有人可以帮助我使用我的OpenGL GLSL 4.0着色器。我遇到的问题是当加载和渲染3d(0bj文件)时,除了网格文件的法线之外,所有工作(光照良好,网格顶点显示都很好)。具体来说,当obj文件在其局部/模型空间中旋转时,法线看起来不会根据光线位置及其当前方向照亮网格(我希望这有点意义)。
我认为问题出在我的普通矩阵上。
问题:当我的3D网格旋转时,光照网格化(不反映光线位置)。
非常感谢任何帮助。提前谢谢
VertexShader
#version 400
//Handle translation, projection, etc
struct Matrix {
mat4 mvp;
mat4 mv;
mat4 view;
mat4 projection;
};
struct Light {
vec3 position;
vec3 color;
vec3 direction;
float intensity;
vec3 ambient;
};
//---------------------------------------------------
//INPUT
//---------------------------------------------------
//Per-Vertex Data
//---------------------------------------------------
layout (location = 0) in vec3 inputPosition;
layout (location = 1) in vec3 inputNormal;
layout (location = 2) in vec3 inputTexture;
//--------------------------------------------
// UNIFORM:INPUT Supplied Data from C++ application
//--------------------------------------------
uniform Matrix matrix;
uniform Light light;
uniform vec3 cameraPosition;
out vec3 fragmentNormal;
out vec3 cameraVector;
out vec3 lightVector;
out vec2 texCoord;
void main() {
// output the transformed vertex
gl_Position = matrix.mvp * vec4(inputPosition,1.0);
//When using, (vec3,0.0)
mat3 Normal_Matrix = mat3( transpose(inverse(matrix.mv)) );
// set the normal for the fragment shader and
// the vector from the vertex to the camera
vec3 vertex = (matrix.mv * vec4(inputPosition,1.0)).xyz;
//----------------------------------------------------------
//The problem (i think) is here
//----------------------------------------------------------
fragmentNormal = normalize(Normal_Matrix * inputNormal);
cameraVector = (matrix.mv *vec4(cameraPosition,1.0)).xyz - vertex ;
lightVector = vertex - (matrix.mv * vec4(light.position,1.0)).xyz;
//store the texture data
texCoord = inputTexture.xy;
}
片段着色器
#version 400
const int NUM_LIGHTS = 3;
const float MAX_DIST = 15.0;
const float MAX_DIST_SQUARED = MAX_DIST * MAX_DIST;
const vec3 AMBIENT = vec3(0.152, 0.152, 0.152); //0.2 for all component is a good dark value
struct Light {
vec3 position;
vec3 color;
vec3 direction;
float intensity;
vec3 ambient;
};
//the image
uniform sampler2D textureSampler;
uniform Light light;
//in: used interpolation, must define both in vertex&fragment shader;
out vec4 finalOutput;
in vec2 texCoord; //Texture Coordinate
//in: used interpolation, must define both in vertex&fragment shader;
in vec3 fragmentNormal;
in vec3 cameraVector;
in vec3 lightVector;
void main() {
vec4 texColor = texture2D(textureSampler, texCoord);
// initialize diffuse/specular lighting
vec3 diffuse = vec3(0.005f, 0.005f, 0.005f);
vec3 specular = vec3(0.00f, 0.00f, 0.00f);
// normalize the fragment normal and camera direction
vec3 normal = normalize(fragmentNormal);
vec3 cameraDir = normalize(cameraVector);
// loop through each light
// calculate distance between 0.0 and 1.0
float dist = min(dot(lightVector, lightVector), MAX_DIST_SQUARED) / MAX_DIST_SQUARED;
float distFactor = 1.0 - dist;
// diffuse
vec3 lightDir = normalize(lightVector);
float diffuseDot = dot(normal, lightDir);
diffuse += light.color * clamp(diffuseDot, 0.0, 1.0) * distFactor;
// specular
vec3 halfAngle = normalize(cameraDir + lightDir);
vec3 specularColor = min(light.color + 0.8, 1.0);
float specularDot = dot(normal, halfAngle);
specular += specularColor * pow(clamp(specularDot, 0.0, 1.0), 16.0) * distFactor;
vec4 sample0 = vec4(1.0, 1.0, 1.0, 1.0);
vec3 ambDifCombo = (diffuse + AMBIENT);
//calculate the final color
vec3 color = clamp(sample0.rgb * ambDifCombo + specular, 0.0, 1.0);
finalOutput = vec4(color * vec3(texColor), sample0.a);
}
答案 0 :(得分:1)
你不应该改变你的光线位置。在网格旋转时,您的灯应保持静止。而不是:
lightVector = vertex - (matrix.mv * vec4(light.position,1.0)).xyz;
这样做:
lightVector = vertex - light.position;
我也会尝试不改变你的相机位置。