我正在尝试使用lwjgl和java创建一个简单的2D游戏引擎。但是我在照明编程时陷入了困境,因为我编写的代码仅在场景中有一个光源时才起作用,而在添加多个光源时才起作用。我只是不知道为什么,所以我决定在这里问。
这是具有光照计算的片段着色器:
#version 330 core
layout (location = 0) out vec4 color;
layout (origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
in DATA {
vec2 tc;
} fs_in;
uniform sampler2D tex;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main() {
vec3 lightColor = vec3(1, 1, 1);
float range = 700;
float x = 200;
float y = 200;
float ambient = 0.1;
float intensity = 0.8;
float alpha = 1.0;
vec3 totalDiffuse = vec3(0.0);
for(int i=0;i<1;i++){
alpha = 1-map(distance(gl_FragCoord.xy, vec2(x*i, y*i)), 0.0, range, 0.0, 1.0);
totalDiffuse += alpha*lightColor;
}
totalDiffuse = max(totalDiffuse, ambient);
color = vec4(totalDiffuse, 1.0) * texture(tex, fs_in.tc);
}
如果我仅在场景中使用一盏灯运行此代码,即将for循环的时间设置为1,那么它就可以正常工作并创建如下代码:
但是当我将其更改为例如3次循环时,您会期望它会创建3种不同的光,但实际上,它只是增加了第一个光的光强度,如下所示:
有人知道为什么吗?
答案 0 :(得分:0)
该词的结果
alpha = 1-map(distance(gl_FragCoord.xy, vec2(x*i, y*i)), 0.0, range, 0.0, 1.0);
可以为负。
这将导致totalDiffuse
减少。
将alpha
限制为最小0:
//totalDiffuse += alpha*lightColor;
totalDiffuse += max(0.0, alpha) * lightColor;
请注意,光源之间的距离为length(vec2(200, 200))
,但是每个光源的照明范围(半径)为700。所以无论如何,光
来源重叠。
我建议使用glsl函数smoothstep
,该函数在两个值之间执行Hermite interpolation。
尝试以下操作:
for(int i=0; i<3; i++ )
{
vec2 pos = vec2(x, y) * float(i);
float dist = distance(gl_FragCoord.xy, pos);
alpha = smoothstep(50.0, 100.0, dist);
totalDiffuse += clamp(1.0-alpha, 0.0, 1.0) * lightColor;
}
在这种情况下,smoothstep
的第二个参数(100.0)是光源的最大半径,而第一个参数(50.0)是全光照的半径。
请参阅WebGL示例,其中使用了smoothstep
:
(function loadscene() {
var canvas, gl, vp_size, prog, bufObj = {};
function initScene() {
canvas = document.getElementById( "ogl-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
progDraw = gl.createProgram();
for (let i = 0; i < 2; ++i) {
let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
gl.attachShader(progDraw, shaderObj);
gl.linkProgram(progDraw);
}
status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(progDraw));
progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
progDraw.u_time = gl.getUniformLocation(progDraw, "u_time");
progDraw.u_resolution = gl.getUniformLocation(progDraw, "u_resolution");
gl.useProgram(progDraw);
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
gl.enableVertexAttribArray( progDraw.inPos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight];
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
function render(deltaMS) {
gl.viewport( 0, 0, canvas.width, canvas.height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.uniform1f(progDraw.u_time, deltaMS/2000.0);
gl.uniform2f(progDraw.u_resolution, canvas.width, canvas.height);
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
requestAnimationFrame(render);
}
initScene();
})();
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
void main() {
gl_Position = vec4( inPos.xy, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
vec3 lightColor = vec3(1, 1, 1);
float range = length(u_resolution) / 4.0;
float x = u_resolution.x / 4.0;
float y = u_resolution.y / 4.0;
float ambient = 0.1;
float intensity = 0.8;
float alpha = 1.0;
vec3 totalDiffuse = vec3(0.0);
for(int i=0;i<3;i++)
{
vec2 pos = vec2(x, y) * float(i+1);
float dist = distance(gl_FragCoord.xy, pos);
alpha = smoothstep(range/4.0, range/2.0, dist);
totalDiffuse += clamp(1.0-alpha, 0.0, 1.0) * lightColor;
}
totalDiffuse = max(totalDiffuse, ambient);
vec4 texcol = vec4( 1.0-uv.x, 1.0-uv.y, uv.x*uv.y, 1.0 );
gl_FragColor = vec4(totalDiffuse, 1.0) * texcol;
}
</script>
<canvas id="ogl-canvas" style="border: none"></canvas>