我正在使用OpenGL 4.0着色语言手册实现漫反射每顶点着色器,但为了适合我的项目,我略微修改了它。
这是我的顶点着色器代码:
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec3 vertexNormal;
uniform vec4 position; // Light position, initalized to vec4(100, 100, 100, 1)
uniform vec3 diffuseReflectivity; // Initialized to vec3(0.8, 0.2, 0.7)
uniform vec3 sourceIntensity; // Initialized to vec3(0.9, 1, 0.3)
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec3 LightIntensity;
void main(void) {
// model should be the normalMatrix here in case that
// non-uniform scaling has been applied.
vec3 tnorm = normalize(vec3(model * vec4(vertexNormal, 0.0)));
// Convert to eye/camera space
vec4 eyeCoordsLightPos = view * model * position;
vec4 eyeCoords = view * model * vertexCoord;
vec3 s = normalize(vec3(eyeCoordsLightPos - eyeCoords));
// Diffuse shading equation
LightIntensity = sourceIntensity * diffuseReflectivity * max(dot(s,tnorm), 0.0);
gl_Position = projection * view * model * vertexCoord;
}
这是我的片段着色器:
in vec3 LightIntensity;
layout(location = 0) out vec4 FragColor;
void main(){
FragColor = vec4(LightIntensity, 1.0);
}
我正在渲染一个盒子,我有所有法线的值。然而盒子只是黑色。 假设我的制服在渲染时设置正确,我的着色器代码是否有任何明显错误?
与书中的代码相比,我所改变的是我使用模型矩阵作为普通矩阵,我在模型空间中传递了光位置,但将其转换为着色器中的相机空间。
渲染图像,不要被作为纹理的阴影背景混淆:
在片段着色器中使用FragColor = vec4(f_vertexNormal, 1.0);
进行渲染时的图片:
在眼睛空间建议中使用tnorm更新了代码:
void main(void) {
// model should be the normalMatrix here in case that
// non-uniform scaling has been applied.
vec3 tnorm = normalize(vec3(model * vec4(vertexNormal, 0.0)));
// Convert to eye/camera space
vec3 eyeTnorm = vec3(view * vec4(tnorm, 0.0));
vec4 eyeCoordsLightPos = view * position;
vec4 eyeCoords = view * model * vertexCoord;
vec3 s = normalize(vec3(eyeCoordsLightPos - eyeCoords));
// Diffuse shading equation
LightIntensity = sourceIntensity * diffuseReflectivity * max(dot(s,eyeTnorm), 0.0);
gl_Position = projection * view * model * vertexCoord;
f_vertexNormal = vertexNormal;
}
答案 0 :(得分:2)
除了上面的评论之外,您还dot
了一个带有眼睛空间向量tnorm
的世界空间向量s
。您应该只在同一空间中对矢量点。因此,您可能还需要考虑将tnorm
转换为眼睛空间。