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聚光灯

master
ubuntu20 4 years ago
parent
commit
dba6ac8a5b
  1. 15
      Res/point_light.fs
  2. 57
      Res/spot_light.fs
  3. 14
      Res/spot_light.vs
  4. 10
      scene.cpp

15
Res/point_light.fs

@ -15,20 +15,9 @@ void main(){
//diffuse //diffuse
vec3 n = normalize(V_Normal.xyz); 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)); 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;
vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity;
//specular //specular
vec4 specularColor = vec4(0); vec4 specularColor = vec4(0);

57
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));
//¾Û¹â¼ÆËã
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;
}

14
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;
}

10
scene.cpp

@ -12,8 +12,8 @@ FullScreenQuad *fsq;
void Init() 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); model.SetPosition(0.0f, 0.0f, 0.0f);
//设置环境光参数 //设置环境光参数
@ -21,7 +21,7 @@ void Init()
model.mShader->SetVec4("U_AmbientLight", 0.1f, 0.1f, 0.1f, 1.0f); model.mShader->SetVec4("U_AmbientLight", 0.1f, 0.1f, 0.1f, 1.0f);
//设置环境光参数 //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.SetDiffuseMaterial(0.4f, 0.4f, 0.4f, 1.0f);
model.mShader->SetVec4("U_DiffuseLight", 0.8f, 0.8f, 0.8f, 1.0f); model.mShader->SetVec4("U_DiffuseLight", 0.8f, 0.8f, 0.8f, 1.0f);
@ -29,6 +29,10 @@ void Init()
model.SetSpecularMaterial(1.0f, 1.0f, 1.0f, 1.0f); model.SetSpecularMaterial(1.0f, 1.0f, 1.0f, 1.0f);
model.mShader->SetVec4("U_SpecularLight", 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)); viewMatrix = glm::lookAt(cameraPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
fsq = new FullScreenQuad(); fsq = new FullScreenQuad();
fsq->Init(); fsq->Init();

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