C++ OpenGL-制作跟随相机的点光源
我目前正在创建一个3D场景,我想知道创建跟随摄影机的点光源的最佳方法是什么。到目前为止,我的代码如下: 顶点着色器:C++ OpenGL-制作跟随相机的点光源,c++,opengl,camera,lighting,C++,Opengl,Camera,Lighting,我目前正在创建一个3D场景,我想知道创建跟随摄影机的点光源的最佳方法是什么。到目前为止,我的代码如下: 顶点着色器: // Materials uniform vec3 materialAmbient; uniform vec3 materialDiffuse; uniform vec3 materialSpecular; uniform float materialShininess; uniform float att_quadratic = 0.1; // Lights struct
// Materials
uniform vec3 materialAmbient;
uniform vec3 materialDiffuse;
uniform vec3 materialSpecular;
uniform float materialShininess;
uniform float att_quadratic = 0.1;
// Lights
struct AMBIENT
{
vec3 color;
};
struct DIRECTIONAL
{
vec3 direction;
vec3 diffuse;
};
struct POINT
{ int on;
int frag;
vec3 position;
vec3 diffuse;
vec3 specular;
};
uniform AMBIENT lightAmbient;
uniform DIRECTIONAL lightDir;
uniform POINT lightPoint1, lightPoint2, lightPoint3;
layout (location = 0) in vec3 aVertex;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec2 aTexCoord;
// Output (sent to Fragment Shader)
out vec4 color;
out vec4 position;
out vec4 normal;
out vec2 texCoord;
out float gravelFactor; // gravelFactor is 1 within the gravel circle and 0 outside the circle
vec4 compAmbient(vec3 material, AMBIENT light)
{
return vec4(material * light.color, 1);
}
vec4 compDirectional(vec3 material, DIRECTIONAL light)
{
vec3 L = normalize(mat3(matrixView) * light.direction).xyz;
float NdotL = dot(normal.xyz, L);
if (NdotL > 0)
return vec4(light.diffuse * material * NdotL, 1);
else
return vec4(0, 0, 0, 1);
}
vec4 compPoint(vec3 materialDiffuse, vec3 materialSpecular, float materialShininess, POINT light)
{
vec4 result = vec4(0, 0, 0, 1);
// diffuse
vec3 L = normalize(matrixView * vec4(light.position, 1) - position).xyz;
float NdotL = dot(L, normal.xyz);
if (NdotL > 0)
result += vec4(light.diffuse * materialDiffuse, 1) * NdotL;
// specular
vec3 V = normalize(-position.xyz);
vec3 R = reflect(-L, normal.xyz);
float RdotV = dot(R, V);
if (NdotL > 0 && RdotV > 0)
result += vec4(light.specular * materialSpecular * pow(RdotV, materialShininess), 1);
//attentuation
float dist = length(matrixView * vec4(light.position, 1) - position);
float att = 1 / (att_quadratic * dist * dist);
return result * att;
}
void main(void)
{
// calculate position & normal
position = matrixModelView * vec4(aVertex, 1.0);
gl_Position = matrixProjection * position;
normal = vec4(normalize(mat3(matrixModelView) * aNormal), 1);
// calculate texture coordinate
texCoord = aTexCoord;
// calculate the colour
color = vec4(0, 0, 0, 0);
// ambient light
color += compAmbient(materialAmbient, lightAmbient);
// directional lights
color += compDirectional(materialDiffuse, lightDir);
// point lights
if (lightPoint1.on == 1 && lightPoint1.frag == 0)
color += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint1);
if (lightPoint2.on == 1 && lightPoint2.frag == 0)
color += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint2);
if (lightPoint3.on == 1 && lightPoint3.frag == 0)
color += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint3);
// calculation of the gravelFactor:
// 0 outside the 8-unit radius from the center
// 1 within 7 units from the centre
// between 0 and 1 at the border zone
gravelFactor = clamp(-length(aVertex.xz) + 8, 0, 1);
}
片段着色器:
// input variables
in vec4 color;
in vec4 position;
in vec4 normal;
in vec2 texCoord;
in float gravelFactor;
// output variable
out vec4 outColor;
// uniforms - material parameters
uniform vec3 materialAmbient;
uniform vec3 materialDiffuse;
uniform vec3 materialSpecular;
uniform float materialShininess;
uniform float att_quadratic = 0.1;
// This uniform variable may be used to take different actions for the terrain and not-terrain
uniform int terrain;
// view matrix (needed for lighting)
uniform mat4 matrixView;
struct POINT
{ int on;
int frag;
vec3 position;
vec3 diffuse;
vec3 specular;
};
uniform POINT lightPoint1, lightPoint2, lightPoint3;
vec4 compPoint(vec3 materialDiffuse, vec3 materialSpecular, float materialShininess, POINT light)
{
vec4 result = vec4(0, 0, 0, 1);
// diffuse
vec3 L = normalize(matrixView * vec4(light.position, 1) - position).xyz;
float NdotL = dot(L, normal.xyz);
if (NdotL > 0)
result += vec4(light.diffuse * materialDiffuse, 1) * NdotL;
// specular
vec3 V = normalize(-position.xyz);
vec3 R = reflect(-L, normal.xyz);
float RdotV = dot(R, V);
if (NdotL > 0 && RdotV > 0)
result += vec4(light.specular * materialSpecular * pow(RdotV, materialShininess), 1);
//attentuation
float dist = length(matrixView * vec4(light.position, 1) - position);
float att = 1 / (att_quadratic * dist * dist);
return result * att;
}
// Texture Samplers
uniform sampler2D textureGrass;
uniform sampler2D textureGravel;
uniform sampler2D texture;
uniform sampler2D bumpmap;
uniform sampler2D textureNormal;
vec4 bump_normal = texture(textureNormal, texCoord.st) * 2 - 1;
void main(void)
{
outColor = color;
if (lightPoint1.on == 1 && lightPoint1.frag == 1)
outColor += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint1);
if (lightPoint2.on == 1 && lightPoint2.frag == 1)
outColor += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint2);
if (lightPoint3.on == 1 && lightPoint3.frag == 1)
outColor += compPoint(materialDiffuse, materialSpecular, materialShininess, lightPoint3);
if (terrain == 1)
{
// Rendering Terrain
// Terrain is a mix of the Grass and Gravel texture
outColor *= mix(texture(textureGrass, texCoord.st), texture(textureGravel, texCoord.st), gravelFactor);
}
else
{
outColor *= texture(texture, texCoord.st) + bump_normal;
}
}
以及我的重点灯宣言:
//setup point light1
glUniform1i(glGetUniformLocation(idProg, "lightPoint1.on"), 1);
glUniform1i(glGetUniformLocation(idProg, "lightPoint1.frag"), 1);
glUniform3f(glGetUniformLocation(idProg, "lightPoint1.position"), 0, 3.1, 0.0);
glUniform3f(glGetUniformLocation(idProg, "lightPoint1.diffuse"), 1.0, 0.0, 0.0);
glUniform3f(glGetUniformLocation(idProg, "lightPoint1.specular"), 1.0, 0.0, 0.0);
解决这个问题的最佳方法是什么?应该在主代码内还是在着色器内更改灯光的位置?我该怎么做呢?我肯定会更改主代码中的灯光位置,然后将其传递给着色器 例如,更改位置的代码如下所示:
//called whenever you redraw your scene
void render()
{
//or however you want to position the light relative to your camera
glUniform3f
(
glGetUniformLocation(idProg, "lightPoint1.position"),
get_camera_pos_x(),
get_camera_pos_y(),
get_camera_pos_z()
);
glUniform3f
(
glGetUniformLocation(idProg, "lightPoint1.direction"),
get_camera_dir_x(),
get_camera_dir_y(),
get_camera_dir_z()
)
//...rest of your drawing code...
}
这样做的主要优点是消除了冗余计算。如果顶点着色器根据摄影机位置更新灯光位置,则该操作会起作用,但每帧都会重复多次该计算。请记住,顶点着色器将在绘制的每个顶点上执行。如果每次都相同,则无需重新计算灯光在每个顶点上的位置
评论中的每一位OP更新:OP表示他希望能够像手电筒一样使用相机改变光线的方向。为此,需要向着色器中的灯光结构添加额外的均匀性。我在上面称之为“方向”(一个标准化的向量3)。然后,可以在主代码中计算摄影机的方向,并将其像法线一样传递给着色器。在着色器中如何使用它取决于您,但可能会有所帮助啊,我忘了提到我的相机是可移动的,可以通过鼠标和键盘移动。我想让光线随着相机移动,产生一种手电筒的效果。我假设这意味着我必须在着色器中写入一些内容?或者我可以使用在移动/平移/旋转时更改的增量值来移动灯光吗?这没有问题,您仍然可以在主程序中执行所有计算,您只需在渲染方法中添加多一点。请参见我的更新答案定义灯光在视图空间(相机相对位置)中的位置,而不是通常的世界空间。如果选择此实现路径,则顶点着色器中甚至不需要单独的视图矩阵。无论您做什么,都没有理由将灯光的位置向量乘以片段着色器中的视图矩阵-您可以按顶点执行此操作并对结果进行插值,这将为每个片段节省几个周期(通常片段比顶点多得多)。