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我想照亮纹理平面,但这行不通。实体球体上的光很好,但纹理平面上的光不亮。
固体球体上的光照效果很好。
但是,纹理平面上的照明不起作用。 (GL_DECAL,GL_REPLACE;我也试过 GL_MODULATE)
这是我的渲染代码片段。 ( Whole code on GitHub )
加载纹理。
sf::Image image;
if (!image.loadFromFile(path))
return false;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA,
image.getSize().x, image.getSize().y, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
image.getPixelsPtr()
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
初始化
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
//glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glutSetCursor(GLUT_CURSOR_NONE);
light.Init();
camera.SetPin((GLfloat)width / 2, (GLfloat)height/2);
显示回调
adjustPerspective();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHTING);
glPushMatrix();
camera.SetLookAt();
light.On();
// TODO: dsiplay processing
for (auto& obj : display_objs)
{
glPushMatrix();
obj->Draw();
glPopMatrix();
}
glPopMatrix();
// print fps and swap buffers
灯光初始化函数
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// Set lighting intensity and color
glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);
////////////////////////////////////////////////
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 80.0);// set cutoff angle
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 10.0); // set focusing strength
Light.On() 函数
glPushMatrix();
glTranslatef(2.0, 10.0, 2.0);
//glRotatef(90, 1, 0, 0);
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
glPopMatrix();
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(2.0, 0.0, 2.0);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glutWireCone(tan(80.0 / 180.0 * 3.14159265),10.0,20,20);
glEnable(GL_LIGHTING);
glPopMatrix();
这是纹理平面绘制函数。
float tile_x = 0.125;
glTranslatef(x, y, z);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex.GetId());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
// Both of the following cases not work.
glNormal3f(0, -1, 0);
glNormal3f(0, 1, 0);
glTexCoord2f(0.0, 0.0); glVertex3f(0, 0, 0);
glTexCoord2f(height*tile_x, 0.0); glVertex3f(0, 0, width);
glTexCoord2f(height*tile_x, width*tile_x); glVertex3f(height, 0, width);
glTexCoord2f(0.0, width*tile_x); glVertex3f(height, 0, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
我改变了 vector 方向,改变了glTexEnvf
属性,改变了代码的顺序,但没有修复错误。我认为我的代码中存在根本错误,但我找不到它。为什么会发生这种情况,我该如何解决?
最佳答案
I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.
这是由 Gouraud Shading 引起的问题OpenGL 标准光源模型的模型。同时Phong shading in common 是指对每个片段进行光计算的技术,位于 Gouraud Shading ,光照计算是按顶点进行的。计算出的光根据Barycentric coordinate进行插值基元上的片段。
这意味着在您的情况下,灯光是针对地面四边形的角计算的。这种如此计算的光被插值到其间的所有片段。拐角处的法 vector 与光 vector 的夹角趋于90°。因此,整个地面四边形看起来几乎没有点亮。
由于光照是按顶点计算的,因此会针对比四边形的 4 个角更多的位置计算光照,并且质量会提高。请注意,球体上的光线看起来几乎是完美的,因为球体由许多围绕其形状的顶点组成。
试试下面的代码,它把四边形分成小块:
int tiles = 5;
float u_max = height*tile_x;
float v_max = width*tile_x
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
for (int x=0; x < tiles; ++x)
{
for (int y=0; y < tiles; ++y)
{
x0 = (float)x/(float)tiles;
x1 = (float)(x+1)/(float)tiles;
y0 = (float)y/(float)tiles;
y1 = (float)(y+1)/(float)tiles;
glTexCoord2f(u_max*x0, v_max*y0); glVertex3f(height*x0, 0, widht*y0);
glTexCoord2f(u_max*x1, v_max*y0); glVertex3f(height*x0, 0, widht*y1);
glTexCoord2f(u_max*x1, v_max*y1); glVertex3f(height*x1, 0, widht*y1);
glTexCoord2f(u_max*x0, v_max*y1); glVertex3f(height*x1, 0, widht*y0);
}
}
glEnd();
当然您也可以编写自己的着色器并实现逐片段光照。但是已弃用的固定功能管线 OpenGL 标准光照模型不支持按片段光照。
查看 WebGL 示例中的差异:
(function loadscene() {
var resize, gl, gouraudDraw, phongDraw, vp_size;
var bufSphere = {};
function render(delteMS){
var shading = document.getElementById( "shading" ).value;
var shininess = document.getElementById( "shininess" ).value;
var ambientCol = [0.2, 0.2, 0.2];
var diffuseCol = [0.6, 0.6, 0.6];
var specularCol = [0.8, 0.8, 0.8];
Camera.create();
Camera.vp = vp_size;
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.disable(gl.CULL_FACE);
var progDraw = shading == 0 ? gouraudDraw : phongDraw;;
// set up draw shader
ShaderProgram.Use( progDraw.prog );
ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.lightPos", [0.0, 0.0, 0.25] )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.ambient", ambientCol )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.diffuse", diffuseCol )
ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.specular", specularCol )
ShaderProgram.SetUniformF1( progDraw.prog, "u_lightSource.shininess", shininess )
var modelMat = IdentityMat44()
modelMat = RotateAxis( modelMat, -1.5, 0 );
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
// draw scene
VertexBuffer.Draw( bufSphere );
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
}
function initScene() {
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
gouraudDraw = {}
gouraudDraw.prog = ShaderProgram.Create(
[ { source : "gouraud-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "gouraud-shader-fs", stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_viewMat44", "u_modelMat44",
"u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
if ( gouraudDraw.prog == 0 )
return;
gouraudDraw.inPos = gl.getAttribLocation( gouraudDraw.prog, "inPos" );
gouraudDraw.inNV = gl.getAttribLocation( gouraudDraw.prog, "inNV" );
gouraudDraw.inCol = gl.getAttribLocation( gouraudDraw.prog, "inCol" );
phongDraw = {}
phongDraw.prog = ShaderProgram.Create(
[ { source : "phong-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "phong-shader-fs", stage : gl.FRAGMENT_SHADER }
],
[ "u_projectionMat44", "u_viewMat44", "u_modelMat44",
"u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
if ( phongDraw.prog == 0 )
return;
phongDraw.inPos = gl.getAttribLocation( phongDraw.prog, "inPos" );
phongDraw.inNV = gl.getAttribLocation( phongDraw.prog, "inNV" );
phongDraw.inCol = gl.getAttribLocation( phongDraw.prog, "inCol" );
// create cube
var layer_size = 16, circum_size = 32;
var rad_circum = 1.0;
var rad_tube = 0.5;
var sphere_pts = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
var sphere_nv = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
var sphere_col = [0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3];
var sphere_inx = [0, 1, 2, 0, 2, 3];
bufSphere = VertexBuffer.Create(
[ { data : sphere_pts, attrSize : 3, attrLoc : gouraudDraw.inPos },
{ data : sphere_nv, attrSize : 3, attrLoc : gouraudDraw.inNV },
{ data : sphere_col, attrSize : 3, attrLoc : gouraudDraw.inCol } ],
sphere_inx );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function Fract( val ) {
return val - Math.trunc( val );
}
function CalcAng( deltaTime, intervall ) {
return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, intervall, range ) {
var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
}
function EllipticalPosition( a, b, angRag ) {
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44() {
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
};
function RotateAxis(matA, angRad, axis) {
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i ) {
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
}
return matB;
}
function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
}
var Camera = {};
Camera.create = function() {
this.pos = [0, 2, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
}
Camera.Perspective = function() {
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
}
Camera.LookAt = function() {
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
}
var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
}
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 ) {
progObj.attribIndex = {};
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
}
progObj.unifomLocation = {};
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
}
}
return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; }
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; }
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); }
ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
}
ShaderProgram.LinkProgram = function( shaderObjs ) {
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : null;
}
var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
var buffer = {};
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i ) {
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
}
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
for ( var i = 0; i < bufObj.buf.length; ++ i ) {
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
}
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}
initScene();
})();
html,body {
height: 100%;
width: 100%;
margin: 0;
overflow: hidden;
}
#gui {
position : absolute;
top : 0;
left : 0;
}
<script id="gouraud-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
struct TLightSource
{
vec3 lightPos;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
uniform TLightSource u_lightSource;
vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
vec3 lightCol = u_lightSource.ambient;
vec3 L = normalize( u_lightSource.lightPos-P );
float NdotL = max( 0.0, dot( N, L ) );
lightCol += NdotL * u_lightSource.diffuse;
vec3 H = normalize( eyeV + L );
float NdotH = max( 0.0, dot( N, H ) );
float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
lightCol += kSpecular * u_lightSource.specular;
return lightCol;
}
void main()
{
vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV );
vertNV = mat3( u_viewMat44 ) * modelNV;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
vertPos = viewPos.xyz / viewPos.w;
vec3 eyeV = normalize( -vertPos );
vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
vertCol = inCol * Light( eyeV, normalV, vertPos );
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="gouraud-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
void main()
{
gl_FragColor = vec4( vertCol, 1.0 );
}
</script>
<script id="phong-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
{
vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV );
vertNV = mat3( u_viewMat44 ) * modelNV;
vertCol = inCol;
vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
vec4 viewPos = u_viewMat44 * modelPos;
vertPos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
}
</script>
<script id="phong-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
struct TLightSource
{
vec3 lightPos;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
uniform TLightSource u_lightSource;
vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
vec3 lightCol = u_lightSource.ambient;
vec3 L = normalize( u_lightSource.lightPos - P );
float NdotL = max( 0.0, dot( N, L ) );
lightCol += NdotL * u_lightSource.diffuse;
vec3 H = normalize( eyeV + L );
float NdotH = max( 0.0, dot( N, H ) );
float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
lightCol += kSpecular * u_lightSource.specular;
return lightCol;
}
void main()
{
vec3 eyeV = normalize( -vertPos );
vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
vec3 color = vertCol * Light( eyeV, normalV, vertPos );
gl_FragColor = vec4( color, 1.0 );
}
</script>
<form id="gui" name="inputs"><table><tr>
<td><font color= #CCF>Shading:</font></td>
<td><select id="shading">>
<option value="0">Gouraud</option>
<option value="1">Phong</option>
</select></td>
</tr><tr>
<td><font color= #CCF>Shininess:</font></td>
<td><input type="range" id="shininess" min="0" max="100" value="10"/></td>
</tr></table></form>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>
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