【问题标题】:Perlin noise function broken in vertex shader but not in fragment shader?Perlin 噪声函数在顶点着色器中损坏但在片段着色器中没有?
【发布时间】:2020-04-17 20:51:17
【问题描述】:

我正在使用 Three.js 在 WebGL 2 中渲染一个由许多三角形组成的平面,我想根据 Perlin 噪声函数偏移平面中的顶点。但是,我的噪声函数似乎在片段着色器中有效,但在顶点着色器中无效。

顶点着色器:

#version 300 es
precision highp float;

vec2 rand2d (vec2 uv_0) {
    return vec2(
    fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
    vec2 v00 = floor(uv_1);
    vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
    vec2 vxy = fract(uv_1);
    float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
    vec2 s = smoothstep(0.0, 1.0, vxy);
    return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
// supplied by three
in vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;

// supplied by me

uniform float spacing;
uniform vec2 offset;
uniform vec2 size;
out vec3 offsetPosition;
void main() {
    // vec3 offsetPosition = position;
    offsetPosition = position + vec3(offset.x, 0, offset.y);
    offsetPosition.z = floor((cameraPosition.z + offsetPosition.z) / spacing) * spacing;
    offsetPosition.y = perlin_noise(offsetPosition.xz / 10.) * 10.;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(offsetPosition, 1.0);
}

片段着色器:

#version 300 es
precision highp float;

vec2 rand2d (vec2 uv_0) {
    return vec2(
    fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
    vec2 v00 = floor(uv_1);
    vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
    vec2 vxy = fract(uv_1);
    float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
    vec2 s = smoothstep(0.0, 1.0, vxy);
    return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
in vec3 offsetPosition;
out highp vec4 fragColor;
void main() {
    float value = perlin_noise(offsetPosition.xz / 10.) * .5 + .5;
    fragColor = vec4(value, offsetPosition.y, 0., 1.);
}

结果:

飞机是完全平坦的(我发誓,该图像中有很多三角形),并且显示为红色而不是黄色/绿色,这表明 offsetPosition.y 被设置为零,这意味着我的 Perlin 噪声函数,在顶点着色器和片段着色器中相同,仅在顶点着色器中返回 0。为什么会这样?

【问题讨论】:

    标签: three.js glsl shader webgl2


    【解决方案1】:

    问题是,您必须减少三角形和顶点。网格的顶点以这种方式分布,offsetPosition.xz / 10.0 的结果是整数坐标(没有小数分量)。 perlin 噪声是周期长度为 1.0 的周期函数。所以对于所有的积分坐标,结果都是一样的。

    改成

    offsetPosition.y = perlin_noise(offsetPosition.xz / 100.0) * 10.0;
    

    你会得到不同的顶点高度。

    一般来说,该算法运行良好。请参阅我使用 100x100 网格和 100x100 瓷砖的示例。所以offsetPosition.xz / 10.0以第十步生成坐标:

    (function onLoad() {
      var camera, scene, renderer, orbitControls;
      
      init();
      animate();
    
      function init() {
        let canvas = document.createElement( 'canvas' );
        let context = canvas.getContext( 'webgl2', { alpha: false } );
        renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context, antialias: true, alpha: true } );
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.body.appendChild(renderer.domElement);
    
        camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
        camera.position.set(0, 10, -40);
    
        scene = new THREE.Scene();
        scene.background = new THREE.Color(0);
        scene.add(camera);
        window.onresize = resize;
        
        orbitControls = new THREE.OrbitControls(camera, renderer.domElement);
        
        addGridHelper();
        createModel();
      }
    
      function createModel() {
    
        var uniforms = {
              spacing : {type:'f', value: 0.0001}
        };
            
        var material = new THREE.ShaderMaterial({  
              side: THREE.DoubleSide,
              uniforms: uniforms,
              vertexShader: document.getElementById('vertex-shader').textContent,
              fragmentShader: document.getElementById('fragment-shader').textContent,
        });
    
        var geometry = new THREE.PlaneBufferGeometry( 100, 100, 100, 100);
        geometry.rotateX(Math.PI/2.0);
    
        var mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);
      }
    
      function addGridHelper() {
        
        var helper = new THREE.GridHelper(100, 100);
        helper.material.opacity = 1.0;
        helper.material.transparent = true;
        scene.add(helper);
    
        var axis = new THREE.AxesHelper(1000);
        scene.add(axis);
      }
    
      function resize() {
        
        var aspect = window.innerWidth / window.innerHeight;
        renderer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = aspect;
        camera.updateProjectionMatrix();
      }
    
      function animate() {
        requestAnimationFrame(animate);
        orbitControls.update();
        render();
      }
    
      function render() {
        renderer.render(scene, camera);
      }
    })();
    <script type='x-shader/x-vertex' id='vertex-shader'>
    #version 300 es
    precision highp float;
    
    vec2 rand2d (vec2 uv_0) {
        return vec2(
        fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
    }
    float perlin_noise (vec2 uv_1) {
        vec2 v00 = floor(uv_1);
        vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
        vec2 vxy = fract(uv_1);
        float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
        vec2 s = smoothstep(0.0, 1.0, vxy);
        return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
    }
    
    // supplied by me
    
    uniform float spacing;
    uniform vec2 offset;
    uniform vec2 size;
    out vec3 offsetPosition;
    void main() {
        offsetPosition = position + vec3(offset.x, 0, offset.y);
        offsetPosition.y = perlin_noise(offsetPosition.xz / 10.0) * 10.0;
        offsetPosition.z = floor(offsetPosition.z / spacing) * spacing;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(offsetPosition, 1.0);
    }
    </script>
    
    <script type='x-shader/x-fragment' id='fragment-shader'>
    #version 300 es
    precision highp float;
    
    vec2 rand2d (vec2 uv_0) {
        return vec2(
        fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
    }
    float perlin_noise (vec2 uv_1) {
        vec2 v00 = floor(uv_1);
        vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
        vec2 vxy = fract(uv_1);
        float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
        vec2 s = smoothstep(0.0, 1.0, vxy);
        return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
    }
    in vec3 offsetPosition;
    out highp vec4 fragColor;
    void main() {
        float value = perlin_noise(offsetPosition.xz / 10.0) * .5 + .5;
        fragColor = vec4(value, offsetPosition.y * 0.05 + 0.5, 0., 1.);
    }
    </script>
    
    <!--script src="https://threejs.org/build/three.min.js"></script-->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

    【讨论】:

    • 更改噪音的比例因子使其完美运行。非常感谢!
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