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C++ OpenGL4中的逐顶点照明问题_C++_Opengl_Glsl_Lighting - Fatal编程技术网

C++ OpenGL4中的逐顶点照明问题

C++ OpenGL4中的逐顶点照明问题,c++,opengl,glsl,lighting,C++,Opengl,Glsl,Lighting,我有一个只有8个顶点的立方体模型,我有逐顶点定向照明的问题。与一次照亮整个模型不同的是,每个立方体看起来像是单独照亮的 这是我的顶点着色器: layout(location = 0)in vec3 vp; layout(location = 1)in vec3 color; layout(location = 2)in vec3 normal; out vec3 fColor; uniform mat4 model; uniform mat3 nm; uniform mat3 partNM;

我有一个只有8个顶点的立方体模型,我有逐顶点定向照明的问题。与一次照亮整个模型不同的是,每个立方体看起来像是单独照亮的

这是我的顶点着色器:

layout(location = 0)in vec3 vp;
layout(location = 1)in vec3 color;
layout(location = 2)in vec3 normal;

out vec3 fColor;

uniform mat4 model;
uniform mat3 nm;
uniform mat3 partNM;
uniform mat4 modelPart;
uniform mat4 view;
uniform mat4 projection;

void main () {
    gl_Position = modelPart * vec4(vp, 1.0f);
    gl_Position = model * gl_Position;
    gl_Position = view * gl_Position;
    gl_Position = projection * gl_Position;

    mat3 normalMatrix =  partNM*nm;
    vec3 normalDirection = normalize(normalMatrix*normal);
    vec3 lightDirection = normalize(vec3(-1.0, 1.0, -1.0));

    vec3 diffuseReflection = clamp(dot(normalDirection, lightDirection),0.0,1.0);
    fColor = color+diffuseReflection;
}
和我的片段着色器:

in vec3 fColor;
out vec4 frag_colour;

void main () {
    frag_colour = vec4(fColor.xyz,1.0);
}
这是我用来设置法线矩阵的函数:

void Shader::setNormalMatrix(string name,glm::mat4 matrix) {
    glm::mat3 nm = glm::transpose(glm::inverse(glm::mat3(matrix)));
    unsigned int location = glGetUniformLocation(program, name.c_str());
    glUniformMatrix3fv(location, 1, false, &nm[0][0]);
}
以及为我的立方体生成顶点和法线的函数:

std::vector<float> Cube::createCube(float size,float x,float y,float z,float r, float g, float b) {
    VertexType points[8];

    points[0].x = (x*size)+0.0f;
    points[0].y = (y*size)+0.0f;
    points[0].z = (z*size)+size;
    points[0].nx = 0.577350; 
    points[0].ny = 0.577350;
    points[0].nz = -0.577350;
    points[0].r = r;
    points[0].g = g;
    points[0].b = b;

    points[1].x = (x*size)+size;
    points[1].y = (y*size)+0.0f;
    points[1].z = (z*size)+size;
    points[1].nx = -0.577350; 
    points[1].ny = 0.577350;
    points[1].nz = -0.577350;
    points[1].r = r;
    points[1].g = g;
    points[1].b = b;

    points[2].x = (x*size)+size;
    points[2].y = (y*size)+size;
    points[2].z = (z*size)+size;
    points[2].nx = -0.577350;
    points[2].ny = -0.577350;
    points[2].nz = -0.577350;
    points[2].r = r;
    points[2].g = g;
    points[2].b = b;

    points[3].x = (x*size)+0.0f;
    points[3].y = (y*size)+size;
    points[3].z = (z*size)+size;
    points[3].nx = 0.577350; 
    points[3].ny = -0.577350;
    points[3].nz = -0.577350;
    points[3].r = r;
    points[3].g = g;
    points[3].b = b;

    points[4].x = (x*size)+0.0f;
    points[4].y = (y*size)+0.0f;
    points[4].z = (z*size)+0.0f;
    points[4].nx = 0.577350; 
    points[4].ny = 0.577350;
    points[4].nz = 0.577350;
    points[4].r = r;
    points[4].g = g;
    points[4].b = b;

    points[5].x = (x*size)+size;
    points[5].y = (y*size)+0.0f;
    points[5].z = (z*size)+0.0f;
    points[5].nx = -0.577350; 
    points[5].ny = 0.577350;
    points[5].nz = 0.577350;
    points[5].r = r;
    points[5].g = g;
    points[5].b = b;

    points[6].x = (x*size)+size;
    points[6].y = (y*size)+size;
    points[6].z = (z*size)+0.0f;
    points[6].nx = -0.577350; 
    points[6].ny = -0.577350;
    points[6].nz = 0.577350;
    points[6].r = r;
    points[6].g = g;
    points[6].b = b;

    points[7].x = (x*size)+0.0f;
    points[7].y = (y*size)+size;
    points[7].z = (z*size)+0.0f;
    points[7].nx = 0.577350; 
    points[7].ny = -0.577350;
    points[7].nz = 0.577350;
    points[7].r = r;
    points[7].g = g;
    points[7].b = b;
    std::vector<float> rPoint;
    for(VertexType p:points) {
        rPoint.push_back(p.x);
        rPoint.push_back(p.y);
        rPoint.push_back(p.z);
        rPoint.push_back(p.r);
        rPoint.push_back(p.g);
        rPoint.push_back(p.b);
        rPoint.push_back(p.nx);
        rPoint.push_back(p.ny);
        rPoint.push_back(p.nz);
    }
    return rPoint;
}
std::vector Cube::createCube(浮点大小、浮点x、浮点y、浮点z、浮点r、浮点g、浮点b){
顶点类型点[8];
点[0]。x=(x*大小)+0.0f;
点[0]。y=(y*大小)+0.0f;
点[0]。z=(z*大小)+大小;
点[0],nx=0.577350;
点[0],ny=0.577350;
点[0].nz=-0.577350;
点[0],r=r;
点[0],g=g;
点[0].b=b;
点[1]。x=(x*大小)+大小;
点[1]。y=(y*大小)+0.0f;
点[1]。z=(z*大小)+大小;
点[1],nx=-0.577350;
点[1],ny=0.577350;
点[1],nz=-0.577350;
点[1],r=r;
点[1],g=g;
点[1],b=b;
点[2]。x=(x*大小)+大小;
点[2]。y=(y*大小)+大小;
点[2]。z=(z*大小)+大小;
点[2],nx=-0.577350;
点[2]。ny=-0.577350;
点[2],nz=-0.577350;
点[2],r=r;
点[2],g=g;
点[2].b=b;
点[3]。x=(x*大小)+0.0f;
点[3]。y=(y*大小)+大小;
点[3]。z=(z*大小)+大小;
点[3],nx=0.577350;
点[3]。ny=-0.577350;
点[3],nz=-0.577350;
点[3],r=r;
点[3],g=g;
第[3]点,b=b;
点[4]。x=(x*大小)+0.0f;
点[4]。y=(y*大小)+0.0f;
点[4]。z=(z*大小)+0.0f;
点[4],nx=0.577350;
点[4],ny=0.577350;
点[4],nz=0.577350;
点[4],r=r;
点[4],g=g;
点[4],b=b;
点[5]。x=(x*大小)+大小;
点[5]。y=(y*大小)+0.0f;
点[5]。z=(z*大小)+0.0f;
点[5],nx=-0.577350;
点[5],ny=0.577350;
点[5],nz=0.577350;
点[5],r=r;
点[5],g=g;
点[5],b=b;
点[6]。x=(x*大小)+大小;
点[6]。y=(y*大小)+大小;
点[6]。z=(z*大小)+0.0f;
点[6],nx=-0.577350;
点[6],ny=-0.577350;
点[6],nz=0.577350;
点[6],r=r;
点[6],g=g;
点[6],b=b;
点[7]。x=(x*大小)+0.0f;
点[7]。y=(y*大小)+大小;
点[7]。z=(z*大小)+0.0f;
点[7],nx=0.577350;
点[7]。ny=-0.577350;
点[7],nz=0.577350;
点[7],r=r;
点[7],g=g;
点[7],b=b;
std::向量rPoint;
对于(顶点类型p:点){
rPoint.push_back(p.x);
rPoint.push_back(每年);
rPoint.push_back(p.z);
r点。推回(p.r);
rPoint.推回(p.g);
rPoint.push_back(p.b.);
rPoint.push_back(p.nx);
rPoint.push_back(纽约);
rPoint.推回(p.nz);
}
返回rPoint;
}

模型被分成几个部分,这就是为什么我有两个标准矩阵和模型矩阵;一个用于整个模型,一个用于模型的单个部分。我的代码是否有问题,或者我是否需要使用逐片段照明来修复此错误?

原因是您将每个多维数据集渲染为单独的模型。因此,着色器将为每个模型运行一次,在您的情况下,为每个立方体运行一次。要解决此问题,您需要将整个模型(您的机器人)渲染为一个具有一组顶点的模型,而不是一组立方体。

原因是您将每个立方体渲染为单独的模型。因此,着色器将为每个模型运行一次,在您的情况下,为每个立方体运行一次。要解决此问题,您需要将整个模型(机器人)渲染为一个模型,带有一组顶点,而不是一组立方体。

您的问题是网格的拓扑结构。在立方体的拐角处,三个面相交。每个面都有不同的法线。这会在法线的拓扑中创建不连续性。或者更简单地说。每个角点必须使用3个顶点,每个面一个,且面法线指向正确的方向


当你这样做的时候,你可以移除那些不可见的立方体面。

你的问题是网格的拓扑结构。在立方体的拐角处,三个面相交。每个面都有不同的法线。这会在法线的拓扑中创建不连续性。或者更简单地说。每个角点必须使用3个顶点,每个面一个,且面法线指向正确的方向


同时,您可以删除那些无论如何都不可见的立方体面。

即使将机器人渲染为一组立方体,也不会改变结果。我将其渲染为一组顶点。立方体创建函数输出顶点,然后将其与其他立方体的顶点连接起来。即使机器人渲染为一组立方体,也不会改变结果。我将其渲染为一组顶点。立方体创建函数输出顶点,然后将其与其他立方体的顶点连接起来。我已经在索引级别删除了不可见的面,我希望避免使用重复的顶点。@jbills:它们不是重复的顶点。顶点等于位置是一种常见的误解。但顶点是位置、法线、颜色、纹理坐标等的完整集合。如果更改顶点的一个属性,则会有一个完全不同的顶点。对于不同的法线,你有不同的顶点,因此没有重复。谢谢你的澄清,我会记住这一点!我已经在索引级别删除了不可见的面,我希望避免使用重复的顶点。@jbills:它们不是重复的顶点。顶点等于位置是一种常见的误解。但顶点是位置、法线、颜色、纹理坐标等的完整集合。如果更改顶点的一个属性,则会有一个完全不同的顶点。因此,我们有不同的看法