diff --git a/Res/point_light.fs b/Res/point_light.fs index f79c9ae..da04587 100644 --- a/Res/point_light.fs +++ b/Res/point_light.fs @@ -15,20 +15,9 @@ void main(){ //diffuse vec3 n = normalize(V_Normal.xyz); - vec3 l = normalize(U_LightPos.xyz - V_WorldPos.xyz); + vec3 l = normalize(U_LightPos - vec3(0)); float duffuseIntensity = max(0.0, dot(l,n)); - - //方向光衰减计算 - 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; + vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity; //specular vec4 specularColor = vec4(0); diff --git a/Res/spot_light.fs b/Res/spot_light.fs new file mode 100644 index 0000000..f8a8a71 --- /dev/null +++ b/Res/spot_light.fs @@ -0,0 +1,57 @@ +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; +uniform vec4 U_LightDirection; +uniform vec4 U_LightOption; +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)); + + //聚光计算 + 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); + + if(duffuseIntensity > 0){ + vec3 spot_direction = normalize(U_LightDirection.xyz); + float currentCosThta = max(0.0, dot(-l, spot_direction)); + float radianCutoff = U_LightDirection.w * 3.14 / 180; + float cosThta = cos(radianCutoff); + if(currentCosThta > cosThta) { + duffuseIntensity = pow(currentCosThta, U_LightOption.x)*U_LightOption.y; + } else { + duffuseIntensity = 0.0; + } + } + + 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/spot_light.vs b/Res/spot_light.vs new file mode 100644 index 0000000..c7d70b8 --- /dev/null +++ b/Res/spot_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/scene.cpp b/scene.cpp index c34652a..beda2f1 100644 --- a/scene.cpp +++ b/scene.cpp @@ -12,8 +12,8 @@ FullScreenQuad *fsq; void Init() { - model.Init("Res/Sphere.obj"); - model.mShader->Init("Res/point_light.vs", "Res/point_light.fs"); + model.Init("Res/Cube.obj"); + model.mShader->Init("Res/spot_light.vs", "Res/spot_light.fs"); model.SetPosition(0.0f, 0.0f, 0.0f); //设置环境光参数 @@ -21,13 +21,17 @@ void Init() model.mShader->SetVec4("U_AmbientLight", 0.1f, 0.1f, 0.1f, 1.0f); //设置环境光参数 - model.mShader->SetVec4("U_LightPos", 0.0f, 1.4f, 0.0f, 0.0f); + model.mShader->SetVec4("U_LightPos", 0.0f, 1.8f, 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); //设置高光参数 model.SetSpecularMaterial(1.0f, 1.0f, 1.0f, 1.0f); model.mShader->SetVec4("U_SpecularLight", 1.0f, 1.0f, 1.0f, 1.0f); + + //设置聚光灯参数 + model.mShader->SetVec4("U_LightDirection", 0.0f, -1.0f, 0.0f, 15.0f);//15.0是cutoff + model.mShader->SetVec4("U_LightOption", 32.0f, 2.0f, 0.0f, 0.0f); viewMatrix = glm::lookAt(cameraPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); fsq = new FullScreenQuad();