光线不断覆盖旋转立方体的两侧

时间:2013-03-30 17:39:11

标签: c++ opengl glsl

我为旋转的彩虹立方体做了一个基本的照明:

vshader:

attribute  vec4 vPosition;
attribute  vec4 vColor;
attribute  vec4 vNormal;

varying vec4 color;

uniform mat4 ModelView;
uniform mat4 Projection;
uniform mat3 NormalMatrix;
uniform vec4 lPosition;
uniform vec4 lDiffuse;
uniform vec4 Shininess;
uniform vec4 lSpecular;
uniform vec4 lAmbient;

varying vec3 v_normal;
varying vec3 v_eye;


void main() 
{

    vec4 ambient, diffuse, specular;
    vec3 N,L,E,H;

    //gl_Position = projection * view * model * vPosition;
    ambient = vColor*lAmbient;

    N = normalize((ModelView*vNormal).xyz);
    L = normalize((ModelView*lPosition).xyz - (ModelView*vPosition).xyz);
    diffuse = max(dot(L,N), 0.0)*(vColor*lDiffuse);

    E = -normalize((ModelView * vPosition).xyz);
    H = normalize(L + E);
    specular = max(pow(max(dot(N, H), 0.0), 20.0)
                *lSpecular, 0.0);

    color = vec4((ambient+diffuse+specular).rgb, 1.0);

    gl_Position = Projection * ModelView * vPosition;
} 

当立方体旋转时,我只能看到2个边被遮挡,其余部分是黑色。光始终处于相同位置(立方体的正面),但即使从开头遮蔽的墙壁不是面向光源也是可见的,而休息不是。建议?

//编辑法线的计算如下:

void normals(int a,int b,int c,int d){

vec4 U, V;
U = vertices[b] - vertices[a];
V = vertices[c] - vertices[a];

vec4 firstNormal;
firstNormal.x = (U.y * V.z)-(U.z * V.y);
firstNormal.y = (U.z * V.x)-(U.x * V.z);
firstNormal.z = (U.x * V.y)-(U.y * V.x);
firstNormal.w = 1.0f;

normal[normalCount] = firstNormal;
normalCount++;

vec4 X, Y;

X = vertices[c] - vertices[a];
Y = vertices[d] - vertices[a];

vec4 secondNormal;
secondNormal.x = (X.y * Y.z)-(X.z * Y.y);
secondNormal.y = (X.z * Y.x)-(X.x * Y.z);
secondNormal.z = (X.x * Y.y)-(X.y * Y.x);
secondNormal.w = 1.0f;

normal[normalCount] = secondNormal;
normalCount++;

}

他们被发送到vbo abcd的是他立方体一侧角落的顶点

1 个答案:

答案 0 :(得分:0)

1)你的常态是什么?你可以在那里有一个bug,就会显示出来。您可以依次通过分配和测试来检查:

color = vNormal; 
color = N; 
color = L;

等等。

2)你使用的是每顶点,而不是每片段着色,在立方体上,这可能不是最好的想法 - 它太不精确了。

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