在多次痛苦的数小时试图说明我的照明为何被我.倒之后,我仍在遭受损失。
开放式GL的正常情况是正确的(背面的烹饪不会造成我的任何三角洲消失)。
我计算了我的正常情况,以便进行探测,同样情况下的所有三角体的正常情况也一样。
如果有任何想法值得赞赏。
I am definitely new to OpenGL, so that is a bit obvious in my code.
我在此指出:
脊椎动物
#version 330 core layout(location = 0) in vec3 Position; layout(location = 1) in vec3 vertexColor; in vec3 vNormal; out vec3 fragmentColor; // Output data ; will be interpolated for each fragment. uniform mat4 MVP; uniform mat4 transformMatrix; uniform vec4 LightPosition; // output values that will be interpretated per-fragment out vec3 fN; out vec3 fE; out vec3 fL; void main() { fN = vNormal; fE = Position.xyz; fL = LightPosition.xyz; if( LightPosition.w != 0.0 ) { fL = LightPosition.xyz - Position.xyz; } // Output position of the vertex, in clip space : MVP * position vec4 v = vec4(Position,1); // Transform in homoneneous 4D vector gl_Position = MVP * v; //gl_Position = MVP * v; // The color of each vertex will be interpolated // to produce the color of each fragment //fragmentColor = vertexColor; // take out at some point }
页: 1 Shader, using phong shading
#version 330 //out vec3 color; // per-fragment interpolated values from the 脊椎动物 in vec3 fN; in vec3 fL; in vec3 fE; out vec4 fColor; uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct; uniform mat4 ModelView; uniform vec4 LightPosition; uniform float Shininess; in vec3 fragmentColor; // Interpolated values from the 脊椎动物s void main() { // Normalize the input lighting vectors vec3 N = normalize(fN); vec3 E = normalize(fE); vec3 L = normalize(fL); vec3 H = normalize( L + E ); vec4 ambient = AmbientProduct; float Kd = max(dot(L, N), 0.0); vec4 diffuse = Kd*DiffuseProduct; float Ks = pow(max(dot(N, H), 0.0), Shininess); vec4 specular = Ks*SpecularProduct; // discard the specular highlight if the light s behind the vertex if( dot(L, N) < 0.0 ) { specular = vec4(0.0, 0.0, 0.0, 1.0); } fColor = ambient + diffuse + specular; fColor.a = 1.0; //color = vec3(1,0,0); // Output color = color specified in the 脊椎动物, // interpolated between all 3 surrounding vertices //color = fragmentColor; } void setMatrices() { GLfloat FoV = 45; // the zoom of the camera glm::vec3 cameraPosition(4,3,3), // the position of your camera, in world space // change to see what happends cameraTarget(0,0,0), // where you want to look at, in world space upVector(0,-1,0); // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 Projection = glm::perspective(FoV, 3.0f / 3.0f, 0.001f, 100.0f); // ratio needs to change here when the screen size/ratio changes // Camera matrix glm::mat4 View = glm::lookAt( cameraPosition, // Camera is at (4,3,3), in World Space cameraTarget, // and looks at the origin upVector // Head is up (set to 0,-1,0 to look upside-down) ); // Model matrix : an identity matrix (model will be at the origin) glm::mat4 Model = glm::mat4(1.0f); // Changes for each model ! // Our ModelViewProjection : multiplication of our 3 matrices glm::mat4 MVP = Projection * View * Model * transformMatrix; //matrix multiplication is the other way around // Get a handle for our "MVP" uniform. // Only at initialisation time. GLuint MatrixID = glGetUniformLocation(programID, "MVP"); // Send our transformation to the currently bound shader, // in the "MVP" uniform // For each model you render, since the MVP will be different (at least the M part) glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); RotationID = glGetUniformLocation(programID,"transformMatrix"); //lighting cubeNormal = glGetAttribLocation( programID, "vNormal" ); } void setBuffers() { // Get a vertex array object GLuint VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glUseProgram(programID); // cube buffer objects glGenBuffers(1, &CubeVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, CubeVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(CubeBufferData), CubeBufferData, GL_STATIC_DRAW); // Give our vertices to OpenGL. // cube normal objects glGenBuffers(1, &CubeNormalbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, CubeNormalbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(CubeNormalBufferData), CubeNormalBufferData, GL_STATIC_DRAW); // Give our vertices to OpenGL. //octahedron buffer objects glGenBuffers(1, &OctaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, OctaVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(octahedronBufData), octahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL. //tetrahedron buffer objects glGenBuffers(1, &TetraVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, TetraVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(tetrahedronBufData), tetrahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL. //dodecahedron buffer objects glGenBuffers(1, &DodecaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, DodecaVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(dodecahedronBufData), dodecahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL. //icosahedron buffer objects glGenBuffers(1, &icosaVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, icosaVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(icosahedronBufData), icosahedronBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL. //sphere buffer objects glGenBuffers(1, &sphereVertexbuffer); // Generate 1 buffer, put the resulting identifier in vertexbuffer glBindBuffer(GL_ARRAY_BUFFER, sphereVertexbuffer); // The following commands will talk about our vertexbuffer buffer glBufferData(GL_ARRAY_BUFFER, sizeof(sphereBufData), sphereBufData, GL_STATIC_DRAW); // Give our vertices to OpenGL. glGenBuffers(1, &colorbuffer); glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW); // lighting stuff // Initialize shader lighting parameters point4 light_position= { 0.0, 20.0, -10.0, 0.0 }; color4 light_ambient ={ 0.2, 0.2, 0.2, 1.0 }; color4 light_diffuse ={ 1.0, 1.0, 1.0, 1.0 }; color4 light_specular ={ 1.0, 1.0, 1.0, 1.0 }; color4 material_ambient ={ 1.0, 0.0, 1.0, 1.0 }; color4 material_diffuse ={ 1.0, 0.8, 0.0, 1.0 }; color4 material_specular ={ 1.0, 0.8, 0.0, 1.0 }; float material_shininess = 20.0; color4 ambient_product; color4 diffuse_product; color4 specular_product; int i; for (i = 0; i < 3; i++) { ambient_product[i] = light_ambient[i] * material_ambient[i]; diffuse_product[i] = light_diffuse[i] * material_diffuse[i]; specular_product[i] = light_specular[i] * material_specular[i]; } //printColor("diffuse", diffuse_product); //printColor("specular", specular_product); glUniform4fv( glGetUniformLocation(programID, "AmbientProduct"), 1, ambient_product ); glUniform4fv( glGetUniformLocation(programID, "DiffuseProduct"), 1, diffuse_product ); glUniform4fv( glGetUniformLocation(programID, "SpecularProduct"), 1, specular_product ); glUniform4fv( glGetUniformLocation(programID, "LightPosition"), 1, light_position ); glUniform1f( glGetUniformLocation(programID, "Shininess"), material_shininess ); }
和......更多。
void display()
{
setMatrices(); // initilize Matrices
// Use our shader
//glUseProgram(programID);
glClearColor(0.0f, 0.0f, 0.3f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(0); // 1rst attribute buffer : vertices
// enum platosShapes{tet, cube, octah, dodec, icos};
switch(shapeInUse)
{
case tet:
{
glBindBuffer(GL_ARRAY_BUFFER, TetraVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 4*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case cube:
{
//GLuint cubeNormal = glGetAttribLocation( programID, "vNormal" );
glEnableVertexAttribArray( cubeNormal );
glVertexAttribPointer( cubeNormal, 3, GL_FLOAT, GL_FALSE, 0,
(const GLvoid *) (sizeof(CubeNormalBufferData)) );
//glDisableVertexAttribArray( cubeNormal );
glBindBuffer(GL_ARRAY_BUFFER, CubeVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 12*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case octah:
{
glBindBuffer(GL_ARRAY_BUFFER, OctaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 8*3); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case dodec:
{
glBindBuffer(GL_ARRAY_BUFFER, DodecaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLE_FAN, 0, 5 * 6); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
glDrawArrays(GL_TRIANGLE_FAN, (5 * 6) + 1, 30);
//glutSolidDodecahedron();
//glDrawArrays(GL_TRIANGLE_STRIP,0,5*12);
}
break;
case icos:
{
glBindBuffer(GL_ARRAY_BUFFER, icosaVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glDrawArrays(GL_TRIANGLES, 0, 3*20); // Starting from vertex 0; 3 vertices total -> 1 triangle // need to know amount of vertices here // and change to triangle strips accordingly
}
break;
case sphere:
{
glBindBuffer(GL_ARRAY_BUFFER, sphereVertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
//glDrawElements(GL_TRIANGLES, cnt2, GL_UNSIGNED_INT, 0)
glDrawArrays(GL_TRIANGLE_FAN, 0, 100);
}
}
glDisableVertexAttribArray(0);
glFlush();
}
和......更多。....
void calculateNormals(GLfloat bufData[], GLfloat normBufData[], int size) // probalby works
{
int count = 0;
GLfloat temp[9];
for(int i = 0; i < size; i++)
{
temp[count] = bufData[i];
count++;
if((i+1) % 9 == 0)
{
count = 0;
//for(int i = 0; i < 9; i++)
//{
// cout << temp[i] << "!,";
// if((i + 1) % 3 == 0)
// cout << "
";
//}
calculateCross(temp, normBufData);
}
}
printNormals(normBufData, size);
}
void calculateCross(GLfloat bufData[], GLfloat normBufData[]) // probably works
{
static int counter = 0; // need to reset in bettween new buffers
glm::vec3 C1;
glm::vec3 C2;
glm::vec3 normal;
//cout << bufData[0] << "," << bufData[1] << "," << bufData[2] << " buf 1
";
//cout << bufData[3] << "," << bufData[4] << "," << bufData[5] << " buf 2
";
//cout << bufData[6] << "," << bufData[7] << "," << bufData[8] << " buf 3
";
//C1.x = bufData[3] - bufData[0];
//C1.y = bufData[4] - bufData[1];
//C1.z = bufData[5] - bufData[2];
//C2.x = bufData[6] - bufData[0];
//C2.y = bufData[7] - bufData[1];
//C2.z = bufData[8] - bufData[2];
C1.x = bufData[0] - bufData[3];
C1.y = bufData[1] - bufData[4];
C1.z = bufData[2] - bufData[5];
C2.x = bufData[0] - bufData[6];
C2.y = bufData[1] - bufData[7];
C2.z = bufData[2] - bufData[8];
//C2.x = bufData[6] - bufData[0];
//C2.y = bufData[7] - bufData[1];
//C2.z = bufData[8] - bufData[2];
//cout << C1.x << " 1x
";
//cout << C1.y << " 1y
";
//cout << C1.z << " 1z
";
//cout << C2.x << " 2x
";
//cout << C2.y << " 2y
";
//cout << C2.z << " 2z
";
normal = glm::cross(C1, C2);
//cout << "
NORMAL : " << normal.x << "," << normal.y << "," << normal.z << " counter = " << counter << "
";
for(int j = 0; j < 3; j++)
{
for(int i = 0; i < 3; i++)
{
normBufData[counter] = normal.x;
normBufData[counter + 1] = normal.y;
normBufData[counter + 2] = normal.z;
}
counter+=3;
}
}
页: 1
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(700, 700); // Window Size
glutCreateWindow("Michael - Lab 3");
glutDisplayFunc(display);
glutTimerFunc(10, timeFucn, 10);
glutIdleFunc(Idle);
glutKeyboardFunc(keyboard);
glewExperimental = GL_TRUE;
glewInit();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); // Enable depth test
glDepthFunc(GL_LESS); // Accept fragment if it closer to the camera than the former one
GenerateSphere(); // this function generates points for the sphere
programID = LoadShader( "VertexShader.glsl", "FragmentShader.glsl" ); // Create and compile our GLSL program from the shaders
setBuffers(); // initilize buffers
calculateNormals(CubeBufferData,CubeNormalBufferData,108); // calculate norms
//printNormals(CubeNormalBufferData);
glutMainLoop();
}