我有一种非常奇怪的镜面光(phong light model)光的行为。它似乎在所有物体的两边都有效。有谁知道可能是什么问题? 实际计算似乎没问题,因为我可以看到光在物体旋转时改变了它的位置。
#version 330
in vec4 CameraPos0;
in vec3 Pos0;
in vec4 Colour0;
in vec3 Normal0;
out vec4 FragColor;
// Ambient light parameters
uniform vec3 gAmbientLightIntensity;
// Directional light parameters
uniform vec3 gDirectionalLightIntensity;
uniform vec3 gDirectionalLightDirection;
// Specular light parameter
uniform vec3 gSpecularLightIntensity;
uniform vec3 gLightSourcePosition;
uniform vec3 gCameraPosition;
// Material constants
uniform float gKa;
uniform float gKd;
uniform float gKs;
void main()
{
// Calculate the ambient light intensity at the vertex
// Ia = Ka * ambientLightIntensity
vec4 ambientLightIntensity = gKa * vec4(gAmbientLightIntensity, 1.0);
// Setup the light direction and normalise it
vec3 lightDirection = normalize(-gDirectionalLightDirection);
//lightDirection = normalize(gDirectionalLightDirection);
// Id = kd * lightItensity * N.L
// Calculate N.L
float diffuseFactor = dot(Normal0, lightDirection);
diffuseFactor = clamp(diffuseFactor, 0.0, 1.0);
// N.L * light source colour * intensity
vec4 diffuseLightIntensity = gKd * vec4(gDirectionalLightIntensity, 1.0f) * diffuseFactor;
// Phong light
vec3 L = normalize(gLightSourcePosition - Pos0);
vec3 V = normalize(-Pos0);
vec3 R = normalize(2 * Normal0 * dot(Normal0, L) - L);
float specularFactor = pow(dot(R, V), 0.1f);
vec4 specularLightIntensity = gKs * vec4(gSpecularLightIntensity, 1.0f) * specularFactor;
specularLightIntensity = clamp(specularLightIntensity, 0.0, 1.0);
// Final vertex colour is the product of the vertex colour
// and the total light intensity at the vertex
vec4 lightedFragColor = Colour0 * (ambientLightIntensity + diffuseLightIntensity + specularLightIntensity);
FragColor = lightedFragColor;
}
顶点着色器
#version 330
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec4 Colour;
out vec3 Pos0;
out vec4 Colour0;
out vec3 Normal0;
out vec4 CameraPos0;
uniform mat4 gModelToWorldTransform;
uniform mat4 gWorldToViewTransform;
uniform mat4 gProjectionTransform;
void main()
{
vec4 vertexPositionInModelSpace = vec4(Position, 1);
vec4 vertexInWorldSpace = gModelToWorldTransform * vertexPositionInModelSpace;
vec4 vertexInViewSpace = gWorldToViewTransform * vertexInWorldSpace;
vec4 vertexInHomogeneousClipSpace = gProjectionTransform * vertexInViewSpace;
gl_Position = vertexInHomogeneousClipSpace;
vec3 normalInWorldSpace = (gModelToWorldTransform * vec4(Normal, 0.0)).xyz;
normalInWorldSpace = normalize(normalInWorldSpace);
Normal0 = normalInWorldSpace;
CameraPos0 = vertexInViewSpace;
Pos0 = vertexInWorldSpace.xyz;
Colour0 = Colour;
}
答案 0 :(得分:0)
您需要clamp
来自饱和度计算的dot
结果,因为在背面,结果为负数,pow
可以返回正数而不是将其钳制为零。
float specularFactor = pow(clamp(dot(R, V),0.0,1.0), 0.1f);
编辑:
V
也应该是指向摄像机位置的向量,而不是世界空间中的顶点位置:
vec3 V = normalize(CameraPos0 - Pos0);