法线贴图#

normal_mapping_simple.py#
1"""
2Simple normal mapping example.
3
4We load a diffuse and normal map and render them using a simple shader.
5The normal texture stores a direction vector in the RGB channels
6pointing up from the surface.
7
8For simplicity we use the texture coordinates to determine the
9screen position but this can be done in other ways.
10
11Controls:
12 Mouse: Move light source
13 Mouse wheel: Move light source in and out
14
15Run this example from the command line with:
16python -m arcade.examples.gl.normal_mapping_simple
17"""
18import arcade
19from arcade.gl import geometry
20
21
22class NormalMapping(arcade.Window):
23
24 def __init__(self):
25 super().__init__(512, 512, "Normal Mapping")
26
27 # Load the color (diffuse) and normal texture
28 # These should ideally be the same size
29 self.texture_diffuse = self.ctx.load_texture(":resources:images/test_textures/normal_mapping/diffuse.jpg")
30 self.texture_normal = self.ctx.load_texture(":resources:images/test_textures/normal_mapping/normal.jpg")
31
32 # Shader program doing basic normal mapping
33 self.program = self.ctx.program(
34 vertex_shader="""
35 #version 330
36
37 // Inputs from the quad_fs geometry
38 in vec2 in_vert;
39 in vec2 in_uv;
40
41 // Output to the fragment shader
42 out vec2 uv;
43
44 void main() {
45 uv = in_uv;
46 gl_Position = vec4(in_vert, 0.0, 1.0);
47 }
48
49 """,
50 fragment_shader="""
51 #version 330
52
53 // Samplers for reading from textures
54 uniform sampler2D texture_diffuse;
55 uniform sampler2D texture_normal;
56 // Global light position we can set from python
57 uniform vec3 light_pos;
58
59 // Input from vertex shader
60 in vec2 uv;
61
62 // Output to the framebuffer
63 out vec4 f_color;
64
65 void main() {
66 // Read RGBA color from the diffuse texture
67 vec4 diffuse = texture(texture_diffuse, uv);
68 // Read normal from RGB channels and convert to a direction vector.
69 // These vectors are like a needle per pixel pointing up from the surface.
70 // Since RGB is 0-1 we need to convert to -1 to 1.
71 vec3 normal = normalize(texture(texture_normal, uv).rgb * 2.0 - 1.0);
72
73 // Calculate the light direction.
74 // This is the direction between the light position and the pixel position.
75 vec3 light_dir = normalize(light_pos - vec3(uv, 0.0));
76
77 // Calculate the diffuse factor.
78 // This is the dot product between the light direction and the normal.
79 // It's basically calculating the angle between the two vectors.
80 // The result is a value between 0 and 1.
81 float diffuse_factor = max(dot(normal, light_dir), 0.0);
82
83 // Write the final color to the framebuffer.
84 // We multiply the diffuse color with the diffuse factor.
85 f_color = vec4(diffuse.rgb * diffuse_factor, 1.0);
86 }
87 """,
88 )
89 # Configure what texture channel the samplers should read from
90 self.program["texture_diffuse"] = 0
91 self.program["texture_normal"] = 1
92
93 # Shortcut for a full screen quad
94 # It has two buffers with positions and texture coordinates
95 # named "in_vert" and "in_uv" so we need to use that in the vertex shader
96 self.quad_fs = geometry.quad_2d_fs()
97
98 # Keep track of mouse coordinates for light position
99 self.mouse_x = 0.0
100 self.mouse_y = 0.0
101 self.mouse_z = 0.25
102
103 self.text = arcade.Text("0, 0, 0", 20, 20, arcade.color.WHITE)
104
105 def on_draw(self):
106 self.clear()
107
108 # Bind the textures to the channels we configured in the shader
109 self.texture_diffuse.use(0)
110 self.texture_normal.use(1)
111
112 # Update the light position uniform variable
113 self.program["light_pos"] = self.mouse_x, self.mouse_y, self.mouse_z
114
115 # Run the normal mapping shader (fills a full screen quad)
116 self.quad_fs.render(self.program)
117
118 # Draw the mouse coordinates
119 self.text.text = f"{self.mouse_x:.2f}, {self.mouse_y:.2f}, {self.mouse_z:.2f}"
120 self.text.draw()
121
122 def on_mouse_motion(self, x: int, y: int, dx: int, dy: int):
123 """Move the light source with the mouse."""
124 # Convert to normalized coordinates
125 # (0.0, 0.0) is bottom left, (1.0, 1.0) is top right
126 self.mouse_x, self.mouse_y = x / self.width, y / self.height
127
128 def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int):
129 """Zoom in/out with the mouse wheel."""
130 self.mouse_z += scroll_y * 0.05
131
132
133NormalMapping().run()