我的webGL应用中的光源和对象出现问题。在我的" drawScene"功能,我加载视图端口,清除视图,然后渲染我的光。在我识别出矩阵并渲染我的VBO之后(通过推动和弹出矩阵)。
一旦我加载我的应用程序,光源是正确的,它在对象的顶部
会发生什么然后我将光源向左移动,并且照明在对象上正确显示
然后是问题所在。我将对象移动到左边,经过光源,但对象上的光线不会移动到对象的右侧
如果我要将光线一直向左移动,只有当光线通过初始起始位置(0,0)时,它才会在物体上发生变化。 我认为这是一个推动和弹出矩阵问题,但我已经纠正了代码的架构。光首先渲染,然后调用矩阵,然后调用对象。这可能是我的着色器的问题,但我不知道......这是我的着色器的样子。想想有人可以帮帮我吗?
<script id="shader-fs" type="x-shader/x-fragment"> // Textured, lit, normal mapped frag shader precision mediump float;
// uniforms from app
uniform sampler2D samplerD; // diffuse texture map
uniform sampler2D samplerN; // normal texture map
uniform vec3 uLightColor; // directional light color
uniform vec3 uAmbientColor; // ambient light color
// interpolated values from vertex shader
varying vec2 vTextureCoord;
varying vec3 vLightDir;
void main()
{
// get the color values from the texture and normalmap
vec4 clrDiffuse = texture2D(samplerD, vTextureCoord);
vec3 clrNormal = texture2D(samplerN, vTextureCoord).rgb;
// scale & normalize the normalmap color to get a normal vector for this texel
vec3 normal = normalize(clrNormal * 2.0 - 1.0);
// Calc normal dot lightdir to get directional lighting value for this texel.
// Clamp negative values to 0.
vec3 litDirColor = uLightColor * max(dot(normal, vLightDir), 0.0);
// add ambient light, then multiply result by diffuse tex color for final color
vec3 finalColor = (uAmbientColor + litDirColor) * clrDiffuse.rgb;
// finally apply alpha of texture for the final color to render
gl_FragColor = vec4(finalColor, clrDiffuse.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex"> // Textured, lit, normal mapped vert shader precision mediump float;
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord; // Texture & normal map coords
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform vec3 uLightDir; // Application can set desired light direction
varying vec2 vTextureCoord; // Passed through to frag shader
varying vec3 vLightDir; // Compute transformed light dir for frag shader
void main(void)
{
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
vLightDir = uLightDir;
vLightDir = normalize(vLightDir);
}
</script>
@MaticOblak
function webGLStart() { ... this.light = new Light(); ...
function Light() { ... this.create(); ...
Light.prototype.create = function() {
gl.uniform3fv(shader.prog.lightDir, new Float32Array([0.0, 0.0, 1.0, 1.0]));
gl.uniform3fv(shader.prog.lightColor, new Float32Array([0.8, 0.8, 0.8]));
gl.uniform3fv(shader.prog.ambientColor, new Float32Array([0.2, 0.2, 0.2]));
}
function drawScene() {
...
this.light.render();
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [-player.getPosition()[0], -
player.getPosition()[1], 0.0]);
mat4.translate(mvMatrix, [0, 0, -20.0]);
this.world.render();
this.player.render();
Light.prototype.render= function() {
gl.uniform3f(shader.prog.lightDir,
this.position[0],this.position[1],this.position[2] );
}