我有一个每个片段照明的工作,但我想知道如何在模型空间中保持照明计算,我不必在片段着色器中将法线乘以 normalModelMatrix,如下所示。
着色器:ViewMatrix - 相机变换,ModelMatrix - 对象变换。灯光位置 - glm::vec4 lightPos(3.0f, 2.0f, -30.0f, 1.0f)
渲染循环:
glUseProgram(ProgramId);
glUniformMatrix4fv(ViewMatrixUniformLocation, 1, GL_FALSE, glm::value_ptr(ViewMatrix));
glUniform4f(lightIntensityUniformLocation, 0.8f, 0.8f, 0.8f, 1.0f);
glUniform4f(ambientIntensityUniformLocation, 0.2f, 0.2f, 0.2f, 0.2f);
glUniform3fv(dirToLightUniformLocation, 1, glm::value_ptr( lightPos));
ModelMatrixStack.push(ModelMatrix);
ModelMatrix = glm::translate(ModelMatrix, glm::vec3(0, 0, -30));
ModelMatrix = glm::rotate(ModelMatrix, 75.0f, glm::vec3(0,0,1));
normMatrix = glm::mat3(ModelMatrix);
glUniformMatrix4fv(ModelMatrixUniformLocation, 1, GL_FALSE,
glm::value_ptr(ModelMatrix));
glUniformMatrix3fv(normalModelMatrixUniformLocation, 1, GL_FALSE,
glm::value_ptr(normMatrix));
drawTeapot();
ModelMatrix = ModelMatrixStack.top();
normMatrix = glm::mat3(ModelMatrix);
glUniformMatrix4fv(ModelMatrixUniformLocation, 1, GL_FALSE,
glm::value_ptr(ModelMatrix));
glUniformMatrix3fv(normalModelMatrixUniformLocation, 1, GL_FALSE,
glm::value_ptr(normMatrix));
myground.draw();
glUseProgram(0);
顶点着色器:
#version 400
layout(location=0) in vec4 in_position;
layout(location=1) in vec3 in_normal;
out vec3 normal;
out vec4 position;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
void main(void)
{
vec4 vertexPosition = ModelMatrix * in_position;
gl_Position = ProjectionMatrix * ViewMatrix * vertexPosition;
normal = in_normal;
position = vertexPosition;
}
片段着色器:
version 400
in vec3 normal;
in vec4 position;
out vec4 outputColor;
uniform vec3 lightPos;
uniform vec4 lightIntensity;
uniform vec4 ambientIntensity;
uniform mat3 normalModelMatrix;
void main(void)
{
vec3 normCamSpace = normalize(normalModelMatrix * normalize(normal));
vec3 dirToLight = normalize(lightPos - vec3(position));
float cosAngIncidence = dot(normCamSpace, dirToLight);
cosAngIncidence = clamp(cosAngIncidence, 0, 1);
outputColor = (lightIntensity * cosAngIncidence) + ambientIntensity;
}