diff --git a/Res/direction_light.fs b/Res/direction_light.fs
new file mode 100644
index 0000000..da04587
--- /dev/null
+++ b/Res/direction_light.fs
@@ -0,0 +1,32 @@
+uniform vec4 U_AmbientMaterial;
+uniform vec4 U_AmbientLight;
+uniform vec4 U_DiffuseMaterial;
+uniform vec4 U_DiffuseLight;
+uniform vec4 U_SpecularMaterial;
+uniform vec4 U_SpecularLight;
+uniform vec4 U_LightPos;
+uniform vec4 U_CameraPos;
+varying vec4 V_Normal;
+varying vec4 V_WorldPos;
+
+void main(){
+ //ambient
+ vec4 ambientColor = U_AmbientMaterial * U_AmbientLight;
+
+ //diffuse
+ vec3 n = normalize(V_Normal.xyz);
+ vec3 l = normalize(U_LightPos - vec3(0));
+ float duffuseIntensity = max(0.0, dot(l,n));
+ vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity;
+
+ //specular
+ vec4 specularColor = vec4(0);
+ if(duffuseIntensity > 0){
+ vec3 rd = normalize(reflect(-l,n));
+ vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
+ float specularIntensity = pow(max(0.0,dot(vd,rd)), 128);
+ specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
+ }
+
+ gl_FragColor = ambientColor + duffuseColor + specularColor;
+}
diff --git a/Res/direction_light.vs b/Res/direction_light.vs
new file mode 100644
index 0000000..c7d70b8
--- /dev/null
+++ b/Res/direction_light.vs
@@ -0,0 +1,14 @@
+attribute vec4 position;
+attribute vec4 texcoord;
+attribute vec4 normal;
+uniform mat4 ModelMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+uniform mat4 IT_ModelMatrix;
+varying vec4 V_Normal;
+varying vec4 V_WorldPos;
+void main(){
+ V_WorldPos = ModelMatrix * position;
+ V_Normal = IT_ModelMatrix * normal;
+ gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * position;
+}
\ No newline at end of file
diff --git a/Res/point_light.fs b/Res/point_light.fs
new file mode 100644
index 0000000..f79c9ae
--- /dev/null
+++ b/Res/point_light.fs
@@ -0,0 +1,43 @@
+uniform vec4 U_AmbientMaterial;
+uniform vec4 U_AmbientLight;
+uniform vec4 U_DiffuseMaterial;
+uniform vec4 U_DiffuseLight;
+uniform vec4 U_SpecularMaterial;
+uniform vec4 U_SpecularLight;
+uniform vec4 U_LightPos;
+uniform vec4 U_CameraPos;
+varying vec4 V_Normal;
+varying vec4 V_WorldPos;
+
+void main(){
+ //ambient
+ vec4 ambientColor = U_AmbientMaterial * U_AmbientLight;
+
+ //diffuse
+ vec3 n = normalize(V_Normal.xyz);
+ vec3 l = normalize(U_LightPos.xyz - V_WorldPos.xyz);
+ float duffuseIntensity = max(0.0, dot(l,n));
+
+ //·½Ïò¹âË¥¼õ¼ÆËã
+ float attenuation = 1.0;
+ float distance = 0;
+ float constantFactor = 0.5;
+ float linearFactor = 0.3;
+ float expFactor = 0.1;
+
+ distance =length(U_LightPos.xyz - V_WorldPos.xyz);
+ attenuation = 1.0 / (constantFactor + linearFactor*distance + expFactor*distance*distance);
+
+ vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity * attenuation;
+
+ //specular
+ vec4 specularColor = vec4(0);
+ if(duffuseIntensity > 0){
+ vec3 rd = normalize(reflect(-l,n));
+ vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
+ float specularIntensity = pow(max(0.0,dot(vd,rd)), 128);
+ specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
+ }
+
+ gl_FragColor = ambientColor + duffuseColor + specularColor;
+}
diff --git a/Res/point_light.vs b/Res/point_light.vs
new file mode 100644
index 0000000..c7d70b8
--- /dev/null
+++ b/Res/point_light.vs
@@ -0,0 +1,14 @@
+attribute vec4 position;
+attribute vec4 texcoord;
+attribute vec4 normal;
+uniform mat4 ModelMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+uniform mat4 IT_ModelMatrix;
+varying vec4 V_Normal;
+varying vec4 V_WorldPos;
+void main(){
+ V_WorldPos = ModelMatrix * position;
+ V_Normal = IT_ModelMatrix * normal;
+ gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * position;
+}
\ No newline at end of file
diff --git a/renderFramework.vcxproj b/renderFramework.vcxproj
index 670d033..9a9c4b2 100644
--- a/renderFramework.vcxproj
+++ b/renderFramework.vcxproj
@@ -149,8 +149,8 @@
-
-
+
+
diff --git a/renderFramework.vcxproj.filters b/renderFramework.vcxproj.filters
index 324d8dc..2c61020 100644
--- a/renderFramework.vcxproj.filters
+++ b/renderFramework.vcxproj.filters
@@ -62,10 +62,10 @@
-
+
æºæ–‡ä»¶
-
+
æºæ–‡ä»¶
diff --git a/scene.cpp b/scene.cpp
index 805fc22..c34652a 100644
--- a/scene.cpp
+++ b/scene.cpp
@@ -13,7 +13,7 @@ FullScreenQuad *fsq;
void Init()
{
model.Init("Res/Sphere.obj");
- model.mShader->Init("Res/blin.vs", "Res/blin.fs");
+ model.mShader->Init("Res/point_light.vs", "Res/point_light.fs");
model.SetPosition(0.0f, 0.0f, 0.0f);
//ÉèÖû·¾³¹â²ÎÊý
@@ -21,7 +21,7 @@ void Init()
model.mShader->SetVec4("U_AmbientLight", 0.1f, 0.1f, 0.1f, 1.0f);
//ÉèÖû·¾³¹â²ÎÊý
- model.mShader->SetVec4("U_LightPos", 0.0f, 1.0f, 0.0f, 0.0f);
+ model.mShader->SetVec4("U_LightPos", 0.0f, 1.4f, 0.0f, 0.0f);
model.SetDiffuseMaterial(0.4f, 0.4f, 0.4f, 1.0f);
model.mShader->SetVec4("U_DiffuseLight", 0.8f, 0.8f, 0.8f, 1.0f);