加载glNormalPointers并使用着色器

时间:2012-11-26 23:06:42

标签: opengl glsl shader vbo

我正在尝试使用我的着色器与VAO一起绘制照明。但是每当我加载glNormalPointer时,我的着色器都没有在对象上绘制,我在调试时遇到了问题。

这是我的代码的一部分:

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_NORMAL_ARRAY);
        glVertexPointer(3, GL_FLOAT, 0, vertices);
        glNormalPointer(GL_FLOAT, 0, normals);
        glDrawElements(GL_QUADS, 400, GL_UNSIGNED_INT, indices);
        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_NORMAL_ARRAY);

它绘制正确但不能正确进行照明。如果我注释掉用于正常工作的三行,那么程序将正确运行,这对我来说没有意义。法线只是表面的法线。它们应该是正确的,因为当我使用glNormal3f()和glVertex3f()加载它们时,对象呈现如下。着色器文件来自lighthouse3d网站,它们已经正确渲染。

禁用glNormalPointer()。

enter image description here

这是在启用了glNormalPointer的情况下,如未注释掉的那样。

enter image description here

我错过了什么吗?

以下是着色器代码: 这是我从lighthouse3d获得的椎骨着色器

varying vec4 diffuse,ambientGlobal,ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;

void main()
{   
vec4 ecPos;
vec3 aux;

/* first transform the normal into eye space and normalize the result */
normal = normalize(gl_NormalMatrix * gl_Normal);

/* now normalize the light's direction. Note that according to the
OpenGL specification, the light is stored in eye space. Also since 
we're talking about a directional light, the position field is actually 
direction */
ecPos = gl_ModelViewMatrix * gl_Vertex;
aux = vec3(gl_LightSource[2].position-ecPos);
lightDir = normalize(aux);

/* compute the distance to the light source to a varying variable*/
dist = length(aux);

/* Normalize the halfVector to pass it to the fragment shader */
halfVector = normalize(gl_LightSource[2].halfVector.xyz);

/* Compute the diffuse, ambient and globalAmbient terms */
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[2].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[2].ambient;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;

gl_Position = ftransform();
 } 

这是我从lighthouse3d获得的片段着色器:

varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;


void main()
{
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
vec4 color = ambientGlobal;
float att;

/* a fragment shader can't write a verying variable, hence we need
a new variable to store the normalized interpolated normal */
n = normalize(normal);

/* compute the dot product between normal and ldir */
NdotL = max(dot(n,normalize(lightDir)),0.0);

if (NdotL > 0.0) {

    att = 1.0 / (gl_LightSource[2].constantAttenuation +
            gl_LightSource[2].linearAttenuation * dist +
            gl_LightSource[2].quadraticAttenuation * dist * dist);
    color += att * (diffuse * NdotL + ambient);


    halfV = normalize(halfVector);
    NdotHV = max(dot(n,halfV),0.0);
    color += att * gl_FrontMaterial.specular * gl_LightSource[2].specular * pow(NdotHV,gl_FrontMaterial.shininess);
}

gl_FragColor = color;

}

我没有写任何内容,只是尝试使用我的代码。

0 个答案:

没有答案