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社区首页 >专栏 >30.opengl高级光照-HDR

30.opengl高级光照-HDR

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公号sumsmile
发布2020-08-11 15:56:49
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发布2020-08-11 15:56:49
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一、原理介绍

HDR:High Dynamic Range, 高动态范围 LDR: Low Dynamic Range, 低动态范围

1. 为什么有HDR?

过度曝光

屏幕显示颜色会约束到[0,1]之间,如果场景中有很多超过1的color值,比如10、15、100都会约束到1,体现不出真实的纹理。

HDR技术通过一个颜色映射,把大范围的值缩放到一个小范围内。尽量体现场景中高亮度和低亮度的纹理细节。HDR映射有很多算法,没有绝对的优劣,只有侧重,有的侧重高亮细节,有的侧重灰暗细节

HDR映射

2. 实现流程
  • 把场景渲染到自定义的帧缓冲,帧缓冲可以设置color的取值范围,默认的窗口缓冲不支持设置精度,默认是一个字节8位,自定义缓冲可以设置16或32位浮点类型。另外,即使默认的缓冲支持设置数据类型,最好也通过自定义帧缓冲生成一张2维纹理,最后只需要针对2维纹理做映射计算,性能上有数量级的提升
  • 切回到默认缓冲,把帧缓冲渲染到默认窗口,同时,在shader中增加Reinhard(混合渲染)色调映射算法,调整颜色范围
3.核心代码说明,完整代码在文末

3.1 设计一个拉长的立方体,注意法线要朝里边,因为我们要从里面观察纹理

        // render tunne;
        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(0.0f,0.0f, 25.0));
// 按原教程的缩放有点问题
//        model = glm::scale(model, glm::vec3(5.0f, 5.0f, 55.0f));
        model = glm::scale(model, glm::vec3(2.5f, 2.5f, 27.5f));
        shader.setMat4("model", model);
        shader.setBool("inverse_normals", true);

3.2 渲染到帧缓冲,帧缓冲的代码不复杂,但是有点啰嗦,这里不贴了,参看文末代码,有一点注意,原教程中没有设置纹理为“0”,看起来默认为0的纹理,不用设置?

//    shader.use();
//    shader.setInt("diffuseTexture", 0);
//    hdrShader.use();
//    hdrShader.setInt("hdrBuffer", 0);

3.3 绘制到默认窗口,也不复杂:略 3.4 渲染到默认窗口的着色器中,有个最简单的算法,把所有颜色约束到[0,1]之间,突出低亮度部分,兼顾高亮度部分

    // reinhard
    vec3 result = hdrColor / (hdrColor + vec3(1.0));

算法函数

4. 实现效果

HDR效果

二、曝光算法
通过曝光度来控制映射曲线

上面讲的混合渲染算法简单通用,但是没有个特性化的参数调整,比如,我就想整体偏亮一点,想曝光高一点呢。实现算法在片段着色其中,算法公式:

曝光函数

曝光度越大,映射曲线越陡峭,场景越亮,缺点是在非常高亮的点非常接近,体现不出纹理的细节差别,真实的摄影后期处理中,要根据个人需求的侧重点,不断调参。

曝光度= 1

曝光度 = 6

实现效果

代码改动量不大,基于上面的混合渲染,修改下片段着色器中的color result计算即可

曝光度变化

void main()
{
    const float gamma = 2.2;
    vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb;
    
    // reinhard
    //vec3 result = hdrColor / (hdrColor + vec3(1.0));
    
     vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
    // also gamma correct while we're at it
    result = pow(result, vec3(1.0 / gamma));
    color = vec4(result, 1.0f);
}
三、完整代码
HDR .vs
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;

out vec2 TexCoords;

void main()
{
    gl_Position = vec4(position, 1.0f);
    TexCoords = texCoords;
}
HDR .fs
#version 330 core
out vec4 color;
in vec2 TexCoords;

uniform sampler2D hdrBuffer;
uniform float exposure;
uniform bool hdr;

void main()
{
    const float gamma = 2.2;
    vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb;
    
    // reinhard
    vec3 result = hdrColor / (hdrColor + vec3(1.0));
    
    // vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
    // also gamma correct while we're at it
    result = pow(result, vec3(1.0 / gamma));
    color = vec4(result, 1.0f);
}
默认窗口的渲染 .vs 没有特殊逻辑
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;

out vec2 TexCoords;

void main()
{
    gl_Position = vec4(position, 1.0f);
    TexCoords = texCoords;
}
默认窗口的渲染 .fs 最核心的逻辑
#version 330 core
out vec4 color;
in vec2 TexCoords;

uniform sampler2D hdrBuffer;
uniform float exposure;
uniform bool hdr;

void main()
{
    const float gamma = 2.2;
    vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb;
    
    // reinhard
    vec3 result = hdrColor / (hdrColor + vec3(1.0));
    
    // vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
    // also gamma correct while we're at it
    result = pow(result, vec3(1.0 / gamma));
    color = vec4(result, 1.0f);
}
主程序
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "Shader.h"
#include "camera.h"
#include "model.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces);
void renderScene (const Shader &shader);
void renderCube();
void RenderQuad();

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;
bool gammaEnabled = true;
bool gammaKeyPressed = false;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

bool hdr = true; //change with 'space'
float exposure = 1.0f; // change with Q and E

unsigned int woodTexture;

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
    
    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "天哥学opengl", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
//    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

//    glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
    
    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile shaders
    // -------------------------
    Shader shader("1.lighting.vs", "1.lighting.fs");
    Shader hdrShader("1.colors.vs", "1.colors.fs");

    // Light sources
    // Positions
    std::vector<glm::vec3> lightPositions;
    lightPositions.push_back(glm::vec3(0.0f, 0.0f, 49.5f)); //back light
    lightPositions.push_back(glm::vec3(-1.4f, -1.9f, 9.0f));
    lightPositions.push_back(glm::vec3(0.0f, -1.8f, 4.0f));
    lightPositions.push_back(glm::vec3(0.8f, -1.7f, 6.0f));
    
    // -Colors
    std::vector<glm::vec3> lightColors;
    lightColors.push_back(glm::vec3(200.0f, 200.0f, 200.0f));
    lightColors.push_back(glm::vec3(0.1f, 0.0f, 0.0f));
    lightColors.push_back(glm::vec3(0.0f, 0.0f, 0.2f));
    lightColors.push_back(glm::vec3(0.0f, 0.1f, 0.0f));
    
    // Load textures
    woodTexture = loadTexture("resource/wood.png");
    
    unsigned int hdrFBO;
    glGenFramebuffers(1, &hdrFBO);
    
    unsigned int colorBuffer;
    glGenTextures(1, &colorBuffer);
    glBindTexture(GL_TEXTURE_2D, colorBuffer);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    // create depth buffer (renderbuffer)
    unsigned int rboDepth;
    glGenRenderbuffers(1, &rboDepth);
    glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
    // - Attach buffers
    glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer,0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        std::cout << "Framebuffer not complete!" << std::endl;
    }
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    
//    shader.use();
//    shader.setInt("diffuseTexture", 0);
//    hdrShader.use();
//    hdrShader.setInt("hdrBuffer", 0);
    
    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        processInput(window);
    
        glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 model;

        shader.use();
        shader.setMat4("projection", projection);
        shader.setMat4("view", view);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        
        // set lighting uniforms
        for (unsigned int i = 0; i < lightPositions.size(); i++) {
            shader.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
            shader.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
        }
        
        shader.setVec3("viewPos", camera.Position);
        
        // render tunne;
        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(0.0f,0.0f, 25.0));
//        model = glm::scale(model, glm::vec3(5.0f, 5.0f, 55.0f));
        model = glm::scale(model, glm::vec3(2.5f, 2.5f, 27.5f));

        shader.setMat4("model", model);
        shader.setBool("inverse_normals", true);
        renderCube();
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        
        // 2. Now render floating point colorbuffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        hdrShader.use();
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, colorBuffer);
        hdrShader.setInt("hdr", hdr);
        hdrShader.setFloat("exposure", exposure);
        RenderQuad();
//        std::cout << "exposure: " << exposure << std::endl;
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------

bool startRecord = false;

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !gammaKeyPressed)
    {
        gammaEnabled = !gammaEnabled;
        gammaKeyPressed = true;
    }
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
    {
        gammaKeyPressed = false;
    }
    if (glfwGetKey(window, GLFW_KEY_Y))
    {
        std::cout << "Y" << std::endl;
        startRecord = true;
        firstMouse = true;
    }
    
    if (glfwGetKey(window, GLFW_KEY_N))
    {
        std::cout << "N" << std::endl;

        startRecord = false;
    }
    
    if (startRecord) {
        return;
    }
    
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        exposure -= 0.5 * deltaTime;
    if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        exposure += 0.5 * deltaTime;
    
    if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !gammaKeyPressed)
    {
        hdr = !hdr;
        gammaKeyPressed = true;
    }
    if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_RELEASE)
    {
        gammaKeyPressed = false;
    }
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
//    std::cout << "xpos : " << xpos << std::endl;
//    std::cout << "ypos : " << ypos << std::endl;
    
    if (startRecord) {
        return;
    }
    
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;
    
//    std::cout << "xoffset : " << xoffset << std::endl;
//    std::cout << "yoffset : " << yoffset << std::endl;
    
    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}


unsigned int loadCubemap(vector<std::string> faces)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    
    int width, height, nrChannels;
    for (unsigned int i = 0; i < faces.size(); i++) {
        unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);

        if (data)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
            stbi_image_free(data);
        }
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    }
    
    return textureID;
}

void renderScene(const Shader &shader)
{
    // room cube
    glm::mat4 model = glm::mat4(1.0f);
    model = glm::scale(model, glm::vec3(5.0f));
    shader.setMat4("model", model);
    glDisable(GL_CULL_FACE); // note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
    shader.setInt("reverse_normals", 1); // A small little hack to invert normals when drawing cube from the inside so lighting still works.
    renderCube();
    shader.setInt("reverse_normals", 0); // and of course disable it
    glEnable(GL_CULL_FACE);
    // cubes
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(4.0f, -3.5f, 0.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(2.0f, 3.0f, 1.0));
    model = glm::scale(model, glm::vec3(0.75f));
    shader.setMat4("model", model);
    renderCube();
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(-3.0f, -1.0f, 0.0));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(-1.5f, 1.0f, 1.5));
    model = glm::scale(model, glm::vec3(0.5f));
    shader.setMat4("model", model);
    renderCube();
    model = glm::mat4(1.0f);
    model = glm::translate(model, glm::vec3(-1.5f, 2.0f, -3.0));
    model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
    model = glm::scale(model, glm::vec3(0.75f));
    shader.setMat4("model", model);
    renderCube();
}


// renderCube() renders a 1x1 3D cube in NDC.
// -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube()
{
    // initialize (if necessary)
    if (cubeVAO == 0)
    {
        float vertices[] = {
            // back face
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
            -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 1.0f, // top-left
            // front face
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
            -1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 1.0f, // top-left
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
            // left face
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            -1.0f,  1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            // right face
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
             1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-left
            // bottom face
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
             1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 1.0f, // top-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
             1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
            -1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
            // top face
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
             1.0f,  1.0f , 1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
             1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 1.0f, // top-right
             1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
            -1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 0.0f  // bottom-left
        };
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &cubeVBO);
        // fill buffer
        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        // link vertex attributes
        glBindVertexArray(cubeVAO);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    }
    // render Cube
    glBindVertexArray(cubeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
}

// RenderQuad() Renders a 1x1 quad in NDC
unsigned int quadVAO = 0;
unsigned int quadVBO;

void RenderQuad()
{
      if (quadVAO == 0)
    {
        GLfloat quadVertices[] = {
            // Positions        // Texture Coords
            -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
            -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
            1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
        };
        // Setup plane VAO
        glGenVertexArrays(1, &quadVAO);
        glGenBuffers(1, &quadVBO);
        glBindVertexArray(quadVAO);
        glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    }
    glBindVertexArray(quadVAO);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindVertexArray(0);
}
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目录
  • 一、原理介绍
    • 1. 为什么有HDR?
      • 2. 实现流程
        • 3.核心代码说明,完整代码在文末
          • 4. 实现效果
          • 二、曝光算法
            • 通过曝光度来控制映射曲线
              • 实现效果
              • 三、完整代码
                • HDR .vs
                  • HDR .fs
                    • 默认窗口的渲染 .vs 没有特殊逻辑
                      • 默认窗口的渲染 .fs 最核心的逻辑
                        • 主程序
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