本文介绍了OpenGL着色器:聚光灯和定向光的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我想要两个光源:定向光源和聚光灯.我似乎无法理解我做错了什么-可能不了解着色器的工作原理!我得到的第一个光源很好,但是没有第二个效果的迹象(又称聚光灯).这是我想出的碎片着色器:
I want to have two light sources: a directional one and a spotlight. I cannot seem to get what I am doing wrong -- probably not understanding how shaders work! I get the first light fine but no sign of the effects of the second one (aka spotlight). Here is the fragement shader that I came up with:
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main()
{
vec3 n, halfV, viewV, ldir;
float NdotL, NdotHV;
vec4 color = ambientGlobal;
float att, spotEffect;
n = normalize(normal);
NdotL = max(dot(n,normalize(lightDir)),0.0);
if (NdotL > 0.0) {
att = 1.0 / (gl_LightSource[0].constantAttenuation +
gl_LightSource[0].linearAttenuation * dist +
gl_LightSource[0].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += att * gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV,gl_FrontMaterial.shininess);
spotEffect = dot(normalize(gl_LightSource[1].spotDirection), normalize(-lightDir));
if (spotEffect > gl_LightSource[1].spotCosCutoff) {
spotEffect = pow(spotEffect, gl_LightSource[1].spotExponent);
att = spotEffect / (gl_LightSource[1].constantAttenuation +
gl_LightSource[1].linearAttenuation * dist +
gl_LightSource[1].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += att * gl_FrontMaterial.specular * gl_LightSource[1].specular * pow(NdotHV,gl_FrontMaterial.shininess);
}
}
gl_FragColor = color;
}
PS :当然,这是一个已解决的问题....有人吗?
PS: Surely this is a problem that has been solved.... Anyone?
推荐答案
这是我想出的:
顶点着色器:
varying vec3 N;
varying vec3 v;
void main(void)
{
v = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
还有片段着色器:
varying vec3 N;
varying vec3 v;
#define MAX_LIGHTS 2
void main (void)
{
vec4 finalColour;
for (int i=0; i<MAX_LIGHTS; i++)
{
vec3 L = normalize(gl_LightSource[i].position.xyz - v);
vec3 E = normalize(-v);
vec3 R = normalize(-reflect(L,N));
vec4 Iamb = gl_FrontLightProduct[i].ambient;
vec4 Idiff = gl_FrontLightProduct[i].diffuse * max(dot(N,L), 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
vec4 Ispec = gl_FrontLightProduct[i].specular
* pow(max(dot(R,E),0.0),0.3*gl_FrontMaterial.shininess);
Ispec = clamp(Ispec, 0.0, 1.0);
finalColour += Iamb + Idiff + Ispec;
}
gl_FragColor = gl_FrontLightModelProduct.sceneColor + finalColour;
}
提供这张图片:
这篇关于OpenGL着色器:聚光灯和定向光的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!