【发布时间】:2018-08-17 08:05:43
【问题描述】:
我正在学习 learnopengl 教程,并且正在尝试基本照明教程中的练习之一 -
尝试随着时间的推移在场景中移动光源 罪或因。
虽然就我而言,我使用的是 SDL,这意味着我不能使用以下方程式来旋转我的光源:
lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
现在,当我旋转我的对象时,我的光源会随之旋转,但是我希望我的光源与我的对象分开旋转。这是我在渲染循环中处理灯光和对象旋转的内容:
void OpenGLWindow::render()
{
lightPos.x = 1.0f + sin(SDL_GetTicks()/1000.0f) * 2.0f;
lightPos.y = sin((SDL_GetTicks()/1000.0f) / 2.0f) * 1.0f;
glm::mat4 model(1.0f);
//model = glm::translate(model, lightPos);
model = glm::rotate(model, lightPos.z, glm::vec3(0.0f, 0.0f, 1.0f));
//model = glm::rotate(model, lightPos.y, glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, lightPos.x, glm::vec3(1.0f, 0.0f, 0.0f));
int modelMatLocation = glGetUniformLocation(shader, "lightMatrix");
glUniformMatrix4fv(modelMatLocation, 1, false, &model[0][0]);
// NOTE: glm::translate/rotate/scale apply the transformation by right-multiplying by the
// corresponding transformation matrix (T). IE glm::translate(M, v) = M * T, not T*M
// This means that the transformation you apply last, will effectively occur first
glm::mat4 modelMat(1.0f);
modelMat = glm::translate(modelMat, parentEntity.position);
modelMat = glm::rotate(modelMat, parentEntity.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMat = glm::rotate(modelMat, parentEntity.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMat = glm::rotate(modelMat, parentEntity.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMat = glm::scale(modelMat, parentEntity.scale);
int modelMatrixLoc = glGetUniformLocation(shader, "modelMatrix");
glUniformMatrix4fv(modelMatrixLoc, 1, false, &modelMat[0][0]);
}
这就是我的顶点着色器中的内容:
in vec3 position;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 projectionMatrix;
uniform mat4 viewingMatrix;
uniform mat4 modelMatrix;
uniform mat4 lightMatrix;
void main()
{
vec4 transformedPosition = projectionMatrix * viewingMatrix * modelMatrix * lightMatrix * vec4(position, 1.0f);
gl_Position = transformedPosition;
FragPos = vec3(modelMatrix * vec4(position, 1.0));
Normal = mat3(transpose(inverse(modelMatrix))) * position;
}
片段着色器:
out vec4 outColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 viewPos;
void main()
{
float ambientStrength = 0.06;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
float specularStrength = 0.6;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
outColor = vec4(result, 1.0);
}
如何只旋转光源而不旋转物体?
【问题讨论】:
-
你设置了两次模型矩阵,这是故意的吗?
lightMatrix是做什么的?它似乎没有以任何方式修改照明计算。lightPos在哪个空间给出?从代码中可以看出,当在世界空间中给出lightPos和viewPos时,灯光应该保持在同一位置。 -
没有。我只试过这个,我看到光会随着物体旋转。否则我不确定如何让它旋转,我应该删除与“lightMatrix”相关的部分代码吗?
-
目前 lightMatrix 不影响光照。你需要做的是在设置这个统一之前用这个矩阵转换
lightPos。并完全离开顶点着色器中的 lightMatrix。我会写一个答案。
标签: opengl graphics sdl sdl-2 opengl-3