Warning: file_get_contents(/data/phpspider/zhask/data//catemap/6/cplusplus/140.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
C++ 镜面反射光出现在两侧_C++_Opengl_Freeglut_Specular_Phong - Fatal编程技术网

C++ 镜面反射光出现在两侧

C++ 镜面反射光出现在两侧,c++,opengl,freeglut,specular,phong,C++,Opengl,Freeglut,Specular,Phong,我有一个非常奇怪的镜面反射(phong灯光模型)灯光行为。它似乎出现在所有物体的两侧。有人知道可能是什么问题吗? 实际的计算似乎是正确的,因为我可以看到光随着物体的旋转而改变它的位置 #version 330 in vec4 CameraPos0; in vec3 Pos0; in vec4 Colour0; in vec3 Normal0; out vec4 FragColor; // Ambient light parameters uniform vec3 gAmbientLigh

我有一个非常奇怪的镜面反射(phong灯光模型)灯光行为。它似乎出现在所有物体的两侧。有人知道可能是什么问题吗? 实际的计算似乎是正确的,因为我可以看到光随着物体的旋转而改变它的位置

#version 330

in vec4 CameraPos0;
in vec3 Pos0;
in vec4 Colour0;
in vec3 Normal0;

out vec4 FragColor;

 // Ambient light parameters
uniform vec3 gAmbientLightIntensity;

// Directional light parameters
uniform vec3 gDirectionalLightIntensity;
uniform vec3 gDirectionalLightDirection;

// Specular light parameter
uniform vec3 gSpecularLightIntensity;
uniform vec3 gLightSourcePosition;
uniform vec3 gCameraPosition;

// Material constants
uniform float gKa;
uniform float gKd;
uniform float gKs;

void main()
{

    // 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(Normal0, lightDirection);
    diffuseFactor = clamp(diffuseFactor, 0.0, 1.0);
    // N.L * light source colour * intensity
    vec4 diffuseLightIntensity = gKd * vec4(gDirectionalLightIntensity, 1.0f) * diffuseFactor;

    // Phong light
    vec3 L = normalize(gLightSourcePosition - Pos0);   
    vec3 V = normalize(-Pos0); 
    vec3 R = normalize(2 * Normal0 * dot(Normal0, L) - L);

    float specularFactor = pow(dot(R, V), 0.1f);
    vec4 specularLightIntensity = gKs * vec4(gSpecularLightIntensity, 1.0f) * specularFactor;
    specularLightIntensity = clamp(specularLightIntensity, 0.0, 1.0);

    // Final vertex colour is the product of the vertex colour
    // and the total light intensity at the vertex 
    vec4 lightedFragColor = Colour0 * (ambientLightIntensity + diffuseLightIntensity + specularLightIntensity);

    FragColor = lightedFragColor;
}
顶点着色器

#version 330

layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec4 Colour;

out vec3 Pos0;
out vec4 Colour0;
out vec3 Normal0;
out vec4 CameraPos0;

uniform mat4 gModelToWorldTransform;
uniform mat4 gWorldToViewTransform;
uniform mat4 gProjectionTransform;

void main()
{  
    vec4 vertexPositionInModelSpace = vec4(Position, 1);
    vec4 vertexInWorldSpace = gModelToWorldTransform * vertexPositionInModelSpace;
    vec4 vertexInViewSpace = gWorldToViewTransform * vertexInWorldSpace;
    vec4 vertexInHomogeneousClipSpace = gProjectionTransform * vertexInViewSpace;
    gl_Position = vertexInHomogeneousClipSpace;

    vec3 normalInWorldSpace = (gModelToWorldTransform * vec4(Normal, 0.0)).xyz;
    normalInWorldSpace = normalize(normalInWorldSpace);

    Normal0 = normalInWorldSpace;
    CameraPos0 = vertexInViewSpace;
    Pos0 = vertexInWorldSpace.xyz;
    Colour0 = Colour;
}

您需要
钳制
饱和演算的
结果,因为在背面,结果是负数,
pow
可以返回正数,而不是钳制为零

float specularFactor=pow(钳位(dot(R,V),0.0,1.0),0.1f)

编辑:

另外,
V
应该是指向相机位置的向量,而不是指向世界空间中的顶点位置:


vec3 V=normalize(CameraPos0-Pos0)

不幸的是,这没有帮助。还是一样的问题,也没用。我认为顶点着色器也可能有问题,因为我不确定Pos0和CamerPos0的具体性能。它是在世界空间还是在模型空间?除了对象->世界矩阵中的旋转之外,您是否还应用了其他操作?如果是这样,则不应使用该矩阵变换法线。