好吧,几天来我一直在努力实现逐像素照明,这基本上是我通常最终得到的“结果”。
我的网格中都有这些硬黑点,还有那些不平衡的黑点。蓝色阴影“有点”工作正常,除了它在整个网格中应用自身并且它似乎随机应用自身,如图所示。当我将灯光绑定到我的相机时,灯光确实“穿过”网格,尽管大部分时间都很奇怪。我不知道为什么会这样;据我所知,我的网格数据的法线很好(在 MilkShape、3DS、Lightwave、Blender、Maya 等中没有颜色/平滑问题)。
这是我的设置/灯光代码:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
float lpos[4] = {get_cam_pos().x,get_cam_pos().y,get_cam_pos().z,1};
float lamb[4] = {0,0,1,1};
float ldiff[4] = {1,1,0,1};
float lspec[4] = {1,1,0.5,1};
GLfloat lin[4] = {5.0f,5.0f,5.0f,1};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glLightfv(GL_LIGHT0, GL_AMBIENT, lamb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, ldiff);
glLightfv(GL_LIGHT0, GL_SPECULAR, lspec);
<from here camera matrix is then loaded and scene is rendered>
这是我的垂直着色器,来自 Lighthouse3D per-pixel-light 教程:
varying vec4 diffuse,ambientGlobal,ambient, ecPos;
varying vec3 normal,halfVector;
varying float dist;
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
/* first transform the normal into eye space and normalize the result */
normal = normalize(gl_NormalMatrix * gl_Normal);
/* compute the vertex position in camera space. */
ecPos = gl_ModelViewMatrix * gl_Vertex;
/* Normalize the halfVector to pass it to the fragment shader */
halfVector = gl_LightSource[0].halfVector.xyz;
/* Compute the diffuse, ambient and globalAmbient terms */
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
...和片段着色器,同样来自 Lighthouse3D 教程:
uniform sampler2D color_texture;
varying vec4 diffuse,ambientGlobal, ambient, ecPos;
varying vec3 normal,halfVector;
varying float dist;
void main()
{
vec4 tex0Color = vec4(texture2D(color_texture,gl_TexCoord[0].st));
vec3 n,halfV,viewV,lightDir;
float NdotL,NdotHV;
vec4 color = ambientGlobal;
float att;
/* a fragment shader can't write a verying variable, hence we need
a new variable to store the normalized interpolated normal */
n = normalize(normal);
// Compute the ligt direction
lightDir = vec3(gl_LightSource[0].position-ecPos);
/* compute the distance to the light source to a varying variable*/
dist = length(lightDir);
/* compute the dot product between normal and ldir */
NdotL = max(dot(n,normalize(lightDir)),0.0);
if (NdotL > 0.0) {
att = 1.0 / (gl_LightSource[0].constantAttenuation +
gl_LightSource[0].linearAttenuation * dist +
gl_LightSource[0].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += att * gl_FrontMaterial.specular * gl_LightSource[0].specular
* pow(NdotHV,gl_FrontMaterial.shininess);
}
gl_FragColor = tex0Color*color;
}