对不起,我是opengl es和Processing的新手 下面的处理和着色器仅输出背景
Phader Gouraud,Phong;
rocket = loadShape("rocket.obj");
rocket.setFill(color(800, 0, 0));
Gouraud= loadShader("gouraudfragment.glsl","gouraudvertex.glsl");
Phong= loadShader("phongfragment.glsl","phongvertex.glsl");
background(0);
pushMatrix();
shader(Gouraud);
translate(130,height/2.0);
rotateY(rc);
rotateX(0.4);
noStroke();
fill(#800080);
box(100);
rc+=(0.02+speedCube);
rc*=dirCube;
popMatrix();
pushMatrix();
shader(Gouraud);
translate(width/2, height/2 + 100, -200);
rotateZ(PI);
rotateY(rr);
shape(rocket,100,100);
rr +=( 0.02+speedRocket);
rr*=dirRocket;
popMatrix();
顶点着色器
varying vec3 N;
varying vec3 v;
varying vec4 diffuse;
varying vec4 spec;
attribute vec4 position;
attribute vec3 normal;
uniform mat4 modelview;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 lightPosition;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
uniform float SpecularPower;
void main()
{
vec4 diffuse;
vec4 spec;
vec4 ambient;
v = vec3(modelview * position);
N = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * position;
vec3 L = normalize(lightPosition.xyz - v);
vec3 E = normalize(-v);
vec3 R = normalize(reflect(-L,N));
ambient = vec4(lightAmbient,100.0);
diffuse = vec4(clamp( lightDiffuse * max(dot(N,L), 0.0) , 0.0, 1.0 ) ,100.0);
spec = vec4(clamp (lightSpecular * pow(max(dot(R,E),0.0),0.3*SpecularPower) , 0.0, 1.0 ),100.0);
color = ambient + diffuse + spec;
}
片段着色器
void main()
{
gl_FragColor = color;
}
在处理过程中加载obj并绘制一个立方体并应用gouraud着色器,但是在仅显示backgroud之后,加载的obj消失了。什么都没显示!
答案 0 :(得分:1)
着色器甚至不编译和链接。顶点着色器具有1个varying
输出(color
),因此,芳香着色器需要输入varying vec4 color;
。
varying vec4 color;
设置剪辑空间位置时,必须通过模型视图和投影矩阵转换顶点坐标:
gl_Position = projectionMatrix * modelview * position;
缺少v
和N
的类型规范,并且ambient
,diffuse
和spec
的类型为vec4
而不是{ {1}}。
顶点着色器:
vec3
片段着色器:
attribute vec4 position;
attribute vec3 normal;
varying vec4 color;
uniform mat4 modelview;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 lightPosition;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
uniform float SpecularPower;
void main()
{
vec3 v = vec3(modelview * position);
vec3 N = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelview * position;
vec3 L = normalize(lightPosition.xyz - v);
vec3 E = normalize(-v);
vec3 R = normalize(reflect(-L,N));
vec4 ambient = vec4(lightAmbient,100.0);
vec4 diffuse = vec4(clamp( lightDiffuse * max(dot(N,L), 0.0) , 0.0, 1.0 ) ,100.0);
vec4 spec = vec4(clamp (lightSpecular * pow(max(dot(R,E),0.0),0.3*SpecularPower) , 0.0, 1.0 ),100.0);
color = ambient + diffuse + spec;
}
当然,您必须至少设置一个环境光源ambientLight()
。
您也可以使用directionalLight()
,pointLight()
或spotLight()
。
但是请注意,您的着色器只能处理1个光源。 1个光源将获得更多
在endDraw()顶部出现OpenGL错误1282:无效操作
如果要使用多个光源,则必须在varying vec4 color;
void main()
{
gl_FragColor = color;
}
,lightPosition
,lightAmbient
和lightDiffuse
的顶点着色器中使用统一的数组。参见Types of shaders in Processing(https://processing.org/tutorials/pshader/)