【发布时间】:2017-11-20 23:18:02
【问题描述】:
所以我正在关注关于多灯和点灯的 ThinMatrixs 教程。我相信我已经正确地遵循了一切。
我首先按照多灯教程进行操作,没有任何实体和地形受到影响。我认为做下一个教程,与衰减有关,可以解决这个问题。现在我所有的对象都是黑色的。
我不确定可能出了什么问题。任何帮助将不胜感激。
Thinmatrix tutorial 25 multiple lights
//片段着色器
#version 400 core
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector[4];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColour[4];
uniform vec3 attenuation[4];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i = 0; i < 4; i++) {
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDot1 = dot(unitNormal, unitLightVector);
float brightness = max(nDot1, 0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(modelTexture,pass_textureCoordinates);
if(textureColour.a<0.5) {
discard;
}
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}
顶点着色器:
#version 400 core
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 pass_textureCoordinates;
out vec3 surfaceNormal;
out vec3 toLightVector[4];
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition[4];
uniform float useFakeLighting;
uniform float numberOfRows;
uniform vec2 offset;
const float density = 0.0035;
const float gradient = 5.0;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = (textureCoordinates/numberOfRows) + offset;
vec3 actualNormal = normal;
if(useFakeLighting > 0.5) {
actualNormal = vec3(0.0,1.0,0.0);
}
surfaceNormal = (transformationMatrix * vec4(actualNormal,0.0)).xyz;
for(int i =0; i< 4;i++) {
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
}
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density),gradient));
visibility = clamp(visibility,0.0,0.9);
}
【问题讨论】: