标题说明了一切。使用 opengls 内置照明系统,高光不会随着与物体的距离而增加或减少,但通过着色器实现。
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;
}
正如您从两张图片中看到的那样,相机离平面越远,镜面反射光占据的表面积就越大。在我使用 opengls 内置照明进行的测试中,这并没有发生。有没有办法来解决这个问题?我是照明新手,也许这对于定向光源来说是正常的?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。
最佳答案
基本上你需要在片段和光 dist
之间保持距离。这对于定向光来说可能是个问题,因为你只有方向和距离被假定为无限大。也许切换到点光源?
当你有'dist'时,你可以使用公式
att = 1.0 / (Kc + Kl*dist + Kq*dist^2)
Kc - constant attenuation
Kl - linear attenuation
Kq - quadratic attenuation
更简单的版本(仅使用 Kq,其余设置为 1.0):
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
然后在照明方程式中,您基本上将计算出的颜色乘以这个 att
因子:
vec4 finalColor = ambient + (diffuseColorFinal + specularColorFinal)*att
http://www.ozone3d.net/tutorials/glsl_lighting_phong_p4.php#part_4
http://tomdalling.com/blog/modern-opengl/07-more-lighting-ambient-specular-attenuation-gamma/
关于c++ - opengl着色器定向灯镜面反射随距离增加,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19213891/