【发布时间】:2014-11-21 00:58:54
【问题描述】:
直截了当:当我使用我的模型矩阵来转换顶点的法线时,我得到了正确的光照结果,但是当我使用法线矩阵时,我得到了错误的结果(即旋转的立方体在错误的面上被点亮)。
这是我计算法线矩阵的方法(使用 jbullet):
modelMat.transpose();
modelMat.invert();
这是我的 GLSL: 顶点着色器:
#version 330
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ModelMatrix;
uniform mat4 NormalMatrix;
layout(location = 0) in vec4 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec3 inNormal;
out vec4 vColor;
out vec3 vNormal;
out vec3 vWorldPos;
void main() {
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * inPosition;
vColor = inColor;
vNormal = normalize((NormalMatrix * vec4(inNormal, 0.0))).xyz;
vWorldPos = (ModelMatrix * inPosition).xyz;}
片段着色器:
#version 330
uniform float AmbientIntensity; // Color
uniform vec3 DirectionalLight; // Normal
uniform vec3 DirectionalLightColor; // Color
uniform vec3 EyeWorldPos;
uniform float SpecularIntensity;
uniform float SpecularPower;
in vec4 vColor;
in vec3 vNormal;
in vec3 vWorldPos;
out vec4 pixel;
void main() {
vec4 ambientColor = vec4(DirectionalLightColor * AmbientIntensity, 1.0);
float diffuseFactor = dot(normalize(vNormal), -DirectionalLight);
vec4 specularColor = vec4(0.0, 0.0, 0.0, 0.0);
if (diffuseFactor > 0.0) {
vec3 vertexToEye = normalize(EyeWorldPos - vWorldPos);
vec3 lightReflect = normalize(reflect(DirectionalLight, vNormal));
float specularFactor = pow(dot(vertexToEye, lightReflect), SpecularPower);
if (specularFactor > 0)
specularColor = vec4(DirectionalLightColor, 1.0f) * SpecularIntensity * specularFactor;
}
else
diffuseFactor = max(0.0, diffuseFactor);
vec4 diffuseColor = vec4(DirectionalLightColor * diffuseFactor, 1.0);
pixel = vColor * (ambientColor + diffuseColor + specularColor);}
【问题讨论】:
-
确保从模型矩阵中删除翻译,可以将其截断为
mat4(mat3(modelMatrix)) -
你的意思是普通矩阵? vNormal = normalize((mat4(mat3(NormalMatrix)) * vec4(inNormal, 0.0))).xyz;
-
是的,从模型中删除普通矩阵的翻译
-
仍然没有改变 :(
-
嗯,转置前请确保将其截断
标签: opengl matrix glsl normals