OpenGL高级光照-BlinnPhong

原理

在这里插入图片描述

核心代码

 方向计算:

vec3 lightDir = normalize(lightPos - FragPos);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);

 光照计算:

float spec = pow(max(dot(normal, halfwayDir), 0.0), shininess);
vec3 specular = lightColor * spec;

在这里插入图片描述
 顶点着色器:

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;

// Declare an interface block; see 'Advanced GLSL' for what these are.
out VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
} vs_out;

uniform mat4 projection;
uniform mat4 view;

void main()
{
    gl_Position = projection * view * vec4(position, 1.0f);
    vs_out.FragPos = position;
    vs_out.Normal = normal;
    vs_out.TexCoords = texCoords;
}

 片段着色器:

#version 330 core
out vec4 FragColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
} fs_in;

uniform sampler2D floorTexture;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform bool blinn;

void main()
{           
    vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
    // Ambient
    vec3 ambient = 0.05 * color;
    // Diffuse
    vec3 lightDir = normalize(lightPos - fs_in.FragPos);
    vec3 normal = normalize(fs_in.Normal);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * color;
    // Specular
    vec3 viewDir = normalize(viewPos - fs_in.FragPos);
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = 0.0;
    vec3 halfwayDir = normalize(lightDir + viewDir);  
    spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
    vec3 specular = vec3(0.3) * spec; // assuming bright white light color
    FragColor = vec4(ambient + diffuse + specular, 1.0f);
}
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