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android - 用于 OpenGL ES Android 的 GLSL

转载 作者:行者123 更新时间:2023-11-29 18:10:11 34 4
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我想在我的 OpenGL 对象上使用着色,但似乎无法访问我的 opengl 包中的 GLSL 函数。 Eclipse 中是否有可用于 OpenGL ES 的 GLSL 包?

编辑:正如蒂姆指出的那样。着色器被编写为文本文件,然后使用 glShaderSoure 加载,我有一个 C++ 着色器文件,我曾为光线追踪应用程序编写过一次。但是,我真的很困惑我将如何在 java 中实现。假设我在我的 Renderer 类中使用 gl 对象 MySquare 绘制了一个 2D 正方形,我将如何实现下面着色器文件的 java 等价物。

Shader.vert

     varying vec3 N;
varying vec3 v;

void main()
{

// Need to transform the normal into eye space.
N = normalize(gl_NormalMatrix * gl_Normal);


// Always have to transform vertex positions so they end
// up in the right place on the screen.
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

// Fragment shader for per-pixel Phong interpolation and shading.

Shader.Frag

// The "varying" keyword means that the parameter's value is interpolated
// between the nearby vertices.
varying vec3 N;
varying vec3 v;

//Used for Environmental mapping shader calculations
const vec3 xUnitVec=vec3(1.0, 0.0, 0.0), yUnitVec=vec3(1.0, 1.0, 0.0);
uniform vec3 BaseColor, MixRatio;
uniform sampler2D EnvMap;


void main()
{
// The scene's ambient light.
vec4 ambient = gl_LightModel.ambient * gl_FrontMaterial.ambient;

// The normal vectors is generally not normalized after being
// interpolated across a triangle. Here we normalize it.
vec3 Normal = normalize(N);

// Since the vertex is in eye space, the direction to the
// viewer is simply the normalized vector from v to the
// origin.
vec3 Viewer = -normalize(v);

// Get the lighting direction and normalize it.
vec3 Light = normalize(gl_LightSource[0].position.xyz);

// Compute halfway vector
vec3 Half = normalize(Viewer+Light);

// Compute factor to prevent light leakage from below the
// surface
float B = 1.0;
if(dot(Normal, Light)<0.0) B = 0.0;

// Compute geometric terms of diffuse and specular
float diffuseShade = max(dot(Normal, Light), 0.0);
float specularShade =
B * pow(max(dot(Half, Normal), 0.0), gl_FrontMaterial.shininess);

// Compute product of geometric terms with material and
// lighting values
vec4 diffuse = diffuseShade * gl_FrontLightProduct[0].diffuse;
vec4 specular = specularShade * gl_FrontLightProduct[0].specular;
ambient += gl_FrontLightProduct[0].ambient;

// Assign final color
gl_FragColor= ambient + diffuse + specular + gl_FrontMaterial.emission;
}

最佳答案

查看教程 learnopengles.com .他们会回答您提出的所有问题。

关于android - 用于 OpenGL ES Android 的 GLSL,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11162111/

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