我为旋转的彩虹立方体做了一个基本的照明:
vshader:
attribute vec4 vPosition;
attribute vec4 vColor;
attribute vec4 vNormal;
varying vec4 color;
uniform mat4 ModelView;
uniform mat4 Projection;
uniform mat3 NormalMatrix;
uniform vec4 lPosition;
uniform vec4 lDiffuse;
uniform vec4 Shininess;
uniform vec4 lSpecular;
uniform vec4 lAmbient;
varying vec3 v_normal;
varying vec3 v_eye;
void main()
{
vec4 ambient, diffuse, specular;
vec3 N,L,E,H;
//gl_Position = projection * view * model * vPosition;
ambient = vColor*lAmbient;
N = normalize((ModelView*vNormal).xyz);
L = normalize((ModelView*lPosition).xyz - (ModelView*vPosition).xyz);
diffuse = max(dot(L,N), 0.0)*(vColor*lDiffuse);
E = -normalize((ModelView * vPosition).xyz);
H = normalize(L + E);
specular = max(pow(max(dot(N, H), 0.0), 20.0)
*lSpecular, 0.0);
color = vec4((ambient+diffuse+specular).rgb, 1.0);
gl_Position = Projection * ModelView * vPosition;
}
当立方体旋转时,我只能看到2个边被遮挡,其余部分是黑色。光始终处于相同位置(立方体的正面),但即使从开头遮蔽的墙壁不是面向光源也是可见的,而休息不是。建议?
//编辑法线的计算如下:
void normals(int a,int b,int c,int d){
vec4 U, V;
U = vertices[b] - vertices[a];
V = vertices[c] - vertices[a];
vec4 firstNormal;
firstNormal.x = (U.y * V.z)-(U.z * V.y);
firstNormal.y = (U.z * V.x)-(U.x * V.z);
firstNormal.z = (U.x * V.y)-(U.y * V.x);
firstNormal.w = 1.0f;
normal[normalCount] = firstNormal;
normalCount++;
vec4 X, Y;
X = vertices[c] - vertices[a];
Y = vertices[d] - vertices[a];
vec4 secondNormal;
secondNormal.x = (X.y * Y.z)-(X.z * Y.y);
secondNormal.y = (X.z * Y.x)-(X.x * Y.z);
secondNormal.z = (X.x * Y.y)-(X.y * Y.x);
secondNormal.w = 1.0f;
normal[normalCount] = secondNormal;
normalCount++;
}
他们被发送到vbo abcd的是他立方体一侧角落的顶点
答案 0 :(得分:0)
1)你的常态是什么?你可以在那里有一个bug,就会显示出来。您可以依次通过分配和测试来检查:
color = vNormal;
color = N;
color = L;
等等。
2)你使用的是每顶点,而不是每片段着色,在立方体上,这可能不是最好的想法 - 它太不精确了。