我想在我的 OpenGL 对象上使用着色,但似乎无法访问我的 opengl 包中的 GLSL 函数。Eclipse 中是否有可用于 OpenGL ES 的 GLSL 包?
编辑:正如蒂姆指出的那样。着色器被编写为文本文件,然后使用 glShaderSoure 加载,我有一个 C++ 着色器文件,我曾经为光线追踪应用程序编写过该文件。但是,我真的很困惑如何在 java 中实现。假设我在我的Renderer
类中使用 gl object绘制了一个 2D 正方形,我MySquare
将如何实现下面着色器文件的 java 等价物。
着色器.vert
varying vec3 N;
varying vec3 v;
void main()
{
// Need to transform the normal into eye space.
N = normalize(gl_NormalMatrix * gl_Normal);
// Always have to transform vertex positions so they end
// up in the right place on the screen.
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
// Fragment shader for per-pixel Phong interpolation and shading.
着色器片段
// The "varying" keyword means that the parameter's value is interpolated
// between the nearby vertices.
varying vec3 N;
varying vec3 v;
//Used for Environmental mapping shader calculations
const vec3 xUnitVec=vec3(1.0, 0.0, 0.0), yUnitVec=vec3(1.0, 1.0, 0.0);
uniform vec3 BaseColor, MixRatio;
uniform sampler2D EnvMap;
void main()
{
// The scene's ambient light.
vec4 ambient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
// The normal vectors is generally not normalized after being
// interpolated across a triangle. Here we normalize it.
vec3 Normal = normalize(N);
// Since the vertex is in eye space, the direction to the
// viewer is simply the normalized vector from v to the
// origin.
vec3 Viewer = -normalize(v);
// Get the lighting direction and normalize it.
vec3 Light = normalize(gl_LightSource[0].position.xyz);
// Compute halfway vector
vec3 Half = normalize(Viewer+Light);
// Compute factor to prevent light leakage from below the
// surface
float B = 1.0;
if(dot(Normal, Light)<0.0) B = 0.0;
// Compute geometric terms of diffuse and specular
float diffuseShade = max(dot(Normal, Light), 0.0);
float specularShade =
B * pow(max(dot(Half, Normal), 0.0), gl_FrontMaterial.shininess);
// Compute product of geometric terms with material and
// lighting values
vec4 diffuse = diffuseShade * gl_FrontLightProduct[0].diffuse;
vec4 specular = specularShade * gl_FrontLightProduct[0].specular;
ambient += gl_FrontLightProduct[0].ambient;
// Assign final color
gl_FragColor= ambient + diffuse + specular + gl_FrontMaterial.emission;
}