OpenGL:如何让光线独立于旋转?

Jac*_*oen 5 c++ opengl shader lighting rotation

我有一个漫反射照明着色器,它似乎在物体不旋转时起作用.但是,当我应用旋转变换时,灯光似乎也随着对象一起旋转.这就像物体和光线保持静止但相机是围绕物体移动的相机.

这是我的顶点着色器代码:

#version 110

uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform vec3 lightSource;

attribute vec3 vertex;
attribute vec3 normal;

varying vec2 texcoord;

void main() {
    gl_Position = projectionMatrix * modelviewMatrix * vec4( vertex, 1.0 );

    vec3 N = gl_NormalMatrix * normalize( normal );
    vec4 V = modelviewMatrix * vec4( vertex, 1.0 );
    vec3 L = normalize( lightSource - V.xyz );

    float NdotL = max( 0.0, dot( N, L ) );

    gl_FrontColor = vec4( gl_Color.xyz * NdotL, 1.0 );

    gl_TexCoord[0] = gl_MultiTexCoord0;
}
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这是执行轮换的代码:

scene.LoadIdentity();
scene.Translate( 0.0f, -5.0f, -20.0f );
scene.Rotate( angle, 0.0f, 1.0f, 0.0f );
object->Draw();
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我通过glUniform3f在object-> Draw()函数内发送了眼睛空间光位置.灯光位置是静态的,定义为:

glm::vec4 lightPos( light.x, light.y, light.z, 1.0 );
glm::vec4 lightEyePos = modelviewMatrix * lightPos;
glUniform3f( uniforms.lightSource, lightEyePos.x, lightEyePos.y, lightEyePos.z );
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这种方法有什么问题?

编辑:glm :: lookAt代码

Scene scene;
scene.LoadMatrix( projection );
scene.SetMatrixMode( Scene::Modelview );
scene.LoadIdentity();
scene.SetViewMatrix( glm::lookAt( glm::vec3( 0.0f, 0.0f, 0.0f ), glm::vec3( 0.0f, -5.0f, -20.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ) ) );
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SetViewMatrix代码:

void Scene::SetViewMatrix( const glm::mat4 &matrix ) {
    viewMatrix = matrix;
    TransformMatrix( matrix );
}
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然后我只是改变了我用于viewMatrix的modelviewMatrix:

glm::vec4 lightPos( light.x, light.y, light.z, 1.0 );
glm::vec4 lightEyePos = viewMatrix * lightPos;
glUniform3f( uniforms.lightSource, lightEyePos.x, lightEyePos.y, lightEyePos.z );
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Tim*_*Tim 6

陈述1:灯光位置是静态的.

声明2: lightEyePos = modelviewMatrix * lightPos;

这两个说法是不一致的.如果您的灯光位置应该是静态的,则不应该对其应用旋转的模型矩阵.

如果你的lightPos是以世界坐标定义的,那么你应该将它与viewMatrix不是modelviewMatrix.modelviewMatrix包含模型矩阵,其中包含模型的旋转(您不希望将其应用于固定光源).