如何在OpenGL中使镜面照明工作?我使用python,我一直在尝试学习它的工作原理,我已经能够使纹理工作,深度,创建基本的游戏玩法成为现实,但是现在我试图使镜面照明像手电筒一样工作,所以我不断将其位置更改为与播放器相同的位置以及播放器所看的方向,但这不起作用!
import pyglet, math
from pyglet.gl import *
tela = pyglet.window.Window(height=500, width=500, caption="Halloween")
glEnable(GL_DEPTH_TEST)
glEnable(GL_TEXTURE_2D)
glEnable(GL_LIGHTING)
glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat*4)(0,0,0,1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat*4)(0,0,0,1))
glEnable(GL_LIGHT0)
tela.set_mouse_visible(False)
pos = [0,0,0]
rotX = rotY = pre = 0
comando = {"a":0,"d":0,"w":0,"s":0}
Dparede = pyglet.image.load("inf/Parede_Branca.png").get_image_data().get_data('RGBA', 225*4)
parede = pyglet.resource.image("inf/Parede_Branca.png").get_texture()
Dchao = pyglet.image.load("inf/Madeira.png").get_image_data().get_data('RGBA', 225*4)
chao = pyglet.resource.image("inf/Madeira.png").get_texture()
@tela.event
def on_draw():
global pos, comando, rotX, rotY, parede, chao, Dchao, Dparede
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
if comando["w"] == 1:
pos[2] += math.cos(math.pi*rotX/180)
pos[0] += math.sin(math.pi*rotX/180)
if comando["s"] == 1:
pos[2] -= math.cos(math.pi*rotX/180)
pos[0] -= math.sin(math.pi*rotX/180)
if comando["d"] == 1:
pos[2] += math.sin(math.pi*rotX/180)
pos[0] -= math.cos(math.pi*rotX/180)
if comando["a"] == 1:
pos[2] -= math.sin(math.pi*rotX/180)
pos[0] += math.cos(math.pi*rotX/180)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1, 0.1, 1000)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
if pos[0] < -188:
pos[0] = -188
if pos[2] < -188:
pos[2] = -188
if pos[0] > 188:
pos[0] = 188
if pos[2] > 188:
pos[2] = 188
glLightfv(GL_LIGHT0, GL_SPECULAR, (GLfloat*4)(1,1,1,1))
glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat*4)(pos[0],pos[1]-1,pos[2],1))
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, (GLfloat*3)(pos[0]+1000*(math.sin(math.pi*rotX/180)),pos[1]+1000*(math.cos(math.pi*rotY/180)), pos[2]+1000*(math.cos(math.pi*rotX/180))))
glLightfv(GL_LIGHT0, GL_SPOT_CUTOFF, (GLfloat*1)(45))
gluLookAt(pos[0], pos[1], pos[2], pos[0]+math.sin(math.pi*rotX/180), pos[1]+math.cos(math.pi*rotY/180), pos[2]+math.cos(math.pi*rotX/180), 0, 10, 0)
glBindTexture(GL_TEXTURE_2D, chao.id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 225, 225, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dchao)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*4)(1,1,1,1))
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, (GLfloat*1)(100))
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (GLfloat*4)(0,0,0,1))
# chão
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(-200,-20,200)
glTexCoord2f(0,10)
glVertex3f(-200,-20,-200)
glTexCoord2f(10,10)
glVertex3f(200,-20,-200)
glTexCoord2f(10,0)
glVertex3f(200,-20,200)
glEnd()
glBindTexture(GL_TEXTURE_2D, parede.id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 225, 225, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dparede)
# teto
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(-200,20,200)
glTexCoord2f(0,50)
glVertex3f(-200,20,-200)
glTexCoord2f(50,50)
glVertex3f(200,20,-200)
glTexCoord2f(50,0)
glVertex3f(200,20,200)
glEnd()
# parede
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(-200,20,200)
glTexCoord2f(0,50)
glVertex3f(-200,20,-200)
glTexCoord2f(10,50)
glVertex3f(-200,-20,-200)
glTexCoord2f(10,0)
glVertex3f(-200,-20,200)
glEnd()
# parede
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(-200,-20,-200)
glTexCoord2f(0,50)
glVertex3f(200,-20,-200)
glTexCoord2f(10,50)
glVertex3f(200,20,-200)
glTexCoord2f(10,0)
glVertex3f(-200,20,-200)
glEnd()
# parede
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(200,-20,-200)
glTexCoord2f(0,50)
glVertex3f(200,-20,200)
glTexCoord2f(10,50)
glVertex3f(200,20,200)
glTexCoord2f(10,0)
glVertex3f(200,20,-200)
glEnd()
# parede
glBegin(GL_POLYGON)
glTexCoord2f(0,0)
glVertex3f(-200,-20,200)
glTexCoord2f(0,50)
glVertex3f(200,-20,200)
glTexCoord2f(10,50)
glVertex3f(200,20,200)
glTexCoord2f(10,0)
glVertex3f(-200,20,200)
glEnd()
@tela.event
def on_key_press(k,m):
global comando
if k == pyglet.window.key.A:
comando["a"] = 1
if k == pyglet.window.key.D:
comando["d"] = 1
if k == pyglet.window.key.W:
comando["w"] = 1
if k == pyglet.window.key.S:
comando["s"] = 1
if k == pyglet.window.key.Q:
tela.close()
@tela.event
def on_key_release(k,m):
global comando
if k == pyglet.window.key.A:
comando["a"] = 0
if k == pyglet.window.key.D:
comando["d"] = 0
if k == pyglet.window.key.W:
comando["w"] = 0
if k == pyglet.window.key.S:
comando["s"] = 0
@tela.event
def on_mouse_motion(x, y, dx, dy):
global rotX, rotY, pre
if pre == 0:
rotX-=dx/2
if rotY >= 0:
rotY = -1
if rotY <= -180:
rotY = -179
rotY+=dy
if x > 400 or x < 100 or y > 400 or y < 100:
tela.set_mouse_position(250,250)
pre = 1
else:
pre = 0
def SRO(dt):
on_draw()
pyglet.clock.schedule_interval(SRO, 1/120)
pyglet.app.run()
我已经尝试过更改glMaterial或更改照明中的其他内容,但没有任何效果,我只是希望照明能够像手电筒一样工作,请提供代码答案
答案 0 :(得分:4)
由于固定功能灯光模型的gouraud shading,因此您无法执行任何操作。另请参阅OpenGL Lighting on texture plane is not working,这是有关类似问题的问题。您必须将表面(墙壁和地板)细分为较小的图块,因为仅针对顶点坐标计算光并在表面上进行插值。表面中间的镜面高光不会出现。
我知道那不会令您满意。但是请注意,自几十年来,不赞成使用glBegin
/glEnd
序列进行绘制,每个顶点光照模型的固定函数矩阵堆栈和固定函数。请参见Fixed Function Pipeline和Legacy OpenGL。
了解有关Vertex Specification和Shader的最新渲染方式。
如果您想“看到”任何东西,则必须跳过聚光灯,因为它不适用于您的几何图形:
glLightfv(GL_LIGHT0, GL_SPOT_CUTOFF, (GLfloat*1)(45))
但是激活周围的散射光:
glEnable(GL_LIGHTING)
glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat*4)(1,1,1,1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat*4)(1,1,1,1))
glEnable(GL_LIGHT0)
对于光的计算,需要表面的法线向量。
激活灯光模型GL_LIGHT_MODEL_TWO_SIDE
一侧:
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE)
通过glNormal3f
设置法线向量:
# chão
glBegin(GL_POLYGON)
glNormal3f(0, -1, 0)
glTexCoord2f(0,0)
glVertex3f(-200,-20,200)
glTexCoord2f(0,10)
glVertex3f(-200,-20,-200)
glTexCoord2f(10,10)
glVertex3f(200,-20,-200)
glTexCoord2f(10,0)
glVertex3f(200,-20,200)
glEnd()
glBindTexture(GL_TEXTURE_2D, parede.id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dparede)
# teto
glBegin(GL_POLYGON)
glNormal3f(0, -1, 0)
glTexCoord2f(0,0)
glVertex3f(-200,20,200)
glTexCoord2f(0,50)
glVertex3f(-200,20,-200)
glTexCoord2f(50,50)
glVertex3f(200,20,-200)
glTexCoord2f(50,0)
glVertex3f(200,20,200)
glEnd()
# parede
glBegin(GL_POLYGON)
glNormal3f(-1, 0, 0)
glTexCoord2f(0,0)
glVertex3f(-200,20,200)
glTexCoord2f(0,50)
glVertex3f(-200,20,-200)
glTexCoord2f(10,50)
glVertex3f(-200,-20,-200)
glTexCoord2f(10,0)
glVertex3f(-200,-20,200)
glEnd()
# parede
glBegin(GL_POLYGON)
glNormal3f(0, 0, 1)
glTexCoord2f(0,0)
glVertex3f(-200,-20,-200)
glTexCoord2f(0,50)
glVertex3f(200,-20,-200)
glTexCoord2f(10,50)
glVertex3f(200,20,-200)
glTexCoord2f(10,0)
glVertex3f(-200,20,-200)
glEnd()
# parede
glBegin(GL_POLYGON)
glNormal3f(-1, 0, 0)
glTexCoord2f(0,0)
glVertex3f(200,-20,-200)
glTexCoord2f(0,50)
glVertex3f(200,-20,200)
glTexCoord2f(10,50)
glVertex3f(200,20,200)
glTexCoord2f(10,0)
glVertex3f(200,20,-200)
glEnd()
# parede
glBegin(GL_POLYGON)
glNormal3f(0, 0, 1)
glTexCoord2f(0,0)
glVertex3f(-200,-20,200)
glTexCoord2f(0,50)
glVertex3f(200,-20,200)
glTexCoord2f(10,50)
glVertex3f(200,20,200)
glTexCoord2f(10,0)
glVertex3f(-200,20,200)
glEnd()
通过glLightfv(GL_LIGHT0, GL_POSITION, pos)
设置灯光位置时,位置将乘以当前模型视图矩阵。
这意味着如果在设置视图矩阵(gluLookAt
)之前设置了位置,则灯光位置是相对于摄影机的(视图空间位置)。
如果在设置视图矩阵之后进行设置,则灯光位置必须在世界坐标中,因为它是由视图矩阵转换的。
如果您希望光源位于相机位置,则必须将光源设置为位置(0,0,0),之前,视图矩阵由{ {1}}。
gluLookAt
如果要使聚光灯(或多或少)起作用,那么唯一的可能性是使用很小的GL_SHININESS
参数(例如1):
glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat*4)(0,0,0,1))
gluLookAt(pos[0], pos[1], pos[2], pos[0]+math.sin(math.pi*rotX/180), pos[1]+math.cos(math.pi*rotY/180), pos[2]+math.cos(math.pi*rotX/180), 0, 10, 0)
另一种可能性是实现一个简单的Per Fragment Lighting着色器程序:
创建着色器程序源代码:
glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat*4)(0,0,0,1))
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, (GLfloat*3)(0, 0, -1))
glLightfv(GL_LIGHT0, GL_SPOT_CUTOFF, (GLfloat*1)(45))
gluLookAt(pos[0], pos[1], pos[2], pos[0]+math.sin(math.pi*rotX/180), pos[1]+math.cos(math.pi*rotY/180), pos[2]+math.cos(math.pi*rotX/180), 0, 10, 0)
glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat*4)(0,0,0,1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat*4)(0,0,0,1))
glLightfv(GL_LIGHT0, GL_SPECULAR, (GLfloat*4)(1,1,1,1))
# [...]
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, (GLfloat*1)(1))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*4)(1,1,1,1))
编译并链接程序:
vert_code = b"""
varying vec3 N;
varying vec3 v;
varying vec2 uv;
void main(void)
{
uv = gl_MultiTexCoord0.xy;
v = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
"""
frag_code = b"""
varying vec3 N;
varying vec3 v;
varying vec2 uv;
uniform sampler2D u_texture;
void main (void)
{
vec3 L = normalize(gl_LightSource[0].position.xyz - v);
vec3 E = normalize(-v); // we are in Eye Coordinates, so EyePos is (0,0,0)
vec3 R = normalize(-reflect(L,N));
//calculate Ambient Term:
vec4 Iamb = gl_FrontLightProduct[0].ambient;
float spotCos = dot(gl_LightSource[0].spotDirection, -E);
float sotCutOff = step(gl_LightSource[0].spotCosCutoff, spotCos);
//calculate Diffuse Term:
vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);
Idiff = clamp(Idiff, 0.0, 1.0) * sotCutOff;
// calculate Specular Term:
vec4 Ispec = gl_FrontLightProduct[0].specular
* pow(max(dot(R,E),0.0),0.3*gl_FrontMaterial.shininess);
Ispec = clamp(Ispec, 0.0, 1.0) * sotCutOff;
vec4 texColor = texture2D(u_texture, uv);
gl_FragColor = vec4(texColor.rgb * (Iamb + Idiff + Ispec), texColor.a);
}
"""
from ctypes import *
在程序主循环之前加载纹理:
sh_code_list = [(GL_VERTEX_SHADER, vert_code), (GL_FRAGMENT_SHADER, frag_code)]
sh_objs = []
for sh_code in sh_code_list:
sh_obj = glCreateShader(sh_code[0])
src_buffer = create_string_buffer(sh_code[1])
buf_pointer = cast(pointer(pointer(src_buffer)), POINTER(POINTER(c_char)))
glShaderSource(sh_obj, 1, buf_pointer, None)
glCompileShader(sh_obj)
temp = c_int(0)
glGetShaderiv(sh_obj, GL_COMPILE_STATUS, byref(temp))
if not temp:
glGetShaderiv(sh_obj, GL_INFO_LOG_LENGTH, byref(temp))
buffer = create_string_buffer(temp.value)
glGetShaderInfoLog(sh_obj, temp, None, buffer)
print( 'compile error:' )
print(buffer.value)
sh_objs.append(sh_obj)
program = glCreateProgram()
for shObj in sh_objs:
glAttachShader(program, shObj)
glLinkProgram(program)
temp = c_int(0)
glGetProgramiv(program, GL_LINK_STATUS, byref(temp))
if not temp:
glGetProgramiv(program, GL_INFO_LOG_LENGTH, byref(temp))
buffer = create_string_buffer(temp.value)
glGetProgramInfoLog(program, temp, None, buffer)
print( 'link error:' )
print(buffer.value)
在绘制场景时使用该程序:
glBindTexture(GL_TEXTURE_2D, chao.id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dchao)
glBindTexture(GL_TEXTURE_2D, parede.id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dparede)