Blinn-Phong Reflection model
- 漫反射
- 高光
- 环境光照
这一段代码的解释可以看传送门
叫做透视矫正插值。
float Z = 1.0 / (alpha / v[0].w() + beta / v[1].w() + gamma / v[2].w());
float zp = alpha * v[0].z() / v[0].w() + beta * v[1].z() / v[1].w() + gamma * v[2].z() / v[2].w();
zp *= Z;
但是在作业中对w值做了处理,将其变成了0。w本来的值应该就是z的值,不是-z是因为框架中用的投影矩阵末行是1而不是网上的-1
Blinn-Phong 反射模型代码
Eigen::Vector3f phong_fragment_shader(const fragment_shader_payload& payload)
{
Eigen::Vector3f ka = Eigen::Vector3f(0.005, 0.005, 0.005);
Eigen::Vector3f kd = payload.color;
Eigen::Vector3f ks = Eigen::Vector3f(0.7937, 0.7937, 0.7937);
auto l1 = light{{20, 20, 20}, {500, 500, 500}};
auto l2 = light{{-20, 20, 0}, {500, 500, 500}};
std::vector<light> lights = {l1, l2};
Eigen::Vector3f amb_light_intensity{10, 10, 10};
Eigen::Vector3f eye_pos{0, 0, 10};
float p = 150;
Eigen::Vector3f color = payload.color;
Eigen::Vector3f point = payload.view_pos;
Eigen::Vector3f normal = payload.normal;
Eigen::Vector3f result_color = {0, 0, 0};
for (auto& light : lights)
{
float r = (light.position - point).norm();
Eigen::Vector3f l = light.position - point;
l.normalize();
float nl = normal.dot(l);
Eigen::Vector3f v = eye_pos-point;
v.normalize();
Eigen::Vector3f h = v+l;
h.normalize();
Eigen::Vector3f diffuse = kd.cwiseProduct(light.intensity/pow(r,2.0))*std::max(0.f, nl);
Eigen::Vector3f specular = ks.cwiseProduct(light.intensity/pow(r,2.0))*pow(std::max(0.f,normal.dot(h)), p);
result_color += diffuse;
result_color += specular;
}
Eigen::Vector3f ambient = ka.cwiseProduct(amb_light_intensity);
result_color += ambient;
return result_color * 255.f;
}