diff --git a/.vs/shader3/v14/.suo b/.vs/shader3/v14/.suo index f06997c..65dfea0 100644 Binary files a/.vs/shader3/v14/.suo and b/.vs/shader3/v14/.suo differ diff --git a/main.cpp b/main.cpp index 42a7411..14b537d 100644 --- a/main.cpp +++ b/main.cpp @@ -78,6 +78,7 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ gpuProgram.DetectUniform("U_AmbientMaterial"); gpuProgram.DetectUniform("U_DiffuseLightColor"); gpuProgram.DetectUniform("U_DiffuseMaterial"); + gpuProgram.DetectUniform("U_DiffuseIntensity"); gpuProgram.DetectUniform("U_LightPos"); gpuProgram.DetectUniform("U_LightDirection"); gpuProgram.DetectUniform("U_Cutoff"); @@ -86,8 +87,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ gpuProgram.DetectUniform("U_EyePos"); //init 3d model - ObjModel model; - model.Init("res/model/Sphere.obj"); + ObjModel cube; + cube.Init("res/model/Cube.obj"); float identity[] = { 1.0f,0,0,0, @@ -98,19 +99,26 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ float ambientLightColor[] = {0.4f,0.4f,0.4f,1.0f}; float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f }; float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; - float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f }; - float lightPos[] = {0.0f,3.0f,-2.5f,1.0f}; + float diffuseMaterial[] = { 0.8f, 0.8f, 0.8f, 1.0f }; + float lightPos[] = {0.0f,1.0f,0.0f,0.0f}; + float diffuseIntensity = 1.0f; - float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 628.0f};//把最后一位改成...... - float spotLightCutoff = 5.0f; + float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 128.0f};//把最后一位改成...... + float spotLightCutoff = 0.0f; + + float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f }; float eyePos[] = { 0.0f,0.0f,0.0f }; - glm::mat4 modelMatrix = glm::translate(0.0f, 0.0f, -3.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f); + glm::mat4 model1 = glm::translate(-2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f , 1.0f, 1.0f, 1.0f); + glm::mat4 model2 = glm::translate(0.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f); + glm::mat4 model3 = glm::translate(2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f); glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f); - glm::mat4 normalMatrix = glm::inverseTranspose(modelMatrix); + glm::mat4 normalMatrix1 = glm::inverseTranspose(model1); + glm::mat4 normalMatrix2 = glm::inverseTranspose(model2); + glm::mat4 normalMatrix3 = glm::inverseTranspose(model3); glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f); ShowWindow(hwnd, SW_SHOW); @@ -133,24 +141,64 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _ glEnable(GL_DEPTH_TEST); glUseProgram(gpuProgram.mProgram); - glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1,GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity); - glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); - glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix)); + glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor); glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial); glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor); glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial); - glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection); - glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor); glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial); glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos); - model.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); - model.Draw(); + //left + lightPos[0] = 0.0f; + lightPos[1] = 1.5f; + lightPos[2] = 0.0f; + lightPos[3] = 0.0f; + diffuseIntensity = 1.0f; + spotLightCutoff = 0.0f; + glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); + glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity); + glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); + glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model1)); + glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix1)); + cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); + cube.Draw(); + + //middle + lightPos[0] = 0.0f; + lightPos[1] = 3.0f; + lightPos[2] = -6.0f; + lightPos[3] = 1.0f; + diffuseIntensity = 3.0f; + spotLightCutoff = 0.0f; + glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); + glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity); + glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); + glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model2)); + glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix2)); + cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); + cube.Draw(); + + //right + lightPos[0] = 2.0f; + lightPos[1] = 3.0f; + lightPos[2] = -6.0f; + lightPos[3] = 1.0f; + diffuseIntensity = 4.0f; + spotLightCutoff = 15.0f; + glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos); + glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity); + glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff); + glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model3)); + glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix3)); + cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal")); + cube.Draw(); + glUseProgram(0); glFinish(); SwapBuffers(dc); diff --git a/res/shader/test.fs b/res/shader/test.fs index 8299c20..ff1b605 100644 --- a/res/shader/test.fs +++ b/res/shader/test.fs @@ -3,6 +3,7 @@ uniform vec4 U_AmbientMaterial; uniform vec4 U_LightPos; uniform vec4 U_LightDirection; uniform float U_Cutoff; +uniform float U_DiffuseIntensity; uniform vec4 U_DiffuseLightColor; uniform vec4 U_DiffuseMaterial; uniform vec3 U_EyePos; @@ -43,21 +44,27 @@ void main() float currentThta = max(0.0, dot(-L, spotLightDirection)); if(currentThta > cosThta){ - diffuseIntensity = pow(currentThta, U_LightDirection.w); + if(dot(L,N)>0.0) + { + diffuseIntensity=pow(currentThta,U_LightDirection.w); + } } + } else { + diffuseIntensity = max(0.0, dot(L,N)); } } else { // 平行光 L = normalize(U_LightPos.xyz - vec3(0.0)); + diffuseIntensity = max(0.0, dot(L,N)); } - vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * max(0.0, dot(L,N)) * attenuation * diffuseIntensity; + vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * attenuation * diffuseIntensity * U_DiffuseIntensity; //specualr vec3 RD = normalize(reflect(-L,N)); vec3 VD = normalize(U_EyePos - V_WorldPos); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128); - gl_FragColor = ambientColor + diffuseColor;// + specularColor; + gl_FragColor = ambientColor + diffuseColor + specularColor; } \ No newline at end of file