参考zwqxin的博客 http://www.zwqxin.com/
shader 来自zwqxin,稍作修改
<-vertex-> attribute vec3 v_Pos;
attribute vec3 v_Normal;
attribute vec2 v_TexCoord;
attribute vec3 v_tangent; uniform vec3 lightpos; //传入光源的模型坐标吧
uniform vec4 eyepos; varying vec3 lightdir;
varying vec3 halfvec;
varying vec3 norm;
varying vec3 eyedir; void main(void)
{
vec4 pos = gl_ModelViewMatrix * vec4(v_Pos,1.0);
pos = pos / pos.w; //把光源和眼睛从模型空间转换到视图空间
vec4 vlightPos = (gl_ModelViewMatrix * vec4(lightpos, 1.0));
vec4 veyePos = (gl_ModelViewMatrix * eyepos); lightdir = normalize(vlightPos.xyz - pos.xyz);
vec3 eyedir = normalize(veyePos.xyz - pos.xyz); //模型空间下的TBN
norm = normalize(gl_NormalMatrix * v_Normal); vec3 vtangent = normalize(gl_NormalMatrix * v_tangent); vec3 vbinormal = cross(norm,vtangent); //将光源向量和视线向量转换到TBN切线空间
lightdir.x = dot(vtangent, lightdir);
lightdir.y = dot(vbinormal, lightdir);
lightdir.z = dot(norm , lightdir);
lightdir = normalize(lightdir); eyedir.x = dot(vtangent, eyedir);
eyedir.y = dot(vbinormal, eyedir);
eyedir.z = dot(norm , eyedir);
eyedir = normalize(eyedir); halfvec = normalize(lightdir + eyedir); gl_TexCoord[0].st = v_TexCoord; gl_Position = gl_ModelViewProjectionMatrix *vec4( v_Pos,1);
} <-fragment-> uniform sampler2D bumptex;
uniform sampler2D basetex; float amb = 0.2;
float diff = 0.2;
float spec = 0.6; varying vec3 lightdir;
varying vec3 halfvec;
varying vec3 norm;
varying vec3 eyedir; void main(void)
{
float shiness =4;
vec4 ambient = vec4(0.2,0.2,0.2,0.2);
vec4 diffuse = vec4(0.3,0.3,0.3,0.3);
vec4 specular = vec4(0.3,0.3,0.3,0.3); vec3 vlightdir = normalize(lightdir);
vec3 veyedir = normalize(eyedir); vec3 vnorm = normalize(norm);
vec3 vhalfvec = normalize(halfvec); vec4 baseCol = texture2D(basetex, gl_TexCoord[0].xy); //Normal Map里的像素normal定义于该像素的切线空间
vec3 tbnnorm = texture2D(bumptex, gl_TexCoord[0].xy).xyz; tbnnorm = normalize((tbnnorm - vec3(0.5))* 2.0); float diffusefract = max( dot(lightdir,tbnnorm) , 0.0);
float specularfract = max( dot(vhalfvec,tbnnorm) , 0.0); if(specularfract > 0.0){
specularfract = pow(specularfract, shiness);
} gl_FragColor = vec4(amb * ambient.xyz * baseCol.xyz
+ diff * diffuse.xyz * diffusefract * baseCol.xyz
+ spec * specular.xyz * specularfract ,1.0)*3.0;
}
c++代码(用自己的框架不方便全部放出来)
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_img.Getid()); glActiveTexture(GL_TEXTURE0+1);
glBindTexture(GL_TEXTURE_2D,m_NormalImg.Getid()); m_ShaderNormalMap.Enable();
m_ShaderNormalMap.uniform("bumptex",1);
m_ShaderNormalMap.uniform("basetex",0);
m_ShaderNormalMap.uniform("lightpos",vec3(100,100,100));
m_ShaderNormalMap.uniform("eyepos",vec3(0,0,10));
glPushMatrix();
glTranslatef(0,0,-100); static float angleA =0.0f;
angleA +=0.02f; glRotatef(angleA,1,1,1); m_Mesh.RenderTest(); glActiveTexture( GL_TEXTURE0);
-------------------------------------------分界线
2016年12月1日
重新增加了VAO渲染,改写材质