Per-pixel displacement mapping GLSL
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by
Chris
on Game Development
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or by Chris
Published on 2014-05-02T12:40:37Z
Indexed on
2014/06/03
16:01 UTC
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Hit count: 323
Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82.
At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction.
EDIT: I added a video: click
I added some screen to illustrate the problem:
Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out.
I added my full VS and FS code:
VS:
#version 400
layout(location = 0) in vec3 IN_VS_Position;
layout(location = 1) in vec3 IN_VS_Normal;
layout(location = 2) in vec2 IN_VS_Texcoord;
layout(location = 3) in vec3 IN_VS_Tangent;
layout(location = 4) in vec3 IN_VS_BiTangent;
uniform vec3 uLightPos;
uniform vec3 uCameraDirection;
uniform mat4 uViewProjection;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat3 uNormalMatrix;
out vec2 IN_FS_Texcoord;
out vec3 IN_FS_CameraDir_Tangent;
out vec3 IN_FS_LightDir_Tangent;
void main( void )
{
IN_FS_Texcoord = IN_VS_Texcoord;
vec4 posObject = uModel * vec4(IN_VS_Position, 1.0);
vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz;
vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz;
//vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz;
vec3 binormalObject = normalize(cross(tangentObject, normalObject));
// uCameraDirection is the camera position, just bad named
vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz);
vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz );
IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection );
IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection );
IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection );
IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection );
IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection );
IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection );
gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0);
}
The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space.
FS:
#version 400
// uniforms
uniform Light
{
vec4 fvDiffuse;
vec4 fvAmbient;
vec4 fvSpecular;
};
uniform Material {
vec4 diffuse;
vec4 ambient;
vec4 specular;
vec4 emissive;
float fSpecularPower;
float shininessStrength;
};
uniform sampler2D colorSampler;
uniform sampler2D normalMapSampler;
uniform sampler2D heightMapSampler;
in vec2 IN_FS_Texcoord;
in vec3 IN_FS_CameraDir_Tangent;
in vec3 IN_FS_LightDir_Tangent;
out vec4 color;
vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){
vec2 NewCoords = coords;
vec2 dUV = - dir.xy * height * 0.08;
float SearchHeight = 1.0;
float prev_hits = 0.0;
float hit_h = 0.0;
for(int i=0;i<10;i++){
SearchHeight -= 0.1;
NewCoords += dUV;
float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r;
float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0);
hit_h += first_hit * SearchHeight;
prev_hits += first_hit;
}
NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV;
vec2 Temp = NewCoords;
SearchHeight = hit_h+0.1;
float Start = SearchHeight;
dUV *= 0.2;
prev_hits = 0.0;
hit_h = 0.0;
for(int i=0;i<5;i++){
SearchHeight -= 0.02;
NewCoords += dUV;
float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r;
float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0);
hit_h += first_hit * SearchHeight;
prev_hits += first_hit;
}
NewCoords = Temp + dUV * (Start - hit_h) * 50.0f;
return NewCoords;
}
void main( void )
{
vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent );
vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent );
float mipmap = 0;
vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap);
//vec2 ddx = dFdx(NewCoord);
//vec2 ddy = dFdy(NewCoord);
vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz;
BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0));
vec3 fvNormal = BumpMapNormal;
float fNDotL = dot( fvNormal, fvLightDirection );
vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection );
float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) );
vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap);
vec4 fvTotalAmbient = fvAmbient * fvBaseColor;
vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor;
vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) );
color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) );
}
The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map.
I looking forward for some ideas. Thanks in advance!
Edit: Here is the code loading the heightmap:
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
mWidth,
mHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
mImageData);
glGenerateMipmap(GL_TEXTURE_2D);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
Maybe something wrong in here?
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