效果图:
顶点着色器:
uniform vec3 LightPosition;
const float SpecularContribution=0.3;
const float DiffuseContribution=1.0-SpecularContribution;
varying float LightIntensity;
varying vec2 MCposition;
void main(void)
{
vec3 ecPosition=vec3(gl_ModelViewMatrix*gl_Vertex);
vec3 tnorm=normalize(gl_NormalMatrix*gl_Normal);
vec3 lightVec=normalize(LightPosition-ecPosition);
vec3 reflectVec=reflect(-lightVec,tnorm);
vec3 viewVec=normalize(-ecPosition);
float diffuse=max(dot(lightVec,tnorm),0.0);
float spec=0.0;
if(diffuse>0.0){
spec=max(dot(reflectVec,viewVec),0.0);
spec=pow(spec,16.0);
}
LightIntensity=DiffuseContribution*diffuse+SpecularContribution*spec;
MCposition=gl_Vertex.xy;
gl_Position = ftransform();
}
片元着色器:
varying vec2 MCposition;
varying float LightIntensity;
void main(void)
{
vec3 BrickColor=vec3(0.7,0.3,0.2);
vec3 MortarColor=vec3(0.85,0.86,0.84);
vec2 BrickSize=vec2(0.1,0.05638);
vec2 BrickPct=vec2(0.9,0.85);
vec3 color;
vec2 position,useBrick;
position=MCposition/BrickSize;
if(fract(position.y*0.5)>0.5) position.x+=0.5;
position=fract(position);
useBrick=step(position,BrickPct);
color=mix(MortarColor,BrickColor,useBrick.x*useBrick.y);
color*=LightIntensity;
gl_FragColor = vec4( color, 1.0 );
}
执行代码:
<pre name="code" class="cpp">#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <wingdi.h>
#define GLUT_DISABLE_ATEXIT_HACK
#endif /* _WIN32 */
#include "glew.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
extern void shaderAttachFromFile(GLuint,GLenum,const char *);//加载shader方法,请参考我的博客,有相关介绍
static GLuint g_program;
static GLuint g_programCameraPositionLocation;
static GLuint g_programLightPositionLocation;
static GLuint g_programLightColorLocation;
static GLuint g_cylinderBufferId;
static unsigned int g_cylinderNumVertices;
static float g_cameraPosition[3];
#define NUM_LIGHTS 1
static float g_lightPosition[NUM_LIGHTS*3];
//创建圆柱
static void createCylinder(unsigned int divisions)
{
const int floatsPerVertex=6;
unsigned int i,size;
float *v;
g_cylinderNumVertices=(divisions+1)*2;
size=floatsPerVertex*g_cylinderNumVertices;
v=(float *)malloc(sizeof(float)*size);
for(i=0;i<=divisions;i++)
{
float r=((M_PI*2.0f)/(float)divisions)*(float)i;
unsigned int index1=i*2*floatsPerVertex;
unsigned int index2=index1+floatsPerVertex;
/* vertex positions */
v[index1 + 0] = cosf(r);
v[index1 + 1] = 1.0f;
v[index1 + 2] = -sinf(r);
v[index2 + 0] = cosf(r);
v[index2 + 1] = -1.0f;
v[index2 + 2] = -sinf(r);
/* normals */
v[index1 + 3] = cosf(r);
v[index1 + 4] = 0.0f;
v[index1 + 5] = -sinf(r);
v[index2 + 3] = v[index1 + 3];
v[index2 + 4] = v[index1 + 4];
v[index2 + 5] = v[index1 + 5];
}
glGenBuffers(1,&g_cylinderBufferId);
glBindBuffer(GL_ARRAY_BUFFER,g_cylinderBufferId);
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*size,v,GL_STATIC_DRAW);
free(v);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(float)*floatsPerVertex,0);
glNormalPointer(GL_FLOAT,sizeof(float)*floatsPerVertex,(const GLvoid *)(sizeof(float)*3));
}
//初始场景
void sceneInit(void)
{
GLint result;
g_program=glCreateProgram();
shaderAttachFromFile(g_program,GL_VERTEX_SHADER,"brick_v.glsl");
shaderAttachFromFile(g_program,GL_FRAGMENT_SHADER,"brick_f.glsl");
glLinkProgram(g_program);
glGetProgramiv(g_program,GL_LINK_STATUS,&result);
if(result==GL_FALSE)
{
GLint length;
char *log;
glGetProgramiv(g_program,GL_INFO_LOG_LENGTH,&length);
log=(char *)malloc(length);
glGetProgramInfoLog(g_program,length,&result,log);
fprintf(stderr,"sceneInit(): Program linking failed: %s\n",log);
free(log);
glDeleteProgram(g_program);
g_program=0;
}
/* get uniform locations */
g_programLightPositionLocation = glGetUniformLocation(g_program, "LightPosition");
/* create cylinder */
createCylinder(36);
g_lightPosition[0]=-10.0f;
g_lightPosition[1]=0.0f;
g_lightPosition[2]=4.0f;
glLoadIdentity();
glTranslatef(0, 0, -4.0f);
}
//渲染场景
void sceneRender(void)
{
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* enable program and set uniform variables */
glUseProgram(g_program);
glUniform3fv(g_programLightPositionLocation, NUM_LIGHTS, g_lightPosition);
/* render the cylinder */
glDrawArrays(GL_TRIANGLE_STRIP, 0, g_cylinderNumVertices);
/* disable program */
glUseProgram(0);
}
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