冯氏光照
计算方式
环境光+漫反射光+镜面反射光
vec3 objcolor;
// ambient
vec3 ambient = 0.05 * objcolor;
// diffuse
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * objcolor;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 8.0);
vec3 specular = lightcolor * spec;
FragColor = vec4(ambient + diffuse + specular, 1.0);
缺点:
在镜面高光区域的边缘出现了一道很明显的断层。原因是 观察向量 和 反射向量 间的夹角大于90度。镜面光分量会变为0.0。
Blinn-Phong
是对Phong光照的改进。采用了的半程向量,解决了以上的问题。
vec3 objcolor;
// ambient
vec3 ambient = 0.05 * objcolor;
// diffuse
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * objcolor;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 8.0);
vec3 specular = lightcolor * spec;
FragColor = vec4(ambient + diffuse + specular, 1.0);