refactor: update camera and light parameters, replace checkerboard texture with gradient texture, and enhance shader error handling

This commit is contained in:
grtsinry43 2025-05-21 12:49:29 +08:00
parent 93dc14c0d8
commit 82bd391640
Signed by: grtsinry43
GPG Key ID: F3305FB3A978C934
38 changed files with 245 additions and 5644 deletions

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// shaders/phong.frag
#version 330 core
// 从顶点着色器插值传入的变量
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;
in vec2 UV;
// 输出颜色
out vec3 color;
// Uniform 变量
uniform sampler2D myTextureSampler; // 纹理采样器
uniform vec3 lightColor; // 光源颜色
uniform float lightPower; // 光照强度
uniform vec3 viewPos_worldspace; // 观察者位置(世界空间)
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
// 材质属性 (可以作为uniform传入这里为了简单硬编码)
vec3 materialDiffuseColor = vec3(1.0, 1.0, 1.0); // 从纹理获取
vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1);
vec3 materialSpecularColor = vec3(0.5, 0.5, 0.5);
float materialShininess = 32.0;
void main(){
// 环境光
vec3 AmbientLighting = materialAmbientColor * lightColor * 0.2; // 环境光强度通常较低
// 漫反射光
vec3 Normal_normalized = normalize(Normal_cameraspace);
vec3 LightDirection_normalized = normalize(LightDirection_cameraspace);
float cosTheta = clamp(dot(Normal_normalized, LightDirection_normalized), 0, 1); // clamp 避免负值
vec3 DiffuseLighting = materialDiffuseColor * lightColor * cosTheta;
// 镜面反射光
vec3 EyeDirection_normalized = normalize(EyeDirection_cameraspace);
vec3 ReflectionDirection = reflect(-LightDirection_normalized, Normal_normalized);
float cosAlpha = clamp(dot(EyeDirection_normalized, ReflectionDirection), 0, 1);
vec3 SpecularLighting = materialSpecularColor * lightColor * pow(cosAlpha, materialShininess);
// 如果法线和光线方向相反(背面),则不应有镜面反射和漫反射
if(dot(Normal_normalized, LightDirection_normalized) < 0.0){
SpecularLighting = vec3(0,0,0);
DiffuseLighting = vec3(0,0,0); // 可选,取决于是否做双面光照
}
// 从纹理采样颜色,并与漫反射材质颜色混合 (这里直接用纹理作为漫反射颜色)
vec3 textureColor = texture(myTextureSampler, UV).rgb;
DiffuseLighting = textureColor * lightColor * cosTheta;
// 最终颜色 (光照强度衰减)
float distance = length(lightPos_worldspace - Position_worldspace); // 实际光源与片元距离
float attenuation = lightPower / (distance * distance); // 简单平方反比衰减
color = AmbientLighting + (DiffuseLighting + SpecularLighting) * attenuation;
// 不带衰减的简单版本(如果上面的衰减不工作,可以尝试这个)
//color = AmbientLighting + DiffuseLighting + SpecularLighting;
}

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// shaders/phong.vert
#version 330 core
// 输入顶点属性
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexNormal_modelspace;
layout(location = 2) in vec2 vertexUV;
// 输出到片元着色器
out vec3 Position_worldspace;
out vec3 Normal_cameraspace; // 法线在相机空间计算,更准确
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
out vec2 UV;
// Uniform 变量
uniform mat4 MVP; // 模型-视图-投影 矩阵
uniform mat4 M; // 模型矩阵
uniform mat4 V; // 视图矩阵
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
void main(){
// 输出顶点在世界空间的位置
Position_worldspace = (M * vec4(vertexPosition_modelspace, 1)).xyz;
// 顶点在相机空间的位置
vec3 Position_cameraspace = (V * M * vec4(vertexPosition_modelspace, 1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace; // 视线方向
// 光源在相机空间的位置
vec3 LightPosition_cameraspace = (V * vec4(lightPos_worldspace, 1)).xyz;
LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // 从顶点指向光源
// 法线在相机空间 (M的逆转置矩阵乘以法线这里简化为只用V*M如果M有非等比缩放需要更正规的 (transpose(inverse(M*V))) )
// 对于法线,我们通常使用模型视图矩阵的逆转置矩阵来变换。
// mat3 NormalMatrix = transpose(inverse(mat3(V * M)));
// Normal_cameraspace = NormalMatrix * vertexNormal_modelspace;
// 简化版如果M只有旋转和平移或者等比缩放:
Normal_cameraspace = (V * M * vec4(vertexNormal_modelspace, 0)).xyz;
// 计算裁剪空间中的顶点位置
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// 传递UV坐标
UV = vertexUV;
}

206
main.cpp
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@ -36,7 +36,7 @@ GLuint CubeVAO, CubeVBO_vertices, CubeVBO_normals, CubeVBO_uvs;
GLuint checkerboardTextureID;
// 相机参数
glm::vec3 cameraPosition = glm::vec3(4.0f, 3.0f, 3.0f);
glm::vec3 cameraPosition = glm::vec3(3.0f, 3.0f, 3.0f);
float cameraHorizontalAngle = glm::pi<float>(); // 初始水平角 (pi)
float cameraVerticalAngle = 0.0f; // 初始垂直角
float initialFoV = 45.0f;
@ -49,9 +49,9 @@ int lastMouseY = windowHeight / 2;
bool mouseLeftDown = false;
// 光源属性
glm::vec3 lightPos = glm::vec3(2.0f, 2.0f, 2.0f);
glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
float lightPower = 50.0f; // 启用光照强度
float lightPower = 2.0f; // 修改光照强度
// 立方体旋转
float cubeRotationAngle = 0.0f;
@ -65,8 +65,9 @@ void keyboard(unsigned char, int, int);
void mouseButton(int button, int state, int x, int y);
void mouseMotion(int x, int y);
void idle();
void createCheckerboardTexture();
void createGradientTexture();
void setupCubeBuffers();
void renderText(const char* text, float x, float y, float r = 1.0f, float g = 1.0f, float b = 1.0f);
// 立方体顶点数据 (位置, 法线, UV)
// 36个顶点因为每个面有不同法线或UV不能共享顶点
@ -206,18 +207,24 @@ const GLfloat cube_uvs[] = {
};
void createCheckerboardTexture() {
const int texWidth = 64;
const int texHeight = 64;
GLubyte checkerboard[texHeight][texWidth][3]; // RGB
void createGradientTexture() {
const int texWidth = 128;
const int texHeight = 128;
GLubyte gradientTexture[texHeight][texWidth][3]; // RGB
for (int i = 0; i < texHeight; i++) {
for (int j = 0; j < texWidth; j++) {
// 创建更明显的棋盘格图案
int c = (((i / 8) % 2) == ((j / 8) % 2)) ? 255 : 100;
checkerboard[i][j][0] = (GLubyte)c;
checkerboard[i][j][1] = (GLubyte)c;
checkerboard[i][j][2] = (GLubyte)c;
// 创建漂亮的蓝紫色渐变
float u = (float)j / texWidth;
float v = (float)i / texHeight;
GLubyte r = (GLubyte)(180 + 75 * sin(u * 6.28));
GLubyte g = (GLubyte)(100 + 50 * sin(v * 6.28));
GLubyte b = (GLubyte)(200 + 55 * cos(u * v * 10));
gradientTexture[i][j][0] = r;
gradientTexture[i][j][1] = g;
gradientTexture[i][j][2] = b;
}
}
@ -226,11 +233,11 @@ void createCheckerboardTexture() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // 使用NEAREST以便清晰看到像素块
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); // 使用mipmap
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, checkerboard);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, gradientTexture);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
@ -262,6 +269,7 @@ void setupCubeBuffers() {
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(2);
// 解绑VAO
glBindVertexArray(0);
}
@ -277,44 +285,115 @@ void initGL() {
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
glClearColor(0.1f, 0.1f, 0.2f, 0.0f);
// 修改清除颜色为浅灰色,这样如果渲染失败更容易看出来
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
// 确保深度测试正确设置
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// glEnable(GL_CULL_FACE); // 如果需要,可以开启背面剔除
glDepthMask(GL_TRUE);
// 禁用背面剔除,这样我们可以看到立方体的所有面
glDisable(GL_CULL_FACE);
programID = LoadShaders("shaders/phong.vert", "shaders/phong.frag");
if (programID == 0) {
std::cerr << "Failed to load shaders. Exiting." << std::endl;
// getchar(); // 暂停查看错误
exit(-1);
}
MatrixID_MVP = glGetUniformLocation(programID, "MVP");
MatrixID_M = glGetUniformLocation(programID, "M");
MatrixID_V = glGetUniformLocation(programID, "V");
LightPosID = glGetUniformLocation(programID, "lightPos_worldspace");
LightColorID = glGetUniformLocation(programID, "lightColor");
LightPowerID = glGetUniformLocation(programID, "lightPower");
ViewPosID = glGetUniformLocation(programID, "viewPos_worldspace");
TextureSamplerID = glGetUniformLocation(programID, "myTextureSampler");
// 添加着色器编译状态检查
GLint success;
GLchar infoLog[512];
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(programID, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
createCheckerboardTexture();
// 检查uniform变量位置
MatrixID_MVP = glGetUniformLocation(programID, "MVP");
if (MatrixID_MVP == -1) std::cerr << "MVP uniform not found" << std::endl;
MatrixID_M = glGetUniformLocation(programID, "M");
if (MatrixID_M == -1) std::cerr << "M uniform not found" << std::endl;
MatrixID_V = glGetUniformLocation(programID, "V");
if (MatrixID_V == -1) std::cerr << "V uniform not found" << std::endl;
LightPosID = glGetUniformLocation(programID, "lightPos_worldspace");
if (LightPosID == -1) std::cerr << "lightPos_worldspace uniform not found" << std::endl;
LightColorID = glGetUniformLocation(programID, "lightColor");
if (LightColorID == -1) std::cerr << "lightColor uniform not found" << std::endl;
LightPowerID = glGetUniformLocation(programID, "lightPower");
if (LightPowerID == -1) std::cerr << "lightPower uniform not found" << std::endl;
ViewPosID = glGetUniformLocation(programID, "viewPos");
if (ViewPosID == -1) std::cerr << "viewPos uniform not found" << std::endl;
TextureSamplerID = glGetUniformLocation(programID, "myTextureSampler");
if (TextureSamplerID == -1) std::cerr << "myTextureSampler uniform not found" << std::endl;
createGradientTexture();
setupCubeBuffers();
glutSetCursor(GLUT_CURSOR_NONE);
glutWarpPointer(windowWidth / 2, windowHeight / 2);
// 确保在第一次鼠标移动前 lastMouseX/Y 已被正确设置
lastMouseX = windowWidth / 2;
lastMouseY = windowHeight / 2;
}
void renderText(const char* text, float x, float y, float r, float g, float b) {
glUseProgram(0); // 禁用着色器
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST); // 禁用深度测试以便文字总是在前面
glColor3f(r, g, b);
glRasterPos2f(x, y);
for (const char* c = text; *c != '\0'; c++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, *c);
}
glEnable(GL_DEPTH_TEST); // 恢复深度测试
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
void display() {
// 检查OpenGL错误
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "OpenGL error before rendering: " << err << std::endl;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 检查深度测试状态
GLboolean depthTestEnabled;
glGetBooleanv(GL_DEPTH_TEST, &depthTestEnabled);
if (!depthTestEnabled) {
std::cerr << "深度测试未启用" << std::endl;
}
// 先绑定着色器程序
glUseProgram(programID);
// 检查着色器程序绑定状态
GLint currentProgram;
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
if (currentProgram != programID) {
std::cerr << "着色器程序未正确绑定" << std::endl;
return;
}
glm::vec3 direction(
cos(cameraVerticalAngle) * sin(cameraHorizontalAngle),
sin(cameraVerticalAngle),
@ -330,7 +409,7 @@ void display() {
glm::mat4 ProjectionMatrix = glm::perspective(glm::radians(initialFoV), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
glm::mat4 ViewMatrix = glm::lookAt(
cameraPosition,
cameraPosition + direction,
glm::vec3(0.0f, 0.0f, 0.0f), // 看向原点
up
);
@ -341,23 +420,62 @@ void display() {
glm::mat4 MVP_Cube = ProjectionMatrix * ViewMatrix * ModelMatrixCube;
glUniformMatrix4fv(MatrixID_MVP, 1, GL_FALSE, &MVP_Cube[0][0]);
glUniformMatrix4fv(MatrixID_M, 1, GL_FALSE, &ModelMatrixCube[0][0]);
glUniformMatrix4fv(MatrixID_V, 1, GL_FALSE, &ViewMatrix[0][0]);
glUniform3fv(LightPosID, 1, &lightPos[0]);
glUniform3fv(LightColorID, 1, &lightColor[0]);
glUniform1f(LightPowerID, lightPower); // 传递光照强度
glUniform3fv(ViewPosID, 1, &cameraPosition[0]);
// 设置uniform变量
if (MatrixID_MVP != -1) {
glUniformMatrix4fv(MatrixID_MVP, 1, GL_FALSE, &MVP_Cube[0][0]);
}
if (MatrixID_M != -1) {
glUniformMatrix4fv(MatrixID_M, 1, GL_FALSE, &ModelMatrixCube[0][0]);
}
if (MatrixID_V != -1) {
glUniformMatrix4fv(MatrixID_V, 1, GL_FALSE, &ViewMatrix[0][0]);
}
if (LightPosID != -1) {
glUniform3fv(LightPosID, 1, &lightPos[0]);
}
if (LightColorID != -1) {
glUniform3fv(LightColorID, 1, &lightColor[0]);
}
if (LightPowerID != -1) {
glUniform1f(LightPowerID, lightPower);
}
if (ViewPosID != -1) {
glUniform3fv(ViewPosID, 1, &cameraPosition[0]);
}
// 检查纹理绑定状态
GLint textureBound;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, checkerboardTextureID);
glUniform1i(TextureSamplerID, 0);
if (TextureSamplerID != -1) {
glUniform1i(TextureSamplerID, 0);
}
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBound);
if (textureBound != checkerboardTextureID) {
std::cerr << "纹理未正确绑定" << std::endl;
}
// 先绑定VAO
glBindVertexArray(CubeVAO);
// 检查VAO绑定状态
GLint vaoBound;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vaoBound);
if (vaoBound != CubeVAO) {
std::cerr << "VAO未正确绑定" << std::endl;
return;
}
// 绘制
glDrawArrays(GL_TRIANGLES, 0, 36);
// 解绑VAO
glBindVertexArray(0);
// 检查绘制后的OpenGL错误
while((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "OpenGL error after rendering: " << err << std::endl;
}
// 绘制光源 (使用 GLUT 绘制一个白色小球)
glUseProgram(0);
@ -370,6 +488,14 @@ void display() {
glColor3f(lightColor.r, lightColor.g, lightColor.b);
glutSolidSphere(0.1, 10, 10);
// 渲染操作说明文字
renderText("操作说明:", 10, windowHeight - 20, 1.0f, 1.0f, 0.0f);
renderText("W/S: 前进/后退", 10, windowHeight - 40);
renderText("A/D: 左移/右移", 10, windowHeight - 60);
renderText("空格/C: 上升/下降", 10, windowHeight - 80);
renderText("鼠标左键拖拽: 视角旋转", 10, windowHeight - 100);
renderText("ESC: 退出程序", 10, windowHeight - 120);
glutSwapBuffers();
}

View File

@ -16,6 +16,7 @@ GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_pat
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
std::cout << "顶点着色器代码:\n" << VertexShaderCode << std::endl;
} else {
std::cerr << "无法打开 " << vertex_file_path << ". 你是否在正确的目录下运行程序?" << std::endl;
getchar();
@ -30,6 +31,7 @@ GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_pat
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
std::cout << "片元着色器代码:\n" << FragmentShaderCode << std::endl;
} else {
std::cerr << "无法打开 " << fragment_file_path << ". 你是否在正确的目录下运行程序?" << std::endl;
getchar();
@ -51,7 +53,11 @@ GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_pat
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cerr << &VertexShaderErrorMessage[0] << std::endl;
std::cerr << "顶点着色器编译错误:\n" << &VertexShaderErrorMessage[0] << std::endl;
if (Result == GL_FALSE) {
std::cerr << "顶点着色器编译失败" << std::endl;
return 0;
}
}
// 编译片元着色器
@ -66,7 +72,11 @@ GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_pat
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cerr << &FragmentShaderErrorMessage[0] << std::endl;
std::cerr << "片元着色器编译错误:\n" << &FragmentShaderErrorMessage[0] << std::endl;
if (Result == GL_FALSE) {
std::cerr << "片元着色器编译失败" << std::endl;
return 0;
}
}
// 链接程序
@ -82,7 +92,42 @@ GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_pat
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cerr << &ProgramErrorMessage[0] << std::endl;
std::cerr << "着色器程序链接错误:\n" << &ProgramErrorMessage[0] << std::endl;
if (Result == GL_FALSE) {
std::cerr << "着色器程序链接失败" << std::endl;
return 0;
}
}
// 验证程序
glValidateProgram(ProgramID);
glGetProgramiv(ProgramID, GL_VALIDATE_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cerr << "着色器程序验证错误:\n" << &ProgramErrorMessage[0] << std::endl;
if (Result == GL_FALSE) {
std::cerr << "着色器程序验证失败" << std::endl;
return 0;
}
}
// 打印所有uniform变量的位置
GLint numUniforms;
glGetProgramiv(ProgramID, GL_ACTIVE_UNIFORMS, &numUniforms);
std::cout << "活动uniform变量数量: " << numUniforms << std::endl;
for (GLint i = 0; i < numUniforms; i++) {
char uniformName[256];
GLint uniformSize;
GLenum uniformType;
glGetActiveUniform(ProgramID, i, sizeof(uniformName), NULL, &uniformSize, &uniformType, uniformName);
GLint uniformLocation = glGetUniformLocation(ProgramID, uniformName);
std::cout << "Uniform变量 " << i << ": " << uniformName
<< " (类型: " << uniformType
<< ", 大小: " << uniformSize
<< ", 位置: " << uniformLocation << ")" << std::endl;
}
glDetachShader(ProgramID, VertexShaderID);

View File

@ -15,7 +15,7 @@ out vec3 color;
uniform sampler2D myTextureSampler; // 纹理采样器
uniform vec3 lightColor; // 光源颜色
uniform float lightPower; // 光照强度
uniform vec3 viewPos_worldspace; // 观察者位置(世界空间)
uniform vec3 viewPos; // 观察者位置(世界空间)
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
// 材质属性 (可以作为uniform传入这里为了简单硬编码)
@ -26,36 +26,31 @@ float materialShininess = 32.0;
void main(){
// 环境光
vec3 AmbientLighting = materialAmbientColor * lightColor * 0.2; // 环境光强度通常较低
vec3 ambient = 0.3 * lightColor;
// 漫反射光
vec3 Normal_normalized = normalize(Normal_cameraspace);
vec3 LightDirection_normalized = normalize(LightDirection_cameraspace);
float cosTheta = clamp(dot(Normal_normalized, LightDirection_normalized), 0, 1); // clamp 避免负值
vec3 DiffuseLighting = materialDiffuseColor * lightColor * cosTheta;
// 法线和光照方向
vec3 N = normalize(Normal_cameraspace);
vec3 L = normalize(LightDirection_cameraspace);
// 镜面反射光
vec3 EyeDirection_normalized = normalize(EyeDirection_cameraspace);
vec3 ReflectionDirection = reflect(-LightDirection_normalized, Normal_normalized);
float cosAlpha = clamp(dot(EyeDirection_normalized, ReflectionDirection), 0, 1);
vec3 SpecularLighting = materialSpecularColor * lightColor * pow(cosAlpha, materialShininess);
// 漫反射
float diff = max(dot(N, L), 0.0);
vec3 diffuse = diff * lightColor;
// 如果法线和光线方向相反(背面),则不应有镜面反射和漫反射
if(dot(Normal_normalized, LightDirection_normalized) < 0.0){
SpecularLighting = vec3(0,0,0);
DiffuseLighting = vec3(0,0,0); // 可选,取决于是否做双面光照
}
// 镜面反射
vec3 E = normalize(EyeDirection_cameraspace);
vec3 R = reflect(-L, N);
float spec = pow(max(dot(E, R), 0.0), 32.0);
vec3 specular = 0.5 * spec * lightColor;
// 从纹理采样颜色,并与漫反射材质颜色混合 (这里直接用纹理作为漫反射颜色)
vec3 textureColor = texture(myTextureSampler, UV).rgb;
DiffuseLighting = textureColor * lightColor * cosTheta;
// 距离衰减
float distance = length(lightPos_worldspace - Position_worldspace);
float attenuation = lightPower / (1.0 + 0.2 * distance * distance);
// 最终颜色 (光照强度衰减)
float distance = length(lightPos_worldspace - Position_worldspace); // 实际光源与片元距离
float attenuation = lightPower / (distance * distance); // 简单平方反比衰减
color = AmbientLighting + (DiffuseLighting + SpecularLighting) * attenuation;
// 采样纹理
vec3 texColor = texture(myTextureSampler, UV).rgb;
// 不带衰减的简单版本(如果上面的衰减不工作,可以尝试这个)
//color = AmbientLighting + DiffuseLighting + SpecularLighting;
// 合成最终颜色
color = (ambient + diffuse + specular) * texColor * attenuation;
color = clamp(color, 0.0, 1.0);
}

View File

@ -8,16 +8,17 @@ layout(location = 2) in vec2 vertexUV;
// 输出到片元着色器
out vec3 Position_worldspace;
out vec3 Normal_cameraspace; // 法线在相机空间计算,更准确
out vec3 Normal_cameraspace;
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
out vec2 UV;
// Uniform 变量
uniform mat4 MVP; // 模型-视图-投影 矩阵
uniform mat4 M; // 模型矩阵
uniform mat4 V; // 视图矩阵
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform vec3 lightPos_worldspace;
uniform vec3 viewPos;
void main(){
// 输出顶点在世界空间的位置
@ -25,23 +26,18 @@ void main(){
// 顶点在相机空间的位置
vec3 Position_cameraspace = (V * M * vec4(vertexPosition_modelspace, 1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace; // 视线方向
EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace;
// 光源在相机空间的位置
vec3 LightPosition_cameraspace = (V * vec4(lightPos_worldspace, 1)).xyz;
// 从顶点指向光源的方向(修正)
LightDirection_cameraspace = LightPosition_cameraspace - Position_cameraspace;
// 法线在相机空间 (M的逆转置矩阵乘以法线这里简化为只用V*M如果M有非等比缩放需要更正规的 (transpose(inverse(M*V))) )
// 对于法线,我们通常使用模型视图矩阵的逆转置矩阵来变换。
// mat3 NormalMatrix = transpose(inverse(mat3(V * M)));
// Normal_cameraspace = NormalMatrix * vertexNormal_modelspace;
// 简化版如果M只有旋转和平移或者等比缩放:
// 法线在相机空间
Normal_cameraspace = (V * M * vec4(vertexNormal_modelspace, 0)).xyz;
Normal_cameraspace = normalize(Normal_cameraspace);
// 计算裁剪空间中的顶点位置
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// 传递UV坐标
UV = vertexUV;