凹凸映射黑色碎片

时间:2016-02-02 13:56:15

标签: opengl bump-mapping

目前我尝试为我的OpenGL项目实现Bump Mapping。 问题是我的立方体的相同部分是黑色的。如下图所示: enter image description here

我几乎可以肯定我只是不明白着色器是如何工作的,所以我使用了OpenGL Superbible的着色器。 这是我的代码: 顶点着色器

    #version 330

layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoord;
layout(location = 3) in vec3 tangent;
layout(location = 4) in vec3 bitangent;

uniform mat4 matModel;
uniform mat4 matNormal;
uniform mat4 matMVP;
uniform mat4 matMV;
uniform vec3 light_pos = vec3(0.0,0.0,100.0);

out VS_OUT{
    vec3 eyeDir;
    vec3 lightDir;
    vec2 fragTexCoord;
} vs_out;

void main()
{
    vec4 P = matMV*position;
    vec3 V = P.xyz;
    vec3 L = normalize(light_pos - P.xyz);

    vec3 N = normalize(mat3(matNormal)*normal);
    vec3 T = normalize(mat3(matNormal)*tangent);
    vec3 B = cross(N,T);

    vs_out.lightDir = normalize(vec3(dot(L,T),
                                     dot(L,B),
                                     dot(L,N)));
    V = -P.xyz;
    vs_out.eyeDir = normalize(vec3(dot(V,T),
                                     dot(V,B),
                                     dot(V,N)));

    vs_out.fragTexCoord = texCoord;
    gl_Position = matMVP * position;
}

片段着色器:

#version 330

uniform sampler2D diffuseTex;
uniform sampler2D heightTex;
uniform vec3 heightColor;


in vec3 fragNormal;
in vec2 fragTexCoord;
in vec3 tangent_out_normalized;
in vec3 bitangent_out;
in vec3 normal_out_normalized;

in VS_OUT{
    vec3 eyeDir;
    vec3 lightDir;
    vec2 fragTexCoord;
}fs_in;

out vec4 outputColor;

void main()
{

    vec3 V = normalize(fs_in.eyeDir);
    vec3 L = normalize(fs_in.lightDir);
    vec3 N = normalize(texture(heightTex,fs_in.fragTexCoord).rgb*2-vec3(1.0));
    vec3 R = reflect(-L,N);
    vec3 diffuse_albedo =  texture(diffuseTex,fs_in.fragTexCoord).rgb;
    vec3 diffuse =max(dot(N,L),0)*diffuse_albedo;
    vec3 specular_albedo = vec3(1.0);
    vec3 specular = max(pow(dot(R,V),25.0),0.0)*specular_albedo;


    outputColor = vec4(diffuse+specular,1);
}

我缺少什么?

1 个答案:

答案 0 :(得分:2)

在任何地方都不使用fragNormal似乎非常错误。您应该使用它来旋转纹理法线。为了使它变得明显,如果凸起是平坦的,你仍应该得到通常的表面照明。

下一个奇怪的事情是你需要将法线加法乘以2并减去{1,1,1}。正常情况不应该翻转,我怀疑这种情况正在发生。当它翻转时,你会突然从光线变为阴影,这可能会导致黑色区域。