标准化顶点和法线坐标打开GL ES 2.0

时间:2012-12-31 12:15:17

标签: objective-c ios opengl-es

我有一个在blender中创建的模型并导出到.obj文件。我编写了一个解析器来读取顶点纹理和法线的坐标。我已经将所有的协调划分为适用于程序的常量,以减小模式的大小,使其适合屏幕(这是一个临时措施)。除了不起作用的照明外,这个工作正常,当它应该着色时,我留下了一个黑色的3D物体。在网上研究之后,我想这可能是因为法线不是长度一般?如果这是真的,我怎样才能缩放我的坐标以使它们适合屏幕并使照明工作?

顶点着色器

//
//  Created by Jake Cunningham on 13/10/2012.
//  Copyright (c) 2012 Jake Cunningham. All rights reserved.
//

attribute vec4 position;
attribute vec3 normal;

varying lowp vec4 colorVarying;

uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;

attribute vec2 TextCo;
varying vec2 textCoOut;

void main()
{
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);

float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));

colorVarying = diffuseColor * nDotVP;

gl_Position = modelViewProjectionMatrix * position;
textCoOut = TextCo;
}

Fragment Shader:

//  Created by Jake Cunningham on 13/10/2012.
//  Copyright (c) 2012 Jake Cunningham. All rights reserved.
//

varying lowp vec4 colorVarying;

varying lowp vec2 textCoOut;
uniform sampler2D texture;

void main()
{
gl_FragColor = colorVarying * texture2D(texture, textCoOut);

}
来自视图控制器的

代码。

glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);


glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);

glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, loader.currentCountOfVerticies * sizeof(GLfloat) * 3, arrayOfVerticies, GL_STATIC_DRAW);

glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 12, BUFFER_OFFSET(0));

glGenVertexArraysOES(1, &_normalArray);
glBindVertexArrayOES(_normalArray);

glGenBuffers(1, &_normalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _normalBuffer);
glBufferData(GLKVertexAttribNormal, loader.currentCountOfNormals  * sizeof(GLfloat) * 3,loader.arrayOfNormals , GL_STATIC_DRAW);

glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 12, BUFFER_OFFSET(0));

glGenVertexArraysOES(1, &_textureArray);
glBindVertexArrayOES(_textureArray);

glGenBuffers(1, &_textureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _textureBuffer);
glBufferData(GL_ARRAY_BUFFER, loader.currentCountOfTextureCoordinates * sizeof(GLfloat) * 2, loader.arrayOftextureCoOrdinates, GL_STATIC_DRAW);

glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 8, BUFFER_OFFSET(0));


glBindVertexArrayOES(0);

1 个答案:

答案 0 :(得分:1)

如果您使用着色器,则可以在GLSL代码中对顶点和法线使用normalize()运算。

您还可以查看obj2opengl script,它可以对模型进行缩放,居中和规范化,将OBJ文件转换为可以为iOS实现的头文件。我还将该脚本扩展到mtl2opengl以包含对MTL文件的支持,并使其更轻量级(也有Xcode示例)。