我有一个简单的应用程序,用单个定向光绘制球体.我是通过从八面体开始并将每个三角形细分为4个较小的三角形来创建球体的.
只需漫射照明,球体看起来非常光滑.但是,当我添加镜面高光时,三角形的边缘显示得相当强烈.这里有些例子:
仅扩散:

漫反射和镜面反射:

我相信法线正确插值.只看法线,我明白了:

事实上,如果我切换到平面着色,法线是每个多边形而不是每个顶点,我得到这个:

在我的顶点着色器中,我将模型的法线乘以转置逆模型视图矩阵:
#version 330 core
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTexCoord;
out vec3 fNormal;
out vec2 fTexCoord;
uniform mat4 transInvModelView;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
void main()
{
fNormal = vec3(transInvModelView * vec4(vNormal, 0.0));
fTexCoord = vTexCoord;
gl_Position = ProjectionMatrix * ModelViewMatrix * vPosition;
}
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在片段着色器中,我正在计算镜面高光,如下所示:
#version 330 core
in vec3 fNormal;
in vec2 fTexCoord;
out vec4 color;
uniform sampler2D tex;
uniform vec4 lightColor; // RGB, assumes multiplied by light intensity
uniform vec3 lightDirection; // normalized, assumes directional light, lambertian lighting
uniform float specularIntensity;
uniform float specularShininess;
uniform vec3 halfVector; // Halfway between eye and light
uniform vec4 objectColor;
void main()
{
vec4 texColor = objectColor;
float specular = max(dot(halfVector, fNormal), 0.0);
float diffuse = max(dot(lightDirection, fNormal), 0.0);
if (diffuse == 0.0)
{
specular = 0.0;
}
else
{
specular = pow(specular, specularShininess) * specularIntensity;
}
color = texColor * diffuse * lightColor + min(specular * lightColor, vec4(1.0));
}
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关于如何计算,我有点困惑halfVector.我在CPU上进行并将其作为制服传递.它的计算如下:
vec3 lightDirection(1.0, 1.0, 1.0);
lightDirection = normalize(lightDirection);
vec3 eyeDirection(0.0, 0.0, 1.0);
eyeDirection = normalize(eyeDirection);
vec3 halfVector = lightDirection + eyeDirection;
halfVector = normalize(halfVector);
glUniform3fv(halfVectorLoc, 1, &halfVector [ 0 ]);
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这是正确的配方halfVector吗?还是需要在着色器中完成?
Nic*_*ler 10
将法线插入面部可以(并且几乎总是会)导致法线缩短.这就是为什么高光在脸部中央更暗,在角落和边缘更亮.如果这样做,只需重新规范片段着色器中的法线:
fNormal = normalize(fNormal);
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顺便说一句,你不能预先计算半矢量,因为它是视图相关的(这是镜面光照的整个点).在当前场景中,只需移动相机(保持方向),高光不会改变.
在着色器中执行此操作的一种方法是为眼睛位置传递额外的均匀,然后计算视图方向eyePosition - vertexPosition.然后继续像在CPU上那样继续.