【发布时间】:2020-07-18 09:03:35
【问题描述】:
在计算移动物体的漫反射光照时,我必须将光源与物体本身一起移动:
@Override
public void draw() { // draw frame
...
// Move object
GLES20.glVertexAttribPointer(aPositionLink, 3, GLES30.GL_FLOAT,
false, 0, object3D.getVertices());
// The luminous source moves nearby the object, so the
// object is always illuminated from one side
GLES20.glUniform3f(lightPositionLink, object3D.getX(),
object3D.getY(), object3D.getZ() + 2.0f);
...
}
顶点着色器片段:
#version 300 es
uniform mat4 u_mvMatrix; // model-view matrix of object
uniform vec3 u_lightPosition; // position of the luminous source
in vec4 a_position; // vertex data is loaded here
in vec3 a_normal; // normal data is loaded here
struct DiffuseLight {
vec3 color;
float intensity;
};
uniform DiffuseLight u_diffuseLight;
...
void main() {
...
vec3 modelViewNormal = vec3(u_mvMatrix * vec4(a_normal, 0.0));
vec3 modelViewVertex = vec3(u_mvMatrix * a_position);
// calculate the light vector by subtracting the
// position of the object from the light position
vec3 lightVector = normalize(u_lightPosition - modelViewVertex);
float diffuse = max(dot(modelViewNormal, lightVector), 0.1);
float distance = length(u_lightPosition - modelViewVertex);
diffuse = diffuse * (1.0 / (1.0 + pow(distance, 2.0)));
// calculate the final color for diffuse lighting
lowp vec3 diffuseColor = diffuse * u_diffuseLight.color * u_diffuseLight.intensity;
v_commonLight = vec4((ambientColor + diffuseColor), 1.0);
...
}
这是正确的方法吗?或者是否有另一种使用固定光源的合理选择,以免在每帧计算光源的位置上花费资源?注意:增加距离没有帮助。提前致谢。
解决方案:
根据 Rabbid76 的建议,我按照here 的描述应用了定向光。
【问题讨论】:
标签: java android opengl glsl shader