Я пытаюсь создать освещение, используя этот учебник. Однако освещение появляется не с той стороны от человеческого объекта, и я не знаю почему.
Нормали были созданы для каждого треугольника. Вершины треугольника в основном имеют одну и ту же нормали:
glm::vec3 calculateNormal(glm::vec3 vertice_1, glm::vec3 vertice_2, glm::vec3 vertice_3)
{
glm::vec3 vector_1 = vertice_2 - vertice_1;
glm::vec3 vector_2 = vertice_3 - vertice_1;
return glm::normalize(glm::cross(vector_1, vector_2));
}
Вот код для вершинного шейдера:
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec4 vert_color;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 transform;
uniform vec4 color;
void main()
{
vert_color = color;
gl_Position = projection * view * model * transform * vec4(pos.x, pos.y, pos.z, 1.0);
FragPos = vec3(model * transform * vec4(pos, 1.0));
Normal = normal;
}
Фрагментный шейдер:
#version 330 core
uniform vec3 cameraPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
in vec4 vert_color;
in vec3 FragPos;
in vec3 Normal;
out vec4 frag_color;
void main()
{
float ambientStrength = 0.1;
float specularStrength = 0.5;
vec3 ambient = ambientStrength * lightColor;
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(Normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 viewDir = normalize(cameraPos - FragPos);
vec3 reflectDir = reflect(-lightDir, Normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * vec3(vert_color.x, vert_color.y, vert_color.z);
frag_color = vec4(result, vert_color.w);
}
Main l oop:
wxGLCanvas::SetCurrent(*glContext);
glClearDepth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glm::mat4 model, view, projection;
model = glm::translate(model, modelPos); // modelPos is
view = fpsCamera->getViewMatrix();
projection = fpsCamera->getProjectionMatrix(windowWidth, windowHeight);
color = glm::vec4(0.310f, 0.747f, 0.185f, 1.0f);
glm::vec3 lightPos = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
glm::mat4 phantomtTransformation;
phantomtTransformation = glm::rotate(phantomtTransformation, - glm::pi<float>() / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
phantomtTransformation = glm::rotate(phantomtTransformation, - glm::pi<float>() , glm::vec3(0.0f, 0.0f, 1.0f));
ShaderProgram shaderProgram;
shaderProgram.loadShaders("Shaders/phantom.vert", "Shaders/phantom.frag");
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shaderProgram.use();
shaderProgram.setUniform("transform", phantomtTransformation);
shaderProgram.setUniform("model", model);
shaderProgram.setUniform("view", view);
shaderProgram.setUniform("projection", projection);
shaderProgram.setUniform("color", color);
shaderProgram.setUniform("lightColor", lightColor);
shaderProgram.setUniform("lightPos", lightPos);
shaderProgram.setUniform("cameraPos", fpsCamera->getPosition());
glStencilMask(0xFF); // Write to stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0, 0xFF); // Set any stencil to 0
glStencilFunc(GL_ALWAYS, 1, 0xFF); // Set any stencil to object ID
m_pantomMesh->draw();
glStencilFunc(GL_ALWAYS, 0, 0xFF); // Set any stencil to 0 // no need for testing
glFlush();
wxGLCanvas::SwapBuffers();
Вид спереди объекта:
View from back of the object:
EDIT:
In order to debug I removed object rotation matrix from main loop:
glm::mat4 phantomtTransformation;
phantomtTransformation = glm::rotate(phantomtTransformation, - glm::pi() / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
phantomtTransformation = glm::rotate(phantomtTransformation, - glm::pi() , glm::vec3(0.0f, 0.0f, 1.0f));
shaderProgram.setUniform("transform", phantomtTransformation);
and changed line in fragment shader from
frag_color = vec4(result, vert_color.w);
to
frag_color = vec4(Normal, vert_color.w);
in order to visualize Normal values. As a result I noticed that when camera changes position phantom also changes color which means that normal values are also changing.
введите описание изображения здесь