Phong和Gouraud底纹WebGL [英] Phong and Gouraud Shading WebGL

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本文介绍了Phong和Gouraud底纹WebGL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

我读到在Gouraud着色中,片段的颜色是在顶点着色器"中计算的.而在Phong Shading中,片段的颜色是在Fragment Shader中计算的.

I read that that in Gouraud Shading, the color for the fragment is computed in the Vertex Shader. Whereas, in Phong Shading, the color for the fragment is computed in the Fragment Shader.

在此实现中,我们将使用其中哪些?

In this implementation , which of these are we using ?

我不完全了解它们之间的区别. 有人可以帮我吗?谢谢

I did not understand exactly the difference between them. Could anyone help me ? Thanks

<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>
<button id="Direction">Change Direction</button>
<button id="OrthoPersp">Change Ortho/Persp</button>


<div>Traslation on X  <input id="slideX" type="range"
    min="-1" max="1" step="0.1" value="0" />
    </div>

<div>Traslation on Y  <input id="slideY" type="range"
    min="-1" max="1" step="0.1" value="0" />
     </div>

<div>Traslation on Z  <input id="slideZ" type="range"
    min="-1" max="1" step="0.1" value="0" />
     </div>

<div>Scaling on X  <input id="ScalingX" type="range"
    min="0" max="1" step="0.1" value="0" />
     </div>
<div>Scaling on Y <input id="ScalingY" type="range"
    min="0" max="1" step="0.1" value="0" />
     </div>
<div>Scaling on Z  <input id="ScalingZ" type="range"
    min="0" max="1" step="0.1" value="0" />
     </div>

<div>
    zNear Min<input id="zNearSlider" type="range" min="0.00" max="2.8" step="0.1" value="0.3">
        Max
</div>

<div>
    zFar Min<input id="zFarSlider" type="range" min="3" max="10" step="3.0" value="3">
        Max
</div>







<script id="vertex-shader" type="x-shader/x-vertex">

attribute  vec4 vPosition;
attribute  vec4 vColor;

varying vec4 fColor;

//uniform vec3 theta;

// Point 2 -> Move the matrices
// Per spostare le matrici le abbiamo dovuto dichiarare nel file GLSL come uniform
// le matrici rx ry e rz sono rispettivamente le matrici di rotazione sugli assi
uniform mat4 rx;
uniform mat4 ry;
uniform mat4 rz;

// Points 3 -> Traslation Matrix
uniform mat4 traslation;
// Points 3 -> Scaling Matrix
uniform mat4 scaling;

//Point 4 -> MV and P matrices
uniform mat4 modelView;
uniform mat4 projection;

//Poinit 6 -> Light Source

attribute vec4 vNormal;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform vec4 lightPosition;
uniform float shininess;

void main()
{
    // Compute the sines and cosines of theta for each of
    //   the three axes in one computation.
    //vec3 angles = radians( theta );
    //vec3 c = cos( angles );
    //vec3 s = sin( angles );

    // Remember: the matrices are column-major
    /*
    mat4 rx = mat4( 1.0,  0.0,  0.0, 0.0,
            0.0,  c.x,  s.x, 0.0,
            0.0, -s.x,  c.x, 0.0,
            0.0,  0.0,  0.0, 1.0 );

    mat4 ry = mat4( c.y, 0.0, -s.y, 0.0,
            0.0, 1.0,  0.0, 0.0,
            s.y, 0.0,  c.y, 0.0,
            0.0, 0.0,  0.0, 1.0 );


    mat4 rz = mat4( c.z, s.z, 0.0, 0.0,
            -s.z,  c.z, 0.0, 0.0,
            0.0,  0.0, 1.0, 0.0,
            0.0,  0.0, 0.0, 1.0 );
     */

    //fColor = vColor;
    // ORDINE : scaling -> rotazione -> traslation

    //gl_Position = projection*modelView*scaling *rz * ry * rx * traslation *vPosition ;
    //gl_Position.z = -gl_Position.z;

    //Point 6
    vec3 pos = -(modelView * vPosition).xyz;
    vec3 light = lightPosition.xyz;
    vec3 L = normalize( light - pos );
    vec3 E = normalize( -pos );
    vec3 H = normalize( L + E );
    vec3 N = normalize( (modelView*vNormal).xyz);

    vec4 ambient = ambientProduct;

    float Kd = max( dot(L, N), 0.0 );
    vec4 diffuse = Kd*diffuseProduct;

    float Ks = pow( max(dot(N, H), 0.0), shininess );
    vec4 specular = Ks * specularProduct;

    if( dot(L, N) < 0.0 ) {
        specular = vec4(0.0, 0.0, 0.0, 1.0);
    }

    fColor = ambient + diffuse + specular;
    fColor.a = 1.0;


    gl_Position = projection*modelView*scaling *rz * ry * rx * traslation *vPosition ;
    gl_Position.z = -gl_Position.z;




    // *******************

}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

varying vec4 fColor;

void
main()
{
    gl_FragColor = fColor;

}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="Homework1.js"></script>



<body>
<canvas id="gl-canvas" width="1024" height="1024">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
</body>
</html>

推荐答案

我不完全了解它们之间的区别.有人可以帮我吗?

I did not understand exactly the difference between them. Could anyone help me ?

该问题的代码段中使用的技术是 Gouraud着色.

The technique used in the code snippet of the question is Gouraud Shading.

常见的"Phong阴影" 是指一种技术,该技术在每个片段中进行光照计算在 Gouraud底纹中进行比较,光的计算是按顶点进行的.

In common Phong shading means the technique, which does the light calculations per fragment, in compare at Gouraud Shading, the light calculations ar done per vertex.

这意味着在 Phong着色中,片段着色器中进行的轻度计算(不是与 Phong反射模型)相混淆.

This means that at Phong shading the light calcualtions ar done in the fragment shader (Not to be confused with Phong reflection model).

Phong阴影:

Phong shading:

Gouraud着色中,光计算是在顶点着色器中完成的,用于基本体(三角形的角).根据

At Gouraud Shading the light calculations are done in the vertex shader, for the corners of the primitives (corners of the triangles). The calculated light is (either in a perspective correct manner or linearly) interpolated for all the fragments covered by the primitive, according to the Barycentric coordinate. This increases the performance, but gives a big loss of quality, especially on large primitives and strong specular highlights.

Gouraud底纹:

Gouraud Shading:

请注意,光线不是线性分布在表面上.如果仅针对某些样本计算光并将其插值在它们之间,则将导致平坦的污点.

Note, the light is not linear distributed on a surface. If the light is only calculated for some samples and interpolated in between them, this causes flat stains.

请参阅示例,其中比较了两种技术:

See the example, which compares the 2 techniques:

(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.enable(gl.CULL_FACE);
    gl.cullFace(gl.BACK);
    //gl.frontFace(gl.CW);
    gl.frontFace(gl.CCW);
    
    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.lightDir", [-1.0, -0.5, -2.0] )
    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, CalcAng( delteMS, 13.0 ), 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 = [];
    var sphere_nv = [];
    var sphere_col = [];
    sphere_pts.push( 0.0, 0.0, -2.0 );
    sphere_nv.push( 0.0, 0.0, -1.0 );
    sphere_col.push( 0.8, 0.6, 0.3 );
    for ( var i_l = 1; i_l < layer_size; ++ i_l ) {
        var angH = (1.0 - i_l / layer_size) * Math.PI;
        var h = Math.cos( angH );
        var r = Math.sin( angH );
        for ( var i_c = 0; i_c < circum_size; ++ i_c ) {
            var circumX = Math.cos(2 * Math.PI * i_c / circum_size);
            var circumY = Math.sin(2 * Math.PI * i_c / circum_size);
            sphere_pts.push( r * circumX * 2.0, r * circumY * 2.0, h * 2.0 );
            sphere_nv.push( r * circumX, r * circumY, h );
            sphere_col.push( 0.8, 0.6, 0.3 );
        }
    }
    sphere_pts.push( 0.0, 0.0, 2.0 );
    sphere_nv.push( 0.0, 0.0, 1.0 );
    sphere_col.push( 0.75, 0.75, 0.75 );
    var sphere_inx = [];
    for ( var i_c = 0; i_c < circum_size; ++ i_c ) {
        sphere_inx.push( i_c+1, 0, (i_c+1) % circum_size + 1 )
    }
    for ( var i_l = 0; i_l < layer_size-2; ++ i_l ) {
        var l1 = i_l * circum_size + 1;
        var l2 = (i_l+1) * circum_size + 1
        for ( var i_c = 0; i_c < circum_size; ++ i_c ) {
            var i_n = (i_c+1) % circum_size;
            sphere_inx.push( l1+i_c, l1+i_n, l2+i_c, l1+i_n, l2+i_n, l2+i_c );
        }
    }
    for ( var i_c = 0; i_c < circum_size; ++ i_c ) {
        var i_start = 1 + (layer_size-2) * circum_size;
        var i_n = (i_c+1) % circum_size;
        sphere_inx.push( i_start + i_c, i_start + i_n, sphere_pts.length/3-1 );
    }
    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, 3, 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();

})();

<style>
html,body {
    height: 100%;
    width: 100%;
    margin: 0;
    overflow: hidden;
}
#gui {
    position : absolute;
    top : 0;
    left : 0;
}
</style>

<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  lightDir;
      vec3  ambient;
      vec3  diffuse;
      vec3  specular;
      float shininess;
  };

  uniform TLightSource u_lightSource;
  
  vec3 Light( vec3 eyeV, vec3 N )
  {
      vec3  lightCol  = u_lightSource.ambient;
      vec3  L         = normalize( -u_lightSource.lightDir );
      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 );
      vertCol       = inCol * Light( eyeV, normalV );
      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  lightDir;
  vec3  ambient;
  vec3  diffuse;
  vec3  specular;
  float shininess;
};

uniform TLightSource u_lightSource;

vec3 Light( vec3 eyeV, vec3 N )
{
  vec3  lightCol  = u_lightSource.ambient;
  vec3  L         = normalize( -u_lightSource.lightDir );
  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 );
  vec3 color   = vertCol * Light( eyeV, normalV );
  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="20"/></td>
</tr></table></form>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>

这篇关于Phong和Gouraud底纹WebGL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!

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