【发布时间】:2011-07-23 17:14:42
【问题描述】:
我正在调整 OpenGL Superbible 2010 中的着色器示例以了解着色器的使用。
我想将作为均匀传递的定向光的红色分量更改为漫反射光着色器。向量
GLfloat vDiffuseColor [] = {redDirectionalLight, greenDirectionalLight, blueDirectionalLight, 1.0f};
是全局定义的。
如果我在编译前指定变量但不是在代码运行时指定变量,我可以调整浅色。我正在使用的 glut 键盘功能会在运行时增加颜色值,但不会重新加载修改后的制服。在SetupRC 函数中,我定位了diffuseColor 制服的位置
locColor = glGetUniformLocation(DirectionalLightSimpleDiffuseShader, "diffuseColor");
我在这里缺少什么?
vertex program:
#version 130
// Incoming per vertex... position and normal
in vec4 vVertex;
in vec3 vNormal;
// Set per batch
uniform vec4 diffuseColor;
uniform vec3 vLightPosition;
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
// Color to fragment program
smooth out vec4 vVaryingColor;
void main(void)
{
// Get surface normal in eye coordinates
vec3 vEyeNormal = normalMatrix * vNormal;
// Get vertex position in eye coordinates
vec4 vPosition4 = mvMatrix * vVertex;
vec3 vPosition3 = vPosition4.xyz / vPosition4.w;
// Get vector to light source
vec3 vLightDir = normalize(vLightPosition - vPosition3);
// Dot product gives us diffuse intensity
float diff = max(0.0, dot(vEyeNormal, vLightDir));
// Multiply intensity by diffuse color
vVaryingColor.rgb = diff * diffuseColor.rgb;
vVaryingColor.a = diffuseColor.a;
// Let's not forget to transform the geometry
gl_Position = mvpMatrix * vVertex;
}
片段程序:
#version 130
out vec4 vFragColor;
smooth in vec4 vVaryingColor;
void main(void)
{
vFragColor = vVaryingColor;
}
这是通过 glutDisplayFunc 调用的 RenderScene 代码:
void RenderScene (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera; // CAMERA MATRIX
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.PushMatrix(mCamera);
M3DMatrix44f vLightPos= {0.0f, 10.0f, 5.0f, 1.0f};
M3DVector4f vLightEyePos;
m3dTransformVector4 (vLightEyePos, vLightPos, mCamera);
shaderManager.UseStockShader (GLT_SHADER_FLAT,transformPipeline.GetModelViewProjectionMatrix(),
vFloorColor);
floorBatch.Draw();
for (int i=0; i<NUM_SPHERES; i++){
modelViewMatrix.PushMatrix();
modelViewMatrix.MultMatrix(spheres[i]);
glUseProgram (DirectionalLightSimpleDiffuseShader);
glUniform4fv (locColor, 1, vDiffuseColor);
glUniform3fv (locLight, 1, vEyeLight);
glUniformMatrix4fv (locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glUniformMatrix4fv (locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
glUniformMatrix3fv (locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
sphereBatch.Draw();
// glUseProgram(0);
modelViewMatrix.PopMatrix();
}
【问题讨论】:
-
用您正在使用的编程语言标记您的问题通常很有帮助。
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它是 C++,你明白了。
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酷。但是代码看起来也很像 C99、Java 或 C#,而且我使用引用的建议不会奏效。