opengl多光源shader函数封装

  • 着色器函数封装:1.注意手电筒光源也有自己的光属性性质2.FragColor着色不能少
#version 400 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec4 lightPos;
uniform vec3 viewPos;
uniform vec3 front;
uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
//材料的结构体
struct Material{
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
	float shininess; //影响聚光度的(发散或者聚焦)
};
//光的结构体(属性)
struct Light{
	vec4 lightDir;	
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;

	//衰减值,设最远的距离
	float constant;
	float linear;
	float quadratic;
};
//手电筒光源
struct SpotLight{
	vec3 position;
	vec3 direction;
	float cutOff;	//角度,自己定义的切光角
	float outerCutOff;	//外圈处理平滑过渡
	//注意手电筒光源也有自己的光属性性质
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;

	float constant;
	float linear;
	float quadratic;
};

Material material;
Light light;
SpotLight spotLight;

vec3 CalcPointLight(Light light);
vec3 CalcSpotLight(SpotLight light);


void main()
{
	//材质光
	material.ambient = vec3(texture(ourTexture1,TexCoords));	
	material.diffuse =	vec3(texture(ourTexture1,TexCoords));	//这里使用材质漫反射贴图而不用向量
	material.specular = vec3(texture(ourTexture2,TexCoords));	//这里使用的是第二个金属反光图片
	material.shininess = 32;
	//环境光
	light.lightDir = lightPos;
	light.ambient	=vec3(0.2);
	light.diffuse	=vec3(0.6);
	light.specular	=vec3(1.0);
	light.constant = 1.0;
	light.linear = 0.09;
	light.quadratic = 0.032;
	//手电筒光
	spotLight.position = viewPos;
	spotLight.direction = front;
	spotLight.cutOff = 5.5;
	spotLight.outerCutOff = 12.5;
	spotLight.linear=0.09;
	spotLight.quadratic=0.032;
	spotLight.ambient=vec3(0.0,0.0,0.0);
	spotLight.diffuse=vec3(1.0,1.0,1.0);
	spotLight.specular=vec3(1.0,1.0,1.0);

	vec3 result = vec3(0.0,0.0,0.0);
	//结果相加
	result = CalcPointLight(light)+CalcSpotLight(spotLight);
	
	FragColor = vec4(result,1.0);
}
  • 两个计算函数
//多光源函数封装
//点光源计算
vec3 CalcPointLight(Light light)
{

	float distance;	//距离
	vec3 lightDirction;	//光照向量
	if(light.lightDir.w == 0)	//齐次坐标定义为向量
		lightDirction =normalize(vec3(light.lightDir));	//注意光源指向方向适当取反
	else if(light.lightDir.w == 1){	//齐次坐标定义为顶点,注意大小写
		
		distance = length(vec3(light.lightDir) - FragPos);
		lightDirction = (vec3(light.lightDir) - FragPos)/length(vec3(light.lightDir) - FragPos);	//求出点到光源的方向向量标准化变成单位向量,这个效果和normalize()函数效果一样
	
	}
	//注意这里是光照随着距离衰减
	float attenuation = 1.0/(light.constant+light.linear*distance+light.quadratic*distance*distance);	//照射光强度


	float diffuse = max(dot(Normal,lightDirction),0.0);	//漫反射计算

	vec3 viewDirction = normalize(viewPos - FragPos);
	vec3 reflectDirction = reflect(-lightDirction,Normal);
	float specular = pow(max(dot(reflectDirction,viewDirction),0.0),material.shininess);	//高光计算=反射光和实现的点乘的X次方
	vec3 result = vec3(0.0,0.0,0.0);
	result = (light.ambient*material.ambient
		+diffuse*light.diffuse*material.diffuse
		+specular*light.specular*material.specular)*lightColor*attenuation;	//因为引入了物体颜色(橙色)时候已经乘过了所以就不用乘以objectclor,引入了光衰减
	return result;

}
//手电筒光源计算
vec3 CalcSpotLight(SpotLight spotLight)
{
	
	float theta = dot(normalize(vec3(spotLight.position) - FragPos),-spotLight.direction);	//注意这里向量方向
	float spotI = 0;	//着色点对于手电筒的亮度
	float epsilon = cos(radians(spotLight.cutOff)) - cos(radians(spotLight.outerCutOff));
	spotI = clamp((theta-cos(radians(spotLight.outerCutOff)))/epsilon,0.0,1.0);//约束到0-1之间
	
	float distance;	//距离
	vec3 lightDirction;	//光照向量
	if(light.lightDir.w == 0)	//齐次坐标定义为向量
		lightDirction =normalize(vec3(light.lightDir));	//注意光源指向方向适当取反
	else if(light.lightDir.w == 1){	//齐次坐标定义为顶点,注意大小写
		
		distance = length(vec3(light.lightDir) - FragPos);
		lightDirction = (vec3(light.lightDir) - FragPos)/length(vec3(light.lightDir) - FragPos);	//求出点到光源的方向向量标准化变成单位向量,这个效果和normalize()函数效果一样
	
	}
	float attenuation = 1.0/(light.constant+light.linear*distance+light.quadratic*distance*distance);	//照射光强度

	float diffuse = max(dot(Normal,lightDirction),0.0);	//漫反射计算

	vec3 viewDirction = normalize(viewPos - FragPos);
	vec3 reflectDirction = reflect(-lightDirction,Normal);
	float specular = pow(max(dot(reflectDirction,viewDirction),0.0),material.shininess);	//高光计算=反射光和实现的点乘的X次方
	vec3 result = vec3(0.0,0.0,0.0);
	result = (light.ambient*material.ambient
		+diffuse*light.diffuse*material.diffuse
		+specular*light.specular*material.specular)*lightColor*spotI;	//因为引入了物体颜色(橙色)时候已经乘过了所以就不用乘以objectclor

	return result;
}
  • 结果请添加图片描述
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