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三种光源同台

master
blobt 4 years ago
parent
commit
c05c6c4b12
  1. BIN
      .vs/shader3/v14/.suo
  2. 76
      main.cpp
  3. 13
      res/shader/test.fs

BIN
.vs/shader3/v14/.suo

76
main.cpp

@ -78,6 +78,7 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
gpuProgram.DetectUniform("U_AmbientMaterial"); gpuProgram.DetectUniform("U_AmbientMaterial");
gpuProgram.DetectUniform("U_DiffuseLightColor"); gpuProgram.DetectUniform("U_DiffuseLightColor");
gpuProgram.DetectUniform("U_DiffuseMaterial"); gpuProgram.DetectUniform("U_DiffuseMaterial");
gpuProgram.DetectUniform("U_DiffuseIntensity");
gpuProgram.DetectUniform("U_LightPos"); gpuProgram.DetectUniform("U_LightPos");
gpuProgram.DetectUniform("U_LightDirection"); gpuProgram.DetectUniform("U_LightDirection");
gpuProgram.DetectUniform("U_Cutoff"); gpuProgram.DetectUniform("U_Cutoff");
@ -86,8 +87,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
gpuProgram.DetectUniform("U_EyePos"); gpuProgram.DetectUniform("U_EyePos");
//init 3d model //init 3d model
ObjModel model;
model.Init("res/model/Sphere.obj");
ObjModel cube;
cube.Init("res/model/Cube.obj");
float identity[] = { float identity[] = {
1.0f,0,0,0, 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 ambientLightColor[] = {0.4f,0.4f,0.4f,1.0f};
float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f }; float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };
float diffuseLightColor[] = { 1.0f,1.0f,1.0f,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, 128.0f};//把最后一位改成......
float spotLightCutoff = 0.0f;
float spotLightDirection[] = {0.0f, -1.0f, 0.0f, 628.0f};//把最后一位改成......
float spotLightCutoff = 5.0f;
float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f }; float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };
float specularMaterial[] = { 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 }; float eyePos[] = { 0.0f,0.0f,0.0f };
glm::mat4 modelMatrix = glm::translate<float>(0.0f, 0.0f, -3.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 model1 = glm::translate<float>(-2.0f, 0.0f, -6.0f) * glm::rotate(-30.0f , 1.0f, 1.0f, 1.0f);
glm::mat4 model2 = glm::translate<float>(0.0f, 0.0f, -6.0f) * glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 model3 = glm::translate<float>(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 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); glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f);
ShowWindow(hwnd, SW_SHOW); ShowWindow(hwnd, SW_SHOW);
@ -133,24 +141,64 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glUseProgram(gpuProgram.mProgram); 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("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor); glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1,ambientLightColor);
glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial); glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor); glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial); glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection); glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor); glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial); glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos); 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); glUseProgram(0);
glFinish(); glFinish();
SwapBuffers(dc); SwapBuffers(dc);

13
res/shader/test.fs

@ -3,6 +3,7 @@ uniform vec4 U_AmbientMaterial;
uniform vec4 U_LightPos; uniform vec4 U_LightPos;
uniform vec4 U_LightDirection; uniform vec4 U_LightDirection;
uniform float U_Cutoff; uniform float U_Cutoff;
uniform float U_DiffuseIntensity;
uniform vec4 U_DiffuseLightColor; uniform vec4 U_DiffuseLightColor;
uniform vec4 U_DiffuseMaterial; uniform vec4 U_DiffuseMaterial;
uniform vec3 U_EyePos; uniform vec3 U_EyePos;
@ -43,21 +44,27 @@ void main()
float currentThta = max(0.0, dot(-L, spotLightDirection)); float currentThta = max(0.0, dot(-L, spotLightDirection));
if(currentThta > cosThta){ 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 { } else {
// Ć˝ĐĐšâ // Ć˝ĐĐšâ
L = normalize(U_LightPos.xyz - vec3(0.0)); 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 //specualr
vec3 RD = normalize(reflect(-L,N)); vec3 RD = normalize(reflect(-L,N));
vec3 VD = normalize(U_EyePos - V_WorldPos); vec3 VD = normalize(U_EyePos - V_WorldPos);
vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128);
gl_FragColor = ambientColor + diffuseColor;// + specularColor;
gl_FragColor = ambientColor + diffuseColor + specularColor;
} }
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