【发布时间】:2013-10-06 21:01:13
【问题描述】:
标题说明了一切......使用内置照明系统的opengls,镜面光不会随着与对象的距离而增加或减少,但通过着色器实现会。
顶点着色器:
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 normal;
out vec2 texCoord0;
out vec3 normal0;
out vec3 worldPos0;
uniform mat4 transform;
uniform mat4 normalRotation;
uniform mat4 transformProjected;
void main()
{
gl_Position = transformProjected * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = normalize((normalRotation * vec4(normal, 0.0))).xyz;
worldPos0 = (transform * vec4(position, 1.0)).xyz;
}
片段着色器:
#version 330
in vec2 texCoord0;
in vec3 normal0;
in vec3 worldPos0;
out vec4 fragColor;
struct BaseLight
{
vec3 colorDiffuse;
vec3 colorSpecular;
float intensityDiffuse;
};
struct DirectionalLight
{
BaseLight base;
vec3 direction;
};
uniform vec3 tint;
uniform sampler2D sampler;
uniform vec3 eyePos; // camera pos
uniform vec3 ambientLight;
uniform vec3 emissiveLight;
//material
uniform float specularIntensity;
uniform float specularPower;
uniform DirectionalLight directionalLight;
vec4 calcLight(BaseLight base,vec3 direction, vec3 normal)
{
float diffuseFactor = dot(normal, -direction);
vec4 diffuseColorFinal = vec4(0,0,0,0);
vec4 specularColorFinal = vec4(0,0,0,0);
if(diffuseFactor > 0)
{
diffuseColorFinal = vec4(base.colorDiffuse,1) * diffuseFactor * base.intensityDiffuse;
vec3 directionToEye = normalize(eyePos - worldPos0);
vec3 reflectDirection = normalize(reflect(direction, normal));
float specularFactor = dot(directionToEye, reflectDirection);
specularFactor = pow(specularFactor, specularPower);
if(specularFactor > 0)
specularColorFinal = vec4(base.colorSpecular,1) * specularFactor * specularIntensity;
}
//
return diffuseColorFinal + specularColorFinal;
}
void main()
{
vec4 colorD = texture(sampler, texCoord0.xy) * vec4(tint,1);
vec3 normal = normal0;
vec4 totalLight = vec4(ambientLight,1) + vec4(emissiveLight,1);
totalLight += calcLight(directionalLight.base,-directionalLight.direction,normal);
fragColor = colorD * totalLight;
}
正如您从 2 张图像中看到的那样,镜面光占据的表面积越大,相机离飞机越远。在我使用 opengls 内置照明的测试中,这不会发生。有没有办法解决这个问题?我是照明新手,这对于定向光源来说可能是正常的吗?感谢您的帮助!
我还将我的 eyePos 制服设置为我的 cameraPos。我不知道这是否有帮助。
【问题讨论】:
-
我以前也遇到过这种情况,但我认为是因为表面完全平坦。我可能是错的,但我认为从相机位置到每个片段的角度已经减小,并且片段着色器产生的表面颜色现在几乎完全在镜面反射范围内。我不知道我是否已经解释清楚了。我知道我在脑海中的意思,只是不怎么解释得很好。我发现在网上查看了一些与 BRDF 相关的东西,Real-Time Rendering 这本书有所帮助。
标签: c++ opengl glsl shader specular