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java - 无法在 java 和 openGL 中获得平面照明

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:06:22 25 4
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我已经尝试让平面照明在我的 openGL 着色器中工作大约两周了,我已经尝试了很多教程但仍然无法让它工作这就是为什么我决定在这个网站上发布一些东西我也搜索过继续,也许你可以帮助我。

顶点着色器:

#version 330 core

// vertex shader input \\
in vec3 position;
in vec2 textureCoords;
in vec3 normal;

// vertex shader output \\
out vec2 pass_textureCoords;
out vec3 surfaceNormal;
out vec3 toLightVector;
out vec3 toCameraVector;
out float visibility;

// uniform variables \\
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition;

// fog settings \\
const float density = 0.0012;
const float gradient = 5.0;

void main(void){

vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoords = textureCoords * 40.0;

surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
toLightVector = lightPosition - worldPosition.xyz;
toCameraVector = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - worldPosition.xyz;

// fog stuff \\
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance * density), gradient));
visibility = clamp(visibility, 0.0, 1.0);

}

片段着色器:

#version 330 core

// fragment shader input \\
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
in float visibility;

// colour output \\
out vec4 out_Colour;

// uniform variables \\
uniform sampler2D textureSampler;
uniform vec3 lightColour;
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;

void main(void){

vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);

float nDot1 = dot(unitNormal, unitLightVector);
float brightness = max(nDot1, 0.25) + 0.05;
vec3 diffuse = brightness * lightColour;

vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);

float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
vec3 finalSpecular = dampedFactor * lightColour;

out_Colour = vec4(diffuse, 1.0) * texture(textureSampler, pass_textureCoords) + vec4(finalSpecular, 1.0);
out_Colour = mix(vec4(skyColour,1.0), out_Colour, visibility);

}

如果您知道如何将平面着色应用于我的项目,请告诉我。

提前致谢

最佳答案

If you know how i could apply flat shading to my project please let me know.

使用 flat插值限定符,用于顶点着色器输出,用于光的计算:

顶点着色器:

flat out vec3 surfaceNormal;
flat out vec3 toLightVector;
flat out vec3 toCameraVector;

片段着色器:

flat in vec3 surfaceNormal;
flat in vec3 toLightVector;
flat in vec3 toCameraVector;

参见 OpenGL Shading Language 3.30 Specification; 4.3.9 Interpolation; page 41

A variable qualified as flat will not be interpolated. Instead, it will have the same value for every fragment within a triangle. This value will come from a single provoking vertex, [...]

关于java - 无法在 java 和 openGL 中获得平面照明,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54377571/

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