纹理平面上的OpenGL照明不起作用 [英] OpenGL Lighting on texture plane is not working

查看:111
本文介绍了纹理平面上的OpenGL照明不起作用的处理方法,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

我想照亮纹理平面,但这是行不通的.实心球上的光很好,但纹理平面上不亮.

I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.

整个图像

实心球上的照明效果很好.

Lighting on solid-sphere is working well.

但是,纹理平面上的照明不起作用. (GL_DECAL,GL_REPLACE;我也尝试了GL_MODULATE)

But, lighting on texture plane is not working. (GL_DECAL, GL_REPLACE; I also tried GL_MODULATE)

这是我的渲染代码的一小段. ( GitHub上的整个代码)

This is a snippet of my rendering code. (Whole code on GitHub)

加载纹理.

  sf::Image image;

  if (!image.loadFromFile(path))
    return false;
  glGenTextures(1, &id);
  glBindTexture(GL_TEXTURE_2D, id);

  glTexImage2D(
    GL_TEXTURE_2D, 0, GL_RGBA,
    image.getSize().x, image.getSize().y, 0,
    GL_RGBA, GL_UNSIGNED_BYTE,
    image.getPixelsPtr()
  );

  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);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

初始化

  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClearDepth(1.0f);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glShadeModel(GL_SMOOTH);
  //glEnable(GL_CULL_FACE);
  glFrontFace(GL_CCW);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glutSetCursor(GLUT_CURSOR_NONE);
  light.Init();

  camera.SetPin((GLfloat)width / 2, (GLfloat)height/2);

显示回调

  adjustPerspective();

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glEnable(GL_LIGHTING);

  glPushMatrix();
  camera.SetLookAt();
  light.On();

  // TODO: dsiplay processing
  for (auto& obj : display_objs)
  {
    glPushMatrix();
    obj->Draw();
    glPopMatrix();
  }
  glPopMatrix();

  // print fps and swap buffers

灯光初始化功能

  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
  glEnable(GL_COLOR_MATERIAL);

  // Set lighting intensity and color
  glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
  glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
  glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);
  ////////////////////////////////////////////////

  glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 80.0);// set cutoff angle
  glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
  glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 10.0); // set focusing strength

Light.On()函数

Light.On() Function

  glPushMatrix();
  glTranslatef(2.0, 10.0, 2.0);
  //glRotatef(90, 1, 0, 0);
  glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
  glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
  glPopMatrix();

  glPushMatrix();
  glDisable(GL_LIGHTING);
  glTranslatef(2.0, 0.0, 2.0);
  glRotatef(-90.0, 1.0, 0.0, 0.0);
  glutWireCone(tan(80.0 / 180.0 * 3.14159265),10.0,20,20);
  glEnable(GL_LIGHTING);
  glPopMatrix();

这是纹理平面绘制功能.

And this is texture plane draw function.

  float tile_x = 0.125;

  glTranslatef(x, y, z);

  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_TEXTURE_2D);
  glBindTexture(GL_TEXTURE_2D, tex.GetId());
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  glBegin(GL_QUADS);
    // Both of the following cases not work.
    glNormal3f(0, -1, 0);
    glNormal3f(0, 1, 0);
    glTexCoord2f(0.0, 0.0); glVertex3f(0, 0, 0);
    glTexCoord2f(height*tile_x, 0.0); glVertex3f(0, 0, width);
    glTexCoord2f(height*tile_x, width*tile_x); glVertex3f(height, 0, width);
    glTexCoord2f(0.0, width*tile_x); glVertex3f(height, 0, 0);
  glEnd();

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_BLEND);

我更改了矢量方向,更改了glTexEnvf属性,更改了代码顺序,但没有解决错误.我认为我的代码中存在一个基本错误,但我找不到它.为什么会发生这种情况,我该如何解决?

I changed the vector direction, changed the glTexEnvf attribute, changed the order of the code, but did not fix the error. I think there is a fundamental error in my code, but I can not find it. Why is this happening, and how do I fix it?

推荐答案

我想照亮纹理平面,但这是行不通的.实心球上的光很好,但纹理平面上不亮.

I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.

这是由OpenGLs标准光照模型的 Gouraud着色模型引起的问题.尽管 Phong阴影通常是指一种技术,该技术在 Gouraud底纹,光照计算是针对每个顶点进行的.根据原始图元上片段的重心坐标对计算的光进行插值.

This is an issue caused by the Gouraud Shading model of the OpenGLs standard light model. While Phong shading in common means the technique, which does the light calculations per fragment, at Gouraud Shading, the light calculations are done per vertex. The calculated light is interpolated according to the Barycentric coordinate of the fragment on the primitive.

这意味着在您的情况下,为地面四边形的角计算了光.这样计算出的光将被插入其中的所有片段.法线矢量在光矢量拐角处的角度趋于90°.因此,整个地面四边形看起来几乎没有照明.

This means that in your case the light is calculated for the corners of the ground quad. This so calculated light is interpolated for all the fragments in between. The angel of the normal vector at the corners to the light vector tends to 90°. Because of that the entire ground quad looks almost unlit.

由于按每个顶点计算光,因此计算的光位置比四边形的4个角更多,因此质量会提高.请注意,球体上的光看起来几乎是完美的,因为球体在其形状周围包含许多顶点.

Since the light is calculated per vertex, then the light is calculated for more positions than the the 4 corners of the quad and the quality increases. Note, the light on the spheres looks almost perfect, because a sphere consists of a lot of vertices around its shape.

尝试以下代码,该代码将四边形拆分为多个图块:

Try the following code, which splits the quad into tiles:

int   tiles = 5;
float u_max = height*tile_x;
float v_max = width*tile_x

glBegin(GL_QUADS);
glNormal3f(0, 1, 0);

for (int x=0; x < tiles; ++x)
{
    for (int y=0; y < tiles; ++y)
    {
        x0 = (float)x/(float)tiles;
        x1 = (float)(x+1)/(float)tiles;
        y0 = (float)y/(float)tiles;
        y1 = (float)(y+1)/(float)tiles;

        glTexCoord2f(u_max*x0, v_max*y0);  glVertex3f(height*x0, 0, widht*y0);
        glTexCoord2f(u_max*x1, v_max*y0);  glVertex3f(height*x0, 0, widht*y1);
        glTexCoord2f(u_max*x1, v_max*y1);  glVertex3f(height*x1, 0, widht*y1);
        glTexCoord2f(u_max*x0, v_max*y1);  glVertex3f(height*x1, 0, widht*y0);
    }
}
glEnd();

当然,您也可以编写自己的着色器并按片段照明实现.但是不推荐使用的固定功能管线OpenGL标准照明模型不支持每个片段照明.

Of course you can also write your own shader and implement per fragment lighting. But the deprecated fixed function pipeline OpenGL standard light model does not support per fragment lighting.

请参见WebGL示例中的区别:

See the difference in the WebGL example:

(function loadscene() {

var resize, gl, gouraudDraw, phongDraw, vp_size;
var bufSphere = {};

function render(delteMS){

    var shading = document.getElementById( "shading" ).value;
    var shininess = document.getElementById( "shininess" ).value;
    var ambientCol = [0.2, 0.2, 0.2];
    var diffuseCol = [0.6, 0.6, 0.6];
    var specularCol = [0.8, 0.8, 0.8];

    Camera.create();
    Camera.vp = vp_size;
        
    gl.enable( gl.DEPTH_TEST );
    gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );

    gl.disable(gl.CULL_FACE);
    
    
    var progDraw = shading == 0 ? gouraudDraw : phongDraw;;
    // set up draw shader
    ShaderProgram.Use( progDraw.prog );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.lightPos", [0.0, 0.0, 0.25] )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.ambient", ambientCol )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.diffuse", diffuseCol )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.specular", specularCol )
    ShaderProgram.SetUniformF1( progDraw.prog, "u_lightSource.shininess", shininess )
    var modelMat = IdentityMat44()
    modelMat = RotateAxis( modelMat, -1.5, 0 );
    modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
    
    // draw scene
    VertexBuffer.Draw( bufSphere );
   
    requestAnimationFrame(render);
}

function resize() {
    //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
    vp_size = [window.innerWidth, window.innerHeight]
    canvas.width = vp_size[0];
    canvas.height = vp_size[1];
    gl.viewport( 0, 0, vp_size[0], vp_size[1] );
}

function initScene() {

    canvas = document.getElementById( "canvas");
    gl = canvas.getContext( "experimental-webgl" );
    if ( !gl )
      return null;

    gouraudDraw = {}
    gouraudDraw.prog = ShaderProgram.Create( 
      [ { source : "gouraud-shader-vs", stage : gl.VERTEX_SHADER },
        { source : "gouraud-shader-fs", stage : gl.FRAGMENT_SHADER }
      ],
      [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", 
        "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
    if ( gouraudDraw.prog == 0 )
      return;  
    gouraudDraw.inPos = gl.getAttribLocation( gouraudDraw.prog, "inPos" );
    gouraudDraw.inNV  = gl.getAttribLocation( gouraudDraw.prog, "inNV" );
    gouraudDraw.inCol = gl.getAttribLocation( gouraudDraw.prog, "inCol" );

    phongDraw = {}
    phongDraw.prog = ShaderProgram.Create( 
      [ { source : "phong-shader-vs", stage : gl.VERTEX_SHADER },
        { source : "phong-shader-fs", stage : gl.FRAGMENT_SHADER }
      ],
      [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", 
        "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
    if ( phongDraw.prog == 0 )
      return;
    phongDraw.inPos = gl.getAttribLocation( phongDraw.prog, "inPos" );
    phongDraw.inNV  = gl.getAttribLocation( phongDraw.prog, "inNV" );
    phongDraw.inCol = gl.getAttribLocation( phongDraw.prog, "inCol" );
    
    // create cube
    var layer_size = 16, circum_size = 32;
    var rad_circum = 1.0;
    var rad_tube = 0.5;
    var sphere_pts = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
    var sphere_nv  = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
    var sphere_col = [0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3];
    var sphere_inx = [0, 1, 2, 0, 2, 3];
    bufSphere = VertexBuffer.Create(
    [ { data : sphere_pts, attrSize : 3, attrLoc : gouraudDraw.inPos },
      { data : sphere_nv, attrSize : 3, attrLoc : gouraudDraw.inNV },
      { data : sphere_col, attrSize : 3, attrLoc : gouraudDraw.inCol } ],
      sphere_inx );
      
    window.onresize = resize;
    resize();
    requestAnimationFrame(render);
}

function Fract( val ) { 
    return val - Math.trunc( val );
}
function CalcAng( deltaTime, intervall ) {
    return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, intervall, range ) {
    var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
    var pos = pos < 1.0 ? pos : (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos;
}    
function EllipticalPosition( a, b, angRag ) {
    var a_b = a * a - b * b
    var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
    var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
    return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}

glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );

function IdentityMat44() {
  var m = new glArrayType(16);
  m[0]  = 1; m[1]  = 0; m[2]  = 0; m[3]  = 0;
  m[4]  = 0; m[5]  = 1; m[6]  = 0; m[7]  = 0;
  m[8]  = 0; m[9]  = 0; m[10] = 1; m[11] = 0;
  m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
  return m;
};

function RotateAxis(matA, angRad, axis) {
    var aMap = [ [1, 2], [2, 0], [0, 1] ];
    var a0 = aMap[axis][0], a1 = aMap[axis][1]; 
    var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
    var matB = new glArrayType(16);
    for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
    for ( var i = 0; i < 3; ++ i ) {
        matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
        matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
    }
    return matB;
}

function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
    var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
    return [ v[0] / len, v[1] / len, v[2] / len ];
}

var Camera = {};
Camera.create = function() {
    this.pos    = [0, 2, 0.0];
    this.target = [0, 0, 0];
    this.up     = [0, 0, 1];
    this.fov_y  = 90;
    this.vp     = [800, 600];
    this.near   = 0.5;
    this.far    = 100.0;
}
Camera.Perspective = function() {
    var fn = this.far + this.near;
    var f_n = this.far - this.near;
    var r = this.vp[0] / this.vp[1];
    var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
    var m = IdentityMat44();
    m[0]  = t/r; m[1]  = 0; m[2]  =  0;                              m[3]  = 0;
    m[4]  = 0;   m[5]  = t; m[6]  =  0;                              m[7]  = 0;
    m[8]  = 0;   m[9]  = 0; m[10] = -fn / f_n;                       m[11] = -1;
    m[12] = 0;   m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] =  0;
    return m;
}
Camera.LookAt = function() {
    var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
    var mx = Normalize( Cross( this.up, mz ) );
    var my = Normalize( Cross( mz, mx ) );
    var tx = Dot( mx, this.pos );
    var ty = Dot( my, this.pos );
    var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos ); 
    var m = IdentityMat44();
    m[0]  = mx[0]; m[1]  = my[0]; m[2]  = mz[0]; m[3]  = 0;
    m[4]  = mx[1]; m[5]  = my[1]; m[6]  = mz[1]; m[7]  = 0;
    m[8]  = mx[2]; m[9]  = my[2]; m[10] = mz[2]; m[11] = 0;
    m[12] = tx;    m[13] = ty;    m[14] = tz;    m[15] = 1; 
    return m;
} 

var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
    var shaderObjs = [];
    for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
        var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
        if ( shderObj == 0 )
            return 0;
        shaderObjs.push( shderObj );
    }
    var progObj = this.LinkProgram( shaderObjs )
    if ( progObj != 0 ) {
        progObj.attribIndex = {};
        var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
        for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
            var name = gl.getActiveAttrib( progObj, i_n ).name;
            progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
        }
        progObj.unifomLocation = {};
        var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
        for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
            var name = gl.getActiveUniform( progObj, i_n ).name;
            progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
        }
    }
    return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } 
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } 
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } 
ShaderProgram.SetUniformI1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
    var shaderScript = document.getElementById(source);
    if (shaderScript)
      source = shaderScript.text;
    var shaderObj = gl.createShader( shaderStage );
    gl.shaderSource( shaderObj, source );
    gl.compileShader( shaderObj );
    var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
    if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
    return status ? shaderObj : null;
} 
ShaderProgram.LinkProgram = function( shaderObjs ) {
    var prog = gl.createProgram();
    for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
        gl.attachShader( prog, shaderObjs[i_sh] );
    gl.linkProgram( prog );
    status = gl.getProgramParameter( prog, gl.LINK_STATUS );
    if ( !status ) alert("Could not initialise shaders");
    gl.useProgram( null );
    return status ? prog : null;
}

var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
    var buffer = {};
    buffer.buf = [];
    buffer.attr = []
    for ( var i = 0; i < attributes.length; ++ i ) {
        buffer.buf.push( gl.createBuffer() );
        buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
        gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
        gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
    }
    buffer.inx = gl.createBuffer();
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
    gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
    buffer.inxLen = indices.length;
    gl.bindBuffer( gl.ARRAY_BUFFER, null );
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
    return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
  for ( var i = 0; i < bufObj.buf.length; ++ i ) {
        gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
        gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
        gl.enableVertexAttribArray( bufObj.attr[i].loc );
    }
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
    gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
    for ( var i = 0; i < bufObj.buf.length; ++ i )
       gl.disableVertexAttribArray( bufObj.attr[i].loc );
    gl.bindBuffer( gl.ARRAY_BUFFER, null );
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}

initScene();

})();

html,body {
    height: 100%;
    width: 100%;
    margin: 0;
    overflow: hidden;
}

#gui {
    position : absolute;
    top : 0;
    left : 0;
}

<script id="gouraud-shader-vs" type="x-shader/x-vertex">
  precision mediump float;
  
  attribute vec3 inPos;
  attribute vec3 inNV;
  attribute vec3 inCol;
  
  varying vec3 vertPos;
  varying vec3 vertNV;
  varying vec3 vertCol;
  
  uniform mat4 u_projectionMat44;
  uniform mat4 u_viewMat44;
  uniform mat4 u_modelMat44;

  struct TLightSource
  {
      vec3  lightPos;
      vec3  ambient;
      vec3  diffuse;
      vec3  specular;
      float shininess;
  };

  uniform TLightSource u_lightSource;
  
  vec3 Light( vec3 eyeV, vec3 N, vec3 P )
  {
      vec3  lightCol  = u_lightSource.ambient;
      vec3  L         = normalize( u_lightSource.lightPos-P );
      float NdotL     = max( 0.0, dot( N, L ) );
      lightCol       += NdotL * u_lightSource.diffuse;
      vec3  H         = normalize( eyeV + L );
      float NdotH     = max( 0.0, dot( N, H ) );
      float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
      lightCol       += kSpecular * u_lightSource.specular;
      return lightCol; 
  }
  
  void main()
  {
      vec3 modelNV  = mat3( u_modelMat44 ) * normalize( inNV );
      vertNV        = mat3( u_viewMat44 ) * modelNV;
      vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
      vec4 viewPos  = u_viewMat44 * modelPos;
      vertPos       = viewPos.xyz / viewPos.w;
      vec3 eyeV     = normalize( -vertPos );
      vec3 normalV  = normalize( vertNV ) * sign(vertNV.z);
      vertCol       = inCol * Light( eyeV, normalV, vertPos );
      gl_Position   = u_projectionMat44 * viewPos;
  }
  </script>
  
  <script id="gouraud-shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  
  varying vec3 vertPos;
  varying vec3 vertNV;
  varying vec3 vertCol;
  
  void main()
  {
      gl_FragColor = vec4( vertCol, 1.0 );
  }
  </script>

<script id="phong-shader-vs" type="x-shader/x-vertex">
precision mediump float;

attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;

varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;

uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;

void main()
{
  vec3 modelNV  = mat3( u_modelMat44 ) * normalize( inNV );
  vertNV        = mat3( u_viewMat44 ) * modelNV;
  vertCol       = inCol;
  vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
  vec4 viewPos  = u_viewMat44 * modelPos;
  vertPos       = viewPos.xyz / viewPos.w;
  gl_Position   = u_projectionMat44 * viewPos;
}
</script>

<script id="phong-shader-fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;

struct TLightSource
{
  vec3  lightPos;
  vec3  ambient;
  vec3  diffuse;
  vec3  specular;
  float shininess;
};

uniform TLightSource u_lightSource;

vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
  vec3  lightCol  = u_lightSource.ambient;
  vec3  L         = normalize( u_lightSource.lightPos - P );
  float NdotL     = max( 0.0, dot( N, L ) );
  lightCol       += NdotL * u_lightSource.diffuse;
  vec3  H         = normalize( eyeV + L );
  float NdotH     = max( 0.0, dot( N, H ) );
  float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
  lightCol       += kSpecular * u_lightSource.specular;
  return lightCol; 
}

void main()
{
  vec3 eyeV    = normalize( -vertPos );
  vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
  vec3 color   = vertCol * Light( eyeV, normalV, vertPos );
  gl_FragColor = vec4( color, 1.0 );
}
</script>

<form id="gui" name="inputs"><table><tr>
    <td><font color= #CCF>Shading:</font></td> 
    <td><select id="shading">>
        <option value="0">Gouraud</option>
        <option value="1">Phong</option>
    </select></td>
    </tr><tr>
    <td><font color= #CCF>Shininess:</font></td>
    <td><input type="range" id="shininess" min="0" max="100" value="10"/></td>
</tr></table></form>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>

这篇关于纹理平面上的OpenGL照明不起作用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IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆