我的镜面照明有一些问题,环境和漫反射都存在,但是我现在正在考虑使用镜面反射来尝试制作美观的模型。

我的vertexShader中包含以下内容:

#version 330

layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;

out vec4 Colour0;

// Transforms
uniform mat4 gModelToWorldTransform;
uniform mat4 gWorldToViewToProjectionTransform;

// Ambient light parameters
uniform vec3 gAmbientLightIntensity;

// Directional light parameters
uniform vec3 gDirectionalLightIntensity;
uniform vec3 gDirectionalLightDirection;

// Material constants
uniform float gKa;
uniform float gKd;
uniform float gKs;
uniform float gKsStrength;


void main()
{
    // Transform the vertex from local space to homogeneous clip space
    vec4 vertexPositionInModelSpace = vec4(Position, 1);
    vec4 vertexInWorldSpace = gModelToWorldTransform * vertexPositionInModelSpace;
    vec4 vertexInHomogeneousClipSpace = gWorldToViewToProjectionTransform * vertexInWorldSpace;
    gl_Position = vertexInHomogeneousClipSpace;

    // Calculate the directional light intensity at the vertex
    // Find the normal in world space and normalise it
    vec3 normalInWorldSpace = (gModelToWorldTransform * vec4(Normal, 0.0)).xyz;
    normalInWorldSpace = normalize(normalInWorldSpace);

    // Calculate the ambient light intensity at the vertex
    // Ia = Ka * ambientLightIntensity
    vec4 ambientLightIntensity = gKa * vec4(gAmbientLightIntensity, 1.0);

    // Setup the light direction and normalise it
    vec3 lightDirection = normalize(-gDirectionalLightDirection);

    //lightDirection = normalize(gDirectionalLightDirection);
    // Id = kd * lightItensity * N.L
    // Calculate N.L
    float diffuseFactor = dot(normalInWorldSpace, lightDirection);
    diffuseFactor = clamp(diffuseFactor, 0.0, 1.0);

    // N.L * light source colour * intensity
    vec4 diffuseLightIntensity = gKd * vec4(gDirectionalLightIntensity, 1.0f) * diffuseFactor;

    vec3 lightReflect = normalize(reflect(gDirectionalLightDirection, Normal));

    //Calculate the specular light intensity at the vertex
    float specularFactor = dot(normalInWorldSpace, lightReflect);
    specularFactor = pow(specularFactor, gKsStrength);
    vec4 specularLightIntensity = gKs * vec4(gDirectionalLightIntensity, 1.0f) * specularFactor;

    // Final vertex colour is the product of the vertex colour
    // and the total light intensity at the vertex

    vec4 colour = vec4(0.0, 1.0, 0.0, 1.0);
    Colour0 = colour * (ambientLightIntensity + diffuseLightIntensity + specularLightIntensity);
}


然后在main.cpp中,我有一些代码可以尝试使之协同工作,镜面反射光绝对是在做某件事,这不仅是使模型看起来发亮,还在于将光增强到可以的程度。看不到任何细节。

我创建以下变量:

// Lighting uniforms location

GLuint gAmbientLightIntensityLoc;
GLuint gDirectionalLightIntensityLoc;
GLuint gDirectionalLightDirectionLoc;
GLuint gSpecularLightIntensityLoc;

// Materials uniform location
GLuint gKaLoc;
GLuint gKdLoc;
GLuint gKsLoc;
GLuint gKsStrengthLoc;


然后,在主菜单中调用的renderSceneCallBack()函数中像这样设置变量:

// Set the material properties
glUniform1f(gKaLoc, 0.2f);
glUniform1f(gKdLoc, 0.9f);
glUniform1f(gKsLoc, 0.5f);
glUniform1f(gKsStrengthLoc, 0.5f);


然后,我创建一个initLights()函数,该函数要处理所有照明,这在主体中也称为:

static void initLights()
{
    // Setup the ambient light
    vec3 ambientLightIntensity = vec3(0.2f, 0.2f, 0.2f);
    glUniform3fv(gAmbientLightIntensityLoc, 1, &ambientLightIntensity[0]);

    // Setup the direactional light
    vec3 directionalLightDirection = vec3(0.0f, 0.0f, -1.0f);
    normalize(directionalLightDirection);
    glUniform3fv(gDirectionalLightDirectionLoc, 1, &directionalLightDirection[0]);

    vec3 directionalLightIntensity = vec3(0.8f, 0.8f, 0.8f);
    glUniform3fv(gDirectionalLightIntensityLoc, 1, &directionalLightIntensity[0]);

    //Setup the specular Light
    vec3 specularLightIntensity = vec3(0.5f, 0.5f, 0.5f);
    glUniform3fv(gSpecularLightIntensityLoc, 1, &specularLightIntensity[0]);
}


谁能看到我可能在做错的事情,我可能会有一些计算错误,但我只是没有看到。环境/漫射照明均正常工作。这张照片说明了当前发生的情况,左侧为环境,右侧为强度设置为30,中间为高光反射。



回答

我忘了将此值传递给主要对象:

gKsStrengthLoc = glGetUniformLocation(shaderProgram, "gKsStrength");
    //assert(gDirectionalLightDirectionLoc != 0xFFFFFFFF);


现在,所有工作都可以使用选定的答案

最佳答案

您的gKsStrength值看起来太小了:

glUniform1f(gKsStrengthLoc, 0.5f);


该值控制对象的光泽度,较高的值使对象更具光泽。如果您查看着色器中的计算,这将很有意义:

specularFactor = pow(specularFactor, gKsStrength);


指数越大,该值下降得越快,这意味着镜面高光变得更窄。

对于中等光泽,典型值可能约为10.0f,对于完全光泽的值为30.0f,对于非常光泽的材料甚至更高。

值为0.5f,您将获得非常宽的镜面反射“亮点”。镜面反射强度的值也很高(0.5),因此高光将覆盖大部分对象,并使大部分的颜色饱和。

10-06 00:58