opengl实现Bloom效果

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shader

fullscreenquad.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.fs

varying 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;
}






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