【OpenGL】点光源漫反射着色器

 

顶点着色器代码:

// Simple Diffuse lighting Shader
// Vertex Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130

// Incoming per vertex... position and normal
in vec4 vVertex;
in vec3 vNormal;

// Set per batch
uniform vec4	diffuseColor;	
uniform vec3	vLightPosition;
uniform mat4	mvpMatrix;
uniform mat4	mvMatrix;
uniform mat3	normalMatrix;

// Color to fragment program
smooth out vec4 vVaryingColor;

void main(void) 
    { 
    //获取表面法线的视觉坐标
    vec3 vEyeNormal = normalMatrix * vNormal;

    //获取顶点位置的视觉坐标
    vec4 vPosition4 = mvMatrix * vVertex;
    vec3 vPosition3 = vPosition4.xyz / vPosition4.w;

    //获取光源向量
    vec3 vLightDir = normalize(vLightPosition - vPosition3);

    //求漫反射分量
    float diff = max(0.0, dot(vEyeNormal, vLightDir));

    // 用漫反射分量乘以漫反射颜色rgb
    vVaryingColor.rgb = diff * diffuseColor.rgb;
    vVaryingColor.a = diffuseColor.a;
    
    //将顶点坐标变换输出 
    gl_Position = mvpMatrix * vVertex;
    }

片段着色器代码:

// Simple Diffuse lighting Shader
// Fragment Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130

out vec4 vFragColor;
smooth in vec4 vVaryingColor; //获取插值的颜色

void main(void)
   { 
   vFragColor = vVaryingColor; //直接输出
   }
// DiffuseLight.cpp
// OpenGL SuperBible
// Demonstrates simple diffuse lighting
// Program by Richard S. Wright Jr.
#pragma comment(lib, "gltools.lib")
#include <GLTools.h>	// OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
#include <StopWatch.h>

#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif


GLFrame             viewFrame;
GLFrustum           viewFrustum;
GLTriangleBatch     sphereBatch;
GLMatrixStack       modelViewMatrix;
GLMatrixStack       projectionMatrix;
GLGeometryTransform transformPipeline;
GLShaderManager     shaderManager;

GLuint	diffuseLightShader;	// The diffuse light shader
//对应5个uniform值的位置值
GLint	locColor;			// The location of the diffuse color
GLint	locLight;			// The location of the Light in eye coordinates
GLint	locMVP;				// The location of the ModelViewProjection matrix uniform
GLint	locMV;				// The location of the ModelView matrix uniform
GLint	locNM;				// The location of the Normal matrix uniform


// This function does any needed initialization on the rendering
// context. 
void SetupRC(void)
{
	// Background
	glClearColor(0.3f, 0.3f, 0.3f, 1.0f);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

	shaderManager.InitializeStockShaders();
	viewFrame.MoveForward(4.0f);

	// Make the sphere
	gltMakeSphere(sphereBatch, 1.0f, 26, 13);

	diffuseLightShader = shaderManager.LoadShaderPairWithAttributes("DiffuseLight.vp", "DiffuseLight.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
		GLT_ATTRIBUTE_NORMAL, "vNormal");
    //获取对应的坐标值
	locColor = glGetUniformLocation(diffuseLightShader, "diffuseColor");
	locLight = glGetUniformLocation(diffuseLightShader, "vLightPosition");
	locMVP = glGetUniformLocation(diffuseLightShader, "mvpMatrix");
	locMV = glGetUniformLocation(diffuseLightShader, "mvMatrix");
	locNM = glGetUniformLocation(diffuseLightShader, "normalMatrix");
}

// Cleanup
void ShutdownRC(void)
{

}


// Called to draw scene
void RenderScene(void)
{
	static CStopWatch rotTimer;

	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix(viewFrame);
	modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);

	GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f };
	GLfloat vDiffuseColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };

	glUseProgram(diffuseLightShader);
    //设定uniform值
	glUniform4fv(locColor, 1, vDiffuseColor);
	glUniform3fv(locLight, 1, vEyeLight);
	glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
	glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
	glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
	sphereBatch.Draw();

	modelViewMatrix.PopMatrix();


	glutSwapBuffers();
	glutPostRedisplay();
}



void ChangeSize(int w, int h)
{
	// Prevent a divide by zero
	if (h == 0)
		h = 1;

	// Set Viewport to window dimensions
	glViewport(0, 0, w, h);

	viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);

	projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
	transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}

///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
	gltSetWorkingDirectory(argv[0]);

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Simple Diffuse Lighting");
	glutReshapeFunc(ChangeSize);
	glutDisplayFunc(RenderScene);

	GLenum err = glewInit();
	if (GLEW_OK != err) {
		fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
		return 1;
	}

	SetupRC();
	glutMainLoop();
	ShutdownRC();
	return 0;
}

代码还是比较简单的,只有法线转到视觉空间下,这里可能是新的知识。mvp和mv矩阵分别是模型视图投影和模型视图矩阵,分别用于顶点变换和模型转视图的。而法线为什么不用mv来转到视图,而是用normalMatrix矩阵进行转化。这是因为法线必须进行旋转以使它的方向再视觉空间之内,而模型视图矩阵会包含其他变换(位移、缩放),这些变换在我们进行计算时也会影响向量的方向。取而代之地,我们警察传递一个法线矩阵作为一个统一值,这个值只包含模型视图矩阵的旋转分量。在本例上,可看到用GetNormalMatrix函数获取这个法线矩阵。

还有一个地方是用mv矩阵将顶点坐标转到视觉空间下,还要除以w分量,得到归一化的坐标值。

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