C#OpenGL - 尝试使用着色器使光线与相机一起移动

时间:2016-06-30 13:03:14

标签: c# opengl opengl-es camera opentk

我目前正在使用着色器构建测试场景。 这是我的Vertext Shader代码:

public const string VertexShaderText = @"
    #version 130

    in vec3 vertexPosition;
    in vec3 vertexNormal;
    in vec3 vertexTangent;
    in vec2 vertexUV;

    uniform vec3 light_direction;

    out vec3 normal;
    out vec2 uv;
    out vec3 light;

    uniform mat4 projection_matrix;
    uniform mat4 view_matrix;
    uniform mat4 model_matrix;
    uniform bool enable_mapping;

    void main(void)
    {

        normal = normalize((model_matrix * vec4(floor(vertexNormal), 0)).xyz);
        uv = vertexUV;

        mat3 tbnMatrix = mat3(vertexTangent, cross(vertexTangent, normal), normal);
        light = (enable_mapping ? light_direction * tbnMatrix : light_direction);

        gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);

    }
    ";

这是我的片段着色器:

public const string FragmentShaderText = @"
    #version 130

    uniform sampler2D colorTexture;
    uniform sampler2D normalTexture;

    uniform bool enableToggleLighting;
    uniform mat4 model_matrix;
    uniform bool enable_mapping;
    uniform float alpha;
    uniform float ambi;

    in vec3 normal;
    in vec2 uv;
    in vec3 light;

    out vec4 fragment;

    void main(void)
    {   

        vec3 fragmentNormal = texture2D(normalTexture, uv).xyz * 2 - 1;
        vec3 selectedNormal = (enable_mapping ? fragmentNormal : normal);
        float diffuse = max(dot(selectedNormal, light), 0);
        float ambient = ambi;
        float lighting = (enableToggleLighting ? max(diffuse, ambient) : 1);

        fragment = vec4(lighting * texture2D(colorTexture, uv).xyz, alpha);
    }
    ";

我的项目初​​始化如下:

CanvasControlSettings.ShaderProgram.Use();
        CanvasControlSettings.ShaderProgram["projection_matrix"].SetValue(mainSceneProj);
        CanvasControlSettings.ShaderProgram["light_direction"].SetValue(new Vector3(0f, 0f, 1f));
        CanvasControlSettings.ShaderProgram["enableToggleLighting"].SetValue(CanvasControlSettings.ToggleLighting);
        CanvasControlSettings.ShaderProgram["normalTexture"].SetValue(1);
        CanvasControlSettings.ShaderProgram["enable_mapping"].SetValue(CanvasControlSettings.ToggleNormalMapping);

我的旋转会使相机围绕物体移动。我想将灯光位置与相机一起移动,以便阴影始终可见。

如何将相机位置发送到着色器并实现此功能?

从正面看: front

旋转的:

rotated

修改

我按照以下方式更新了相机位置:

GL.Light(LightName.Light0, LightParameter.Position, new float[] { CanvasControlSettings.Camera.Position.X, CanvasControlSettings.Camera.Position.Y, CanvasControlSettings.Camera.Position.Z, 0.0f } );

并将灯光线改为此

light = gl_LightSource[0].position.xyz;

这几乎完全可以接受材料的浅色现在变亮了!我会展示图片,但似乎我需要更多代表。

修改

好的,在按照提供的链接后,我找到了自己的方式。我将顶点着色器灯光代码更改为:

 vec4 lightPos4 = vec4(gl_LightSource[0].position.xyz, 1.0);
        vec4 pos4 = model_matrix * vec4(vertexPosition, 1.0);
        light = normalize((lightPos4 - pos4).xyz);

现在完美运作。感谢

1 个答案:

答案 0 :(得分:1)

您无需将相机位置发送到着色器。只需将灯光位置更改为相机位置,然后将灯光发送到着色器。