我正在尝试为我的场景添加基本光照。到目前为止,即使没有GLSL。看来我的灯光不起作用。我的意思是一切都没有阴影(一切都亮了)。
我知道图片并不是最好的,但这部分是因为纹理在图像中有阴影。
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Clear to black with full alpha
glEnable(GL_DEPTH_TEST); // Enable depth testing
glDepthFunc(GL_LEQUAL); // Specify depth testing function
glClearDepth(1.0); // Clear the full extent of the depth buffer (default)
glEnable(GL_CULL_FACE); // Enable face culling
glCullFace(GL_BACK); // Cull back faces of polygons
glFrontFace(GL_CCW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glEnable ( GL_COLOR_MATERIAL );
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 0.2f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = {0, 100.0f, 0, 1.0f };
glLightModelfv(GL_AMBIENT, ambientLight);
glLightModelfv(GL_DIFFUSE, ambientLight);
glLightModelfv(GL_SPECULAR, specularLight);
glLightModelfv(GL_POSITION, position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
//For loop of the lights...
glLightfv(GL_LIGHT0+m_lights.at(i)->id, GL_POSITION, glm_to_array(m_lights.at(i)->position));
glEnable(GL_LIGHT0+m_lights.at(i)->id);
//Draw geometry here...
是的,我正在从网格文件中检索法线并插入每个面的glNormal3f。 (GL_TRIANGLES)即使我完全将法线改为随机值,即使模型所在的平面也不会受到影响。
if(m_shader_programme){
glUseProgram(m_shader_programme);
}
if(m_texture_id){
glBindTexture(GL_TEXTURE_2D, m_texture_id);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, m_sizey/10);
glVertex3f(m_sizex, m_height, m_sizey);
glTexCoord2f(m_sizex/10, m_sizey/10);
glVertex3f(m_sizex, m_height, -m_sizey);
glTexCoord2f(m_sizex/10, 0.0f);
glVertex3f(-m_sizex, m_height, -m_sizey);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(m_sizex/10, 0.0f);
glVertex3f(-m_sizex, m_height, -m_sizey);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-m_sizex, m_height, m_sizey);
glTexCoord2f(0.0f, m_sizey/10);
glVertex3f(m_sizex, m_height, m_sizey);
glEnd();
if(m_shader_programme){
glUseProgram(0);
}
if(m_texture_id){
glBindTexture(GL_TEXTURE_2D, 0);
}
#version 120
uniform sampler2D tex;
void main()
{
vec4 color = texture2D(tex,gl_TexCoord[0].st);
gl_FragColor = color;
}
#version 120
void main() {
vec3 normal, lightDir;
vec4 diffuse, ambient, globalAmbient;
float NdotL;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = normalize(gl_NormalMatrix * gl_Normal);
lightDir = normalize(vec3(gl_LightSource[0].position));
NdotL = max(dot(normal, lightDir), 0.0);
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
/* Compute the ambient and globalAmbient terms */
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
globalAmbient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_FrontColor = NdotL * diffuse + globalAmbient + ambient;
gl_Position = ftransform();
}
只是包住任何人都在想我为什么不使用OpenGL 3.x是因为GL 3.x在我的机器上看起来不太好。
答案 0 :(得分:4)
您的片段着色器:
vec4 color = texture2D(tex,gl_TexCoord[0].st);
gl_FragColor = color;
只需丢弃您在顶点着色器中执行的所有计算并对纹理颜色进行采样。您需要将纹理样本乘以插值颜色值:
vec4 color = texture2D(tex, gl_TexCoord[0].st) * gl_Color;
^~~~~~
gl_FragColor = color;