我的镜面照明有一些问题,我有环境和漫反射,但我现在正在寻找镜面反射来尝试制作漂亮的模型。OpenGL中的高光照明问题
我在vertexShader如下:
#version 330
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
out vec4 Colour0;
// Transforms
uniform mat4 gModelToWorldTransform;
uniform mat4 gWorldToViewToProjectionTransform;
// Ambient light parameters
uniform vec3 gAmbientLightIntensity;
// Directional light parameters
uniform vec3 gDirectionalLightIntensity;
uniform vec3 gDirectionalLightDirection;
// Material constants
uniform float gKa;
uniform float gKd;
uniform float gKs;
uniform float gKsStrength;
void main()
{
// Transform the vertex from local space to homogeneous clip space
vec4 vertexPositionInModelSpace = vec4(Position, 1);
vec4 vertexInWorldSpace = gModelToWorldTransform * vertexPositionInModelSpace;
vec4 vertexInHomogeneousClipSpace = gWorldToViewToProjectionTransform * vertexInWorldSpace;
gl_Position = vertexInHomogeneousClipSpace;
// Calculate the directional light intensity at the vertex
// Find the normal in world space and normalise it
vec3 normalInWorldSpace = (gModelToWorldTransform * vec4(Normal, 0.0)).xyz;
normalInWorldSpace = normalize(normalInWorldSpace);
// Calculate the ambient light intensity at the vertex
// Ia = Ka * ambientLightIntensity
vec4 ambientLightIntensity = gKa * vec4(gAmbientLightIntensity, 1.0);
// Setup the light direction and normalise it
vec3 lightDirection = normalize(-gDirectionalLightDirection);
//lightDirection = normalize(gDirectionalLightDirection);
// Id = kd * lightItensity * N.L
// Calculate N.L
float diffuseFactor = dot(normalInWorldSpace, lightDirection);
diffuseFactor = clamp(diffuseFactor, 0.0, 1.0);
// N.L * light source colour * intensity
vec4 diffuseLightIntensity = gKd * vec4(gDirectionalLightIntensity, 1.0f) * diffuseFactor;
vec3 lightReflect = normalize(reflect(gDirectionalLightDirection, Normal));
//Calculate the specular light intensity at the vertex
float specularFactor = dot(normalInWorldSpace, lightReflect);
specularFactor = pow(specularFactor, gKsStrength);
vec4 specularLightIntensity = gKs * vec4(gDirectionalLightIntensity, 1.0f) * specularFactor;
// Final vertex colour is the product of the vertex colour
// and the total light intensity at the vertex
vec4 colour = vec4(0.0, 1.0, 0.0, 1.0);
Colour0 = colour * (ambientLightIntensity + diffuseLightIntensity + specularLightIntensity);
}
然后在我main.cpp中我有一些代码,试图让这一起工作,镜面光肯定是做什么的,只是,而不是使模型看起来有光泽,这似乎加剧了光线,直到我看不到任何细节。
创建下列变量:
// Lighting uniforms location
GLuint gAmbientLightIntensityLoc;
GLuint gDirectionalLightIntensityLoc;
GLuint gDirectionalLightDirectionLoc;
GLuint gSpecularLightIntensityLoc;
// Materials uniform location
GLuint gKaLoc;
GLuint gKdLoc;
GLuint gKsLoc;
GLuint gKsStrengthLoc;
然后我把我的变量,像这样在renderSceneCallBack()
功能被称为主:
// Set the material properties
glUniform1f(gKaLoc, 0.2f);
glUniform1f(gKdLoc, 0.9f);
glUniform1f(gKsLoc, 0.5f);
glUniform1f(gKsStrengthLoc, 0.5f);
我然后创建一个initLights()
功能,我想处理所有的照明,这也是主要的:
static void initLights()
{
// Setup the ambient light
vec3 ambientLightIntensity = vec3(0.2f, 0.2f, 0.2f);
glUniform3fv(gAmbientLightIntensityLoc, 1, &ambientLightIntensity[0]);
// Setup the direactional light
vec3 directionalLightDirection = vec3(0.0f, 0.0f, -1.0f);
normalize(directionalLightDirection);
glUniform3fv(gDirectionalLightDirectionLoc, 1, &directionalLightDirection[0]);
vec3 directionalLightIntensity = vec3(0.8f, 0.8f, 0.8f);
glUniform3fv(gDirectionalLightIntensityLoc, 1, &directionalLightIntensity[0]);
//Setup the specular Light
vec3 specularLightIntensity = vec3(0.5f, 0.5f, 0.5f);
glUniform3fv(gSpecularLightIntensityLoc, 1, &specularLightIntensity[0]);
}
任何人都可以看到我可能做错了什么,我可能有一些calculatiuons错了,我只是没有看到它。环境/漫射照明工作正常。这张照片展示了当前正在发生的事情,左侧的环境,中间的漫反射以及右侧强度设置为30的镜面反射。
回答
我忘了这个值传递到主:
gKsStrengthLoc = glGetUniformLocation(shaderProgram, "gKsStrength");
//assert(gDirectionalLightDirectionLoc != 0xFFFFFFFF);
一切正常,现在使用的答案选择
还有一点评论 - 通常,镜面反射光不会乘以物体的颜色,而是会随着光线颜色与镜面反射强度的乘积而增加到最终颜色上。因此,对于白光,镜面高光应该是白色的,而不是绿色的。 – vesan 2014-12-02 22:20:01