我已经遵循了许多关于法线贴图的在线教程,并且在一定程度上已经让它工作了......
除非多边形垂直于视图矢量,否则我似乎无法使其正常工作。
我制作了一个视频来说明这一点,因为图片不足以说明我的意思。
http://www.youtube.com/watch?v=9D4o_zy-61s
我已经发布了我的着色器:
顶点:
#version 400
layout (location = 0) in vec3 attribPosition;
layout (location = 1) in vec3 attribNormal;
layout (location = 2) in vec2 attribTexCoord;
layout (location = 3) in vec3 attribTangent;
layout (location = 3) in vec3 attribBinormal;
uniform mat4 mvp;
uniform mat4 mvm;
uniform mat3 nm;
uniform vec3 lightPos_World;
out vec2 vUvs;
out vec3 lightPos_Eye;
out vec3 vertexPos_Eye;
out vec3 normalDir_Eye;
out vec3 normalDir_World;
out mat3 tbnMatrix;
void main()
{
vUvs = attribTexCoord;
normalDir_World = attribNormal;
normalDir_Eye = (nm * attribNormal);
vec3 t = nm * attribTangent;
vec3 n = nm * attribNormal;
vec3 b = nm * cross(n,t);
mat3 tbnMatrix = mat3(t.x, b.x, n.x,
t.y, b.y, n.y,
t.z, b.z, n.z);
vertexPos_Eye = (mvm * vec4(attribPosition,1.0)).xyz;
lightPos_Eye = (mvm * vec4(lightPos_World,1.0)).xyz;
gl_Position = mvp * vec4(attribPosition,1.0);
}
分段:
#version 400
layout( location = 0 ) out vec4 frag_main;
struct PointLight{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
float intensity;
};
uniform PointLight light[2];
uniform sampler2D colorTexture;
uniform sampler2D normalTexture;
uniform mat4 mvm;
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// FLAGS - all flags start false;
// [0][0] = colour map
// [0][1] = normal map
// [0][2] = unused
// [0][3] = show normal map in colour channel
// [1][0] = use tangent space
// [1][1] = unused
// [1][2] = unused
// [1][3] = unused
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
uniform bvec4 flags[2];
in vec3 vertexPos_Eye;
in vec3 normalDir_World;
in vec3 normalDir_Eye;
in vec2 vUvs;
in mat3 tbnMatrix;
void main(){
uint numLights=2;
vec3 colorFragment;
if(flags[0][0]){
colorFragment = texture(colorTexture,vUvs).xyz;
}else{
colorFragment = vec3(0.5);
}
vec3 normalMapNormal = (texture(normalTexture,vUvs).rgb * 2) - 1;
vec3 normalDir;
if(flags[0][1]){
normalDir = normalize(normalDir_Eye);
}else{
normalDir = normalize(normalMapNormal.rgb);
}
vec4 outColor = vec4(1);
outColor.xyz = vec3(0);
float duller = 1/numLights;
for(int i = 0;i< numLights;i++){
vec3 lightPos_Eye = (mvm * vec4(light[i].position,1.0)).xyz;
vec3 lightDir_Eye = normalize(lightPos_Eye - vertexPos_Eye);
vec3 lightDir_Tangent = lightDir_Eye * tbnMatrix;
vec3 vertDir_Eye = normalize(-vertexPos_Eye);
vec3 vertDir_Tangent = vertDir_Eye * tbnMatrix;
vec3 halfDir_Eye = normalize(vertDir_Eye + lightDir_Eye);
vec3 halfDir_Tangent = halfDir_Eye * tbnMatrix;
vec3 Ia = colorFragment.xyz * light[i].ambient;
vec3 Id;
vec3 Is;
// tangent space
Id = (colorFragment.xyz * light[i].diffuse ) * max(dot(lightDir_Tangent, normalDir), 0);
Is = light[i].specular * pow(max(dot(halfDir_Eye, normalDir), 0), light[i].shininess*2);
// eye space
//Id = (colorFragment.xyz * light[i].diffuse ) * max(dot(lightDir_Eye, normalDir), 0);
//Is = light[i].specular * pow(max(dot(halfDir_Eye, normalDir), 0), light[i].shininess*2);
outColor.xyz += (Ia + Id + Is);
}
if(flags[0][3]){
outColor.xyz = normalDir;
}
frag_main = (outColor);
}