, Displacement,WorldPos_FS_in.z, 1.0);
}
vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2)
{
return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2;
}
vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2)
{
return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2;
}
和
glActiveTexture(GL_TEXTURE1);
GLuint tex2 = createTerrainMap();
glBindTexture(GL_TEXTURE_2D, tex2);
shader->setUniform("terrain", 1);
static GLuint createTerrainMap(){
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size+1, size+1, 0, GL_RGBA, GL_FLOAT, terrainM);
return texName;
}
terrainM被聲明爲
GLfloat terrain[size+1][size+1][4];
如所提到的,使用頂點座標產生正確的結果,但違背了位移圖的目的。另外,我使用另一個紋理作爲GL_TEXTURE1,它是TexCoord_ES_in,它用於片段着色器並正確應用。對於什麼導致平面而不是流離失所的價值的任何想法?