什么是Bloom 参考:http://blog.csdn.net/jxw167/article/details/60764506
本例同时涉及到HDR相关知识:HDR 参考:http://blog.csdn.net/jxw167/article/details/60475929
效果图
渲染入口
#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")
FBO *fbo=nullptr;
FullScreenQuad fsq;
GPUProgram *verticalProgram, *HorizontalProgram;
void Blur(GLuint texture,int blurCount)
{
fbo[0].Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(HorizontalProgram->mProgram);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(HorizontalProgram->GetLocation("U_MainTexture"), 0);
fsq.Draw(HorizontalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
fbo[1].Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(verticalProgram->mProgram);
glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
glUniform1i(verticalProgram->GetLocation("U_MainTexture"), 0);
fsq.Draw(verticalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
fbo[1].Unbind();
for (int i=1;i<blurCount;i++)
{
fbo[0].Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(HorizontalProgram->mProgram);
glBindTexture(GL_TEXTURE_2D, fbo[1].GetBuffer("color"));
glUniform1i(HorizontalProgram->GetLocation("U_MainTexture"), 0);
fsq.Draw(HorizontalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
fbo[1].Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(verticalProgram->mProgram);
glBindTexture(GL_TEXTURE_2D, fbo[0].GetBuffer("color"));
glUniform1i(verticalProgram->GetLocation("U_MainTexture"), 0);
fsq.Draw(verticalProgram->GetLocation("pos"), HorizontalProgram->GetLocation("texcoord"));
fbo[1].Unbind();
}
}
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
}
INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
WNDCLASSEX wndClass;
wndClass.cbClsExtra = 0;
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.cbWndExtra = 0;
wndClass.hbrBackground = NULL;
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hIcon = NULL;
wndClass.hIconSm = NULL;
wndClass.hInstance = hInstance;
wndClass.lpfnWndProc=GLWindowProc;
wndClass.lpszClassName = L"OpenGL";
wndClass.lpszMenuName = NULL;
wndClass.style = CS_VREDRAW | CS_HREDRAW;
ATOM atom = RegisterClassEx(&wndClass);
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 1280;
rect.bottom = 720;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowEx(NULL, L"OpenGL", L"RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, hInstance, NULL);
HDC dc = GetDC(hwnd);
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
pfd.iLayerType = PFD_MAIN_PLANE;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
int pixelFormatID = ChoosePixelFormat(dc, &pfd);
SetPixelFormat(dc,pixelFormatID,&pfd);
HGLRC rc = wglCreateContext(dc);
wglMakeCurrent(dc, rc);
GetClientRect(hwnd, &rect);
int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
glewInit();
GPUProgram originalProgram;
originalProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscreenquad.vs");
originalProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/fullscreenquad.fs");
originalProgram.Link();
originalProgram.DetectAttribute("pos");
originalProgram.DetectAttribute("texcoord");
originalProgram.DetectUniform("U_MainTexture");
GPUProgram hdrProgram;
hdrProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscreenquad.vs");
hdrProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/hdrrender.fs");
hdrProgram.Link();
hdrProgram.DetectAttribute("pos");
hdrProgram.DetectAttribute("texcoord");
hdrProgram.DetectUniform("U_MainTexture");
GPUProgram combineProgram;
combineProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscreenquad.vs");
combineProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/combineHDRAndNormal.fs");
combineProgram.Link();
combineProgram.DetectAttribute("pos");
combineProgram.DetectAttribute("texcoord");
combineProgram.DetectUniform("U_MainTexture");
combineProgram.DetectUniform("U_HDRTexture");
HorizontalProgram = new GPUProgram;
HorizontalProgram->AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscreenquad.vs");
HorizontalProgram->AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/GaussianHorizontal.fs");
HorizontalProgram->Link();
HorizontalProgram->DetectAttribute("pos");
HorizontalProgram->DetectAttribute("texcoord");
HorizontalProgram->DetectUniform("U_MainTexture");
verticalProgram = new GPUProgram;
verticalProgram->AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/fullscreenquad.vs");
verticalProgram->AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/GaussianVertical.fs");
verticalProgram->Link();
verticalProgram->DetectAttribute("pos");
verticalProgram->DetectAttribute("texcoord");
verticalProgram->DetectUniform("U_MainTexture");
GPUProgram lightSourceProgram;
lightSourceProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/LightSource.vs");
lightSourceProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/LightSource.fs");
lightSourceProgram.Link();
lightSourceProgram.DetectAttribute("pos");
lightSourceProgram.DetectUniform("M");
lightSourceProgram.DetectUniform("V");
lightSourceProgram.DetectUniform("P");
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/Light.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/HDRLight.fs");
gpuProgram.Link();
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
gpuProgram.DetectUniform("NM");
gpuProgram.DetectUniform("U_AmbientLightColor");
gpuProgram.DetectUniform("U_AmbientMaterial");
gpuProgram.DetectUniform("U_DiffuseLightColor");
gpuProgram.DetectUniform("U_DiffuseMaterial");
gpuProgram.DetectUniform("U_SpecularLightColor");
gpuProgram.DetectUniform("U_SpecularMaterial");
gpuProgram.DetectUniform("U_LightPos");
gpuProgram.DetectUniform("U_EyePos");
gpuProgram.DetectUniform("U_LightDirection");
gpuProgram.DetectUniform("U_Cutoff");
gpuProgram.DetectUniform("U_DiffuseIntensity");
//init 3d model
ObjModel cube, quad, sphere;
cube.Init("Debug/res/model/Cube.obj");
quad.Init("Debug/res/model/Quad.obj");
sphere.Init("Debug/res/model/Sphere.obj");
float identity[] = {
1.0f, 0, 0, 0,
0, 1.0f, 0, 0,
0, 0, 1.0f, 0,
0, 0, 0, 1.0f
};
float ambientLightColor[] = { 0.4f, 0.4f, 0.4f, 1.0f };//环境光颜色
float ambientMaterial[] = { 0.2f, 0.2f, 0.2f, 1.0f };//环境光材质
float diffuseLightColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };//漫反射光颜色
float diffuseMaterial[] = { 0.6f, 0.6f, 0.6f, 1.0f };//漫反射光材质
float diffuseIntensity = 1.0f;//光照强度
float specularLightColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };//镜面光颜色
float specularMaterial[] = { 1.0f, 1.0f, 1.0f, 1.0f };//镜面光材质
float lightPos[] = { 0.0f, 1.5f, 0.0f, 0.0f };//光源位置
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//聚光灯中心线向量
float spotLightCutoff = 0.0f;// 15.0f 聚光灯中心线和最大入射光线夹角
float eyePos[] = { 0.0f, 0.0f, 0.0f };//眼睛的位置
glm::mat4 model3 = glm::translate<float>(6.0f, 0.0f, -6.0f)*glm::rotate(-30.0f,1.0f,1.0f,1.0f);
glm::mat4 normalMatrix3 = glm::inverseTranspose(model3);
glm::mat4 quadModel = glm::translate<float>(6.0f, 0.0f, -6.0f)*glm::rotate(-90.0f, 1.0f, 0.0f, 0.0f)*glm::scale(5.0f,5.0f,5.0f);
glm::mat4 quadNormalMatrix = glm::inverseTranspose(quadModel);
glm::mat4 sphereModel = glm::translate<float>(6.3f, 3.0f, -5.8f)*glm::scale(0.35f,0.35f,0.35f);
glm::mat4 spereNormalMatrix = glm::inverseTranspose(sphereModel);
//投影矩阵
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
//摄像机观察矩阵
glm::mat4 viewMatrix3 = glm::lookAt(glm::vec3(14.0f, 2.5f, -10.0f), glm::vec3(6.0f, 1.0f, -6.0f), glm::vec3(0.0f, 1.0f, 0.0f));
fsq.Init();
fbo = new FBO[2];
for (int i = 0; i <2; i++)
{
fbo[i].AttachColorBuffer("color", GL_COLOR_ATTACHMENT0, GL_RGBA, viewportWidth, viewportHeight);
fbo[i].AttachDepthBuffer("depth", viewportWidth, viewportHeight);
fbo[i].Finish();
}
FBO hdrFBO;
hdrFBO.AttachColorBuffer("color",GL_COLOR_ATTACHMENT0,GL_RGB,viewportWidth,viewportHeight);
//create hdr buffer
hdrFBO.AttachColorBuffer("hdrBuffer",GL_COLOR_ATTACHMENT1,GL_RGBA16F,viewportWidth,viewportHeight);
hdrFBO.AttachDepthBuffer("depth", viewportWidth, viewportHeight);
hdrFBO.Finish();
ShowWindow(hwnd,SW_SHOW);
UpdateWindow(hwnd);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glEnable(GL_DEPTH_TEST);
MSG msg;
while (true)
{
if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//首先绘制到整个场景到hdrFBO
hdrFBO.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gpuProgram.mProgram);
//给gpuProgram.mProgram持有的shader中的变量赋值
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_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
//指定聚光灯光源坐标
lightPos[0] = 6.3f;
lightPos[1] = 3.0f;
lightPos[2] = -5.8f;
lightPos[3] = 1.0f;
//光照强度
diffuseIntensity = 3.0f;
//聚光灯中心线和入射光线的最大夹角
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(model3));
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix3));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix3));
// 绘制模型
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUniformMatrix4fv(gpuProgram.GetLocation("M"),1,GL_FALSE,glm::value_ptr(quadModel));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"),1,GL_FALSE,glm::value_ptr(quadNormalMatrix));
quad.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
quad.Draw();
//切换shader--绘制光源
glUseProgram(lightSourceProgram.mProgram);
glUniformMatrix4fv(lightSourceProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(sphereModel));
glUniformMatrix4fv(lightSourceProgram.GetLocation("V"), 1, GL_FALSE, glm::value_ptr(viewMatrix3));
glUniformMatrix4fv(lightSourceProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
sphere.Bind(lightSourceProgram.GetLocation("pos"), lightSourceProgram.GetLocation("texcoord"), lightSourceProgram.GetLocation("normal"));
sphere.Draw();
hdrFBO.Unbind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//切换shader---将原始场景绘制到屏幕左上角--normal rgba
glUseProgram(originalProgram.mProgram);
glActiveTexture(GL_TEXTURE0);//激活0号纹理
//将hdrFBO中的color缓冲区作为纹理
glBindTexture(GL_TEXTURE_2D,hdrFBO.GetBuffer("color"));
//使用0号纹理 将U_MainTexture指向0号纹理
glUniform1i(originalProgram.GetLocation("U_MainTexture"),0);
//将原始场景绘制到屏幕左上角
fsq.DrawToLeftTop(originalProgram.GetLocation("pos"), originalProgram.GetLocation("texcoord"));
//提取hdrbuffer--并将hdr buffer中的内容绘制到屏幕右上角
//切换shader
glUseProgram(hdrProgram.mProgram);
glBindTexture(GL_TEXTURE_2D,hdrFBO.GetBuffer("hdrBuffer"));
glUniform1i(hdrProgram.GetLocation("U_MainTexture"),0);
fsq.DrawToRightTop(hdrProgram.GetLocation("pos"), hdrProgram.GetLocation("texcoord"));
Blur(hdrFBO.GetBuffer("hdrBuffer"),4);
//将高斯模糊后的图像绘制到屏幕左下角
glUseProgram(verticalProgram->mProgram);
glBindTexture(GL_TEXTURE_2D,fbo[1].GetBuffer("color"));
glUniform1i(verticalProgram->GetLocation("U_MainTexture"),0);
fsq.DrawToLeftBottom(verticalProgram->GetLocation("pos"), verticalProgram->GetLocation("texcoord"));
//合并
//切换shader
glUseProgram(combineProgram.mProgram);
glActiveTexture(GL_TEXTURE0);//启用0号纹理
glBindTexture(GL_TEXTURE_2D,hdrFBO.GetBuffer("color"));//绑定0号纹理
//指定U_MainTexture为0号纹理
glUniform1i(combineProgram.GetLocation("U_MainTexture"), 0);
//启用1号纹理
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,fbo[1].GetBuffer("color"));
//指定U_HDRTexture为1号纹理
glUniform1i(combineProgram.GetLocation("U_HDRTexture"),1);
//合并后的纹理绘制到屏幕右下角
fsq.DrawToRightBottom(combineProgram.GetLocation("pos"), combineProgram.GetLocation("texcoord"));
glFlush();
SwapBuffers(dc);
}
return 0;
}相关shaderfullscreenquad.vs
attribute vec3 pos;
attribute vec2 texcoord;
varying vec2 V_Texcoord;
void main()
{
vec4 worldPos=vec4(pos,1.0);
V_Texcoord=texcoord;
worldPos.x*=2.0;
worldPos.y*=2.0;
gl_Position=worldPos;
}fullscreenquad.fs varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
gl_FragColor=texture2D(U_MainTexture,V_Texcoord);
}hdrrender.fs varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
vec4 color=texture2D(U_MainTexture,V_Texcoord);
//r通道色值大于1的丢弃掉 也就是将hdr渲染的颜色丢弃掉
if(color.r>1.0)
{
discard;
}
gl_FragColor=color;
}combineHDRAndNormal.fsvarying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
uniform sampler2D U_HDRTexture;
void main()
{
//gl_FragColor=texture2D(U_MainTexture,V_Texcoord)*texture(U_HDRTexture,V_Texcoord);
gl_FragColor=texture2D(U_MainTexture,V_Texcoord)+texture(U_HDRTexture,V_Texcoord);
}GaussianHorizontal.fs
varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
float texelOffset=1/300.0;
float weight[5]=float[](0.22,0.19,0.12,0.08,0.01);
vec4 color=texture2D(U_MainTexture,V_Texcoord)*weight[0];
for(int i=1;i<5;i++)
{
color+=texture2D(U_MainTexture,vec2(V_Texcoord.x+texelOffset*i,V_Texcoord.y))*weight[i];
color+=texture2D(U_MainTexture,vec2(V_Texcoord.x-texelOffset*i,V_Texcoord.y))*weight[i];
}
gl_FragColor=color;
}GaussianVertical.fs
varying vec2 V_Texcoord;
uniform sampler2D U_MainTexture;
void main()
{
float texelOffset=1/300.0;
float weight[5]=float[](0.22,0.19,0.12,0.08,0.01);
vec4 color=texture2D(U_MainTexture,V_Texcoord)*weight[0];
for(int i=1;i<5;i++)
{
color+=texture2D(U_MainTexture,vec2(V_Texcoord.x,V_Texcoord.y+texelOffset*i))*weight[i];
color+=texture2D(U_MainTexture,vec2(V_Texcoord.x,V_Texcoord.y-texelOffset*i))*weight[i];
}
gl_FragColor=color;
}LightSource.vs
attribute vec3 pos;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
void main()
{
gl_Position=P*V*M*vec4(pos,1.0);
}LightSource.fs void main()
{
//gl_FragData 使用glDrawBuffers输出的数据数组。不能与gl_FragColor结合使用 类型 vec4
gl_FragData[0]=vec4(1.0);
gl_FragData[1]=vec4(1.0);
//gl_FragColor=vec4(1.0);
}Light.vs
uniform vec4 U_LightPos;//光源位置
uniform vec3 U_EyePos;//眼睛位置
uniform vec4 U_LightDirection;//聚光灯中心线向量
uniform float U_Cutoff;//聚光灯中心线向量和入射光线最大夹角
uniform float U_DiffuseIntensity; //漫反射光强度
uniform vec4 U_AmbientLightColor;//环境光颜色
uniform vec4 U_AmbientMaterial;//环境光材质
uniform vec4 U_DiffuseLightColor;//漫反射光颜色
uniform vec4 U_DiffuseMaterial;//漫反射光材质
uniform vec4 U_SpecularLightColor;//镜面光颜色
uniform vec4 U_SpecularMaterial;//镜面光材质
varying vec3 V_Normal; //转换到世界空间的法向量
varying vec3 V_WorldPos;
void main()
{
//角度转弧度
float radianCutoff=U_Cutoff*3.14/180.0;
float cosThta=cos(radianCutoff);
//聚光灯中心线向量归一化
vec3 spotLightDirection=normalize(U_LightDirection.xyz);
//--计算环境光
vec4 ambientColor=U_AmbientLightColor*U_AmbientMaterial;
//--计算漫反射光
//入射光向量
vec3 L=vec3(0.0);
float distance=0.0;
float attenuation=1.0;
float constantFactor=0.5;
float linearFactor=0.3;
float expFactor=0.1;
if(U_LightPos.w==0.0)//如果是方向光光源
{
//方向光光源 入射光线是平行的
L=U_LightPos.xyz;
}
else //如果是点光源
{
//入射光线的方向是从被照射点指向光源的位置
L=U_LightPos.xyz-V_WorldPos;
//计算入射光线的长度
distance=length(L);
//计算光线的衰减因子
attenuation=1.0/(constantFactor+linearFactor*distance+expFactor*distance*distance);
}
//入射光线归一化
L=normalize(L);
//法向量归一化
vec3 n=normalize(V_Normal);
float diffuseIntensity=0.0;
if(U_LightPos.w!=0.0f&&U_Cutoff>0.0)//如果是聚光灯
{
//计算聚光灯中心线和入射光线的夹角
float currentCosThta=max(0.0,dot(-L,spotLightDirection));
if(currentCosThta>cosThta)
{
if(dot(L,n)>0.0)//为了减少计算量,过滤掉照射到背面的光
{
//为了让聚光灯边缘变的光滑
diffuseIntensity=pow(currentCosThta,U_LightDirection.w);
}
}
}
else
{
//点光源或者方向光
diffuseIntensity=max(0.0,dot(L,n));
}
vec4 diffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity*attenuation*U_DiffuseIntensity;
//--镜面光的计算
//计算眼睛到被观察点的向量
vec3 viewDir=U_EyePos-V_WorldPos;
viewDir=normalize(viewDir);
//根据Blin-phone计算反射光
vec3 halfVector=L+viewDir;
halfVector=normalize(halfVector);
float specularIntensity=0.0;
if(diffuseIntensity==0.0)
{
specularIntensity=0.0;
}
else
{
specularIntensity=pow(max(0.0,dot(n,halfVector)),128.0);
}
vec4 specularColor=U_SpecularLightColor*U_SpecularMaterial*specularIntensity*attenuation;
gl_FragColor=ambientColor+diffuseColor+specularColor;
}HDRLight.fs
uniform vec4 U_LightPos;
uniform vec3 U_EyePos;
uniform vec4 U_LightDirection;
uniform float U_Cutoff;
uniform float U_DiffuseIntensity;
uniform vec4 U_AmbientLightColor;
uniform vec4 U_AmbientMaterial;
uniform vec4 U_DiffuseLightColor;
uniform vec4 U_DiffuseMaterial;
uniform vec4 U_SpecularLightColor;
uniform vec4 U_SpecularMaterial;
varying vec3 V_Normal;
varying vec3 V_WorldPos;
void main()
{
float radianCutoff=U_Cutoff*3.14/180.0;
float cosThta=cos(radianCutoff);
vec3 spotLightDirection=normalize(U_LightDirection.xyz);
//ambient
vec4 ambientColor=U_AmbientLightColor*U_AmbientMaterial;
//diffuse
//L vector
vec3 L=vec3(0.0);
float distance=0.0;
float attenuation=1.0;
//light attribute
float constantFactor=0.5;
float linearFactor=0.3;
float expFactor=0.1;
if(U_LightPos.w==0.0)
{
//direction light
L=U_LightPos.xyz;
}
else
{
//model point -> light pos
//point light / spot light
L=U_LightPos.xyz-V_WorldPos;
distance=length(L);
attenuation=1.0/(constantFactor+linearFactor*distance+expFactor*distance*distance);
}
L=normalize(L);
//N vector
vec3 n=normalize(V_Normal);
float diffuseIntensity=0.0;
if(U_LightPos.w!=0.0f&&U_Cutoff>0.0)
{
//spotLight
float currentCosThta=max(0.0,dot(-L,spotLightDirection));
if(currentCosThta>cosThta)
{
if(dot(L,n)>0.0)
{
diffuseIntensity=pow(currentCosThta,U_LightDirection.w);
}
}
}
else
{
//point light or direction light
diffuseIntensity=max(0.0,dot(L,n));
}
vec4 diffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity*attenuation*U_DiffuseIntensity;
//specular
//inverse view direction : object->eye
vec3 viewDir=U_EyePos-V_WorldPos;
viewDir=normalize(viewDir);
//reflection
vec3 halfVector=L+viewDir;
halfVector=normalize(halfVector);
float specularIntensity=0.0;
if(diffuseIntensity==0.0)
{
specularIntensity=0.0;
}
else
{
//shiness
specularIntensity=pow(max(0.0,dot(n,halfVector)),128.0);
}
vec4 specularColor=U_SpecularLightColor*U_SpecularMaterial*specularIntensity*attenuation;
gl_FragColor=(ambientColor+diffuseColor+specularColor)*1.5;
}
版权声明:本文为hb707934728原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接和本声明。