【发布时间】:2019-12-24 22:23:13
【问题描述】:
我想要一盏漂亮的灯。我不确定我应该如何称呼它,但是当我实际展示一些示例时,您会看到。
我所说的nice就像这样的场景:
看起来光有一些区域,它在某个地方结束。
我试图做的是计算从当前像素到灯光位置的距离并将距离用作灯光,它看起来一点也不好看
我的最后一个镜头是尝试 3d 闪电技术。我为场景定义了一个法线 vec3(0.0f, 0.0f, 1.0f) 并计算了一个点光源
struct PointLight
{
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
};
vec3 CalcPointLight(PointLight light, vec3 fragPos)
{
vec3 normal = normalize(vec3(0.0f, 0.0f, 1.0f));
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
ambient *= attenuation;
diffuse *= attenuation;
return ambient + diffuse;
}
像这样轻装上阵:
PointLight light;
light.position = vec3(0.0f, 0.0f, 0.005f);
light.constant = 0.5f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
vec3 result = CalcPointLight(light, vec3(v_position, 0.0f));
f_color = vec4(result, 1.0) * texture(u_texture, v_uv);
它在我讨厌的光中间有一个点! (当z 光的位置是0 [也并非总是如此,有时光不起作用],它看起来很奇怪),我的场景变得越来越暗,当第一个屏幕截图有这个“最大”黑暗值,总体而言,我的灯光看起来并不像上面的屏幕那么酷。
整个着色器
#version 460 core
out vec2 v_uv;
out vec2 v_position;
vec4 position[4] = {
vec4(-1.0f, 1.0f, 0.0f, 1.0f),
vec4(-1.0f, -1.0f, 0.0f, 0.0f),
vec4(1.0f, -1.0f, 1.0f, 0.0f),
vec4(1.0f, 1.0f, 1.0f, 1.0f)
};
void main()
{
v_uv = position[gl_VertexID].zw;
v_position = position[gl_VertexID].xy;
gl_Position = vec4(position[gl_VertexID].xy, 0.0f, 1.0f);
}
#version 460 core
layout (location = 0) out vec4 f_color;
in vec2 v_uv;
in vec2 v_position;
uniform sampler2D u_texture;
struct PointLight
{
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
};
PointLight pointLights[4];
vec3 CalcPointLight(PointLight light, vec3 fragPos)
{
vec3 normal = normalize(vec3(0.0f, 0.0f, 1.0f));
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
ambient *= attenuation;
diffuse *= attenuation;
return ambient + diffuse;
}
void main()
{
PointLight light;
light.position = vec3(0.0f, 0.0f, 0.005f);
light.constant = 1.0f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
vec3 result = CalcPointLight(light, vec3(v_position, 0.0f));
light.position = vec3(-0.5f, 0.7f, 0.005f);
light.constant = 0.5f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
// result += CalcPointLight(light, vec3(v_position, 0.0f));
light.position = vec3(0.5f, 0.5f, 0.00f);
light.constant = 1.0f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
// result += CalcPointLight(light, vec3(v_position, 0.0f));
f_color = vec4(result, 1.0) * texture(u_texture, v_uv);
}
如何实现第一张照片中的效果?
【问题讨论】:
-
你能解释一下“它看起来一点也不好看”是什么意思吗?它有什么问题?
-
我确实解释过了。看看第一张照片和我的照片。这是第一点。第二点是THE DOT!,第三点,我的光线越来越暗,第一张照片有一些最大范围。乍一看,第一个场景的灯光看起来好多了。