Merge pull request #1630 from YunfeiBai/master

Update the projective texture shader to solve the texture interpolati…
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erwincoumans 2018-04-09 20:55:37 -07:00 committed by GitHub
commit 78a90719b0
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 9 additions and 18 deletions

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@ -6,13 +6,9 @@ in Fragment
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
uniform mat4 ViewMatrixInverse;
uniform mat4 TextureMVP;
in vec3 lightPos,cameraPosition, normal,ambient;
in vec4 vertexPos;
@ -23,10 +19,11 @@ in vec3 materialSpecularColor;
out vec4 color;
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);
vec4 projcoords = TextureMVP * vertexPos;
vec2 texturecoords = projcoords.xy/max(projcoords.z,0.1);
vec4 texel = fragment.color*texture(Diffuse,texturecoords);
vec3 ct,cf;
float intensity,at,af;
if (fragment.color.w==0)

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@ -6,12 +6,9 @@ static const char* projectiveTextureInstancingFragmentShader= \
"{\n"
" vec4 color;\n"
"} fragment;\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"uniform sampler2D Diffuse;\n"
"uniform mat4 ViewMatrixInverse;\n"
"uniform mat4 TextureMVP;\n"
"in vec3 lightPos,cameraPosition, normal,ambient;\n"
"in vec4 vertexPos;\n"
"in float materialShininess;\n"
@ -20,7 +17,9 @@ static const char* projectiveTextureInstancingFragmentShader= \
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
" vec4 projcoords = TextureMVP * vertexPos;\n"
" vec2 texturecoords = projcoords.xy/max(projcoords.z,0.1);\n"
" vec4 texel = fragment.color*texture(Diffuse,texturecoords);\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" if (fragment.color.w==0)\n"

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@ -93,7 +93,5 @@ void main(void)
gl_Position = vertexLoc;
fragment.color = instance_color;
vec4 projcoords = TextureMVP * vec4((instance_position+localcoord).xyz,1);
vert.texcoord = projcoords.xy/projcoords.z;
}

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@ -80,7 +80,5 @@ static const char* projectiveTextureInstancingVertexShader= \
" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
" gl_Position = vertexLoc;\n"
" fragment.color = instance_color;\n"
" vec4 projcoords = TextureMVP * vec4((instance_position+localcoord).xyz,1);\n"
" vert.texcoord = projcoords.xy/projcoords.z;\n"
"}\n"
;

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@ -1,6 +1,5 @@
import pybullet as p
from time import sleep
from PIL import Image
import matplotlib.pyplot as plt
import numpy as np
@ -9,7 +8,7 @@ physicsClient = p.connect(p.GUI)
p.setGravity(0,0,0)
bearStartPos1 = [-3.3,0,0]
bearStartOrientation1 = p.getQuaternionFromEuler([0,0,0])
bearId1 = p.loadURDF("teddy_large.urdf", bearStartPos1, bearStartOrientation1)
bearId1 = p.loadURDF("plane.urdf", bearStartPos1, bearStartOrientation1)
bearStartPos2 = [0,0,0]
bearStartOrientation2 = p.getQuaternionFromEuler([0,0,0])
bearId2 = p.loadURDF("teddy_large.urdf",bearStartPos2, bearStartOrientation2)