c# - OpenTK (OpenGL) Lighting:为什么纹理只在对象的内部可见?
问题描述
我正在尝试在我的 OpenTK 渲染场景中实现照明。奇怪的是,因为我在我的着色器和代码中实现了漫反射光照,所以所有的对象纹理只在对象的内部可见。或者它只是看起来像这样。
你能帮我解决这个问题吗?我希望这只是一个简单的虚拟问题。
你可以在这里找到完整的代码:https ://github.com/BanditBloodwyn/TerritorySimulator 。
重要的文件是:
- Rendering.Core.Rendering.Renderer.cs
- 渲染.Core.Classes.Shapes.GLSphere.cs
- 渲染.Core.Classes.Shaders.GLSL.Fragment
这是着色器:
#version 420 core
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
out vec4 FragColor;
uniform sampler2D texture0;
uniform sampler2D texture1;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
void main()
{
// Ambient
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texCoord));
// Diffuse
vec3 norm = normalize(normal);
vec3 lightDir = normalize(vec3(light.position - FragPos));
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, texCoord));
vec3 result = ambient + diffuse;
//if(result.a < 0.1)
// discard;
FragColor = vec4(result, 1.0);
}
这是渲染函数:
public void Render()
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (Shapes == null || Shapes.Length == 0)
return;
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in Shapes)
{
ApplyTextures(shape);
ApplyModelTransforms(shape, out Matrix4 model);
objectShader.SetMatrix4("model", model);
GL.DrawElements(PrimitiveType.Triangles, shape.Indices.Length, DrawElementsType.UnsignedInt, offset);
offset += shape.IndexBufferSize;
}
objectShader.SetVector3("material.ambient", new Vector3(1.0f, 0.5f, 0.31f));
objectShader.SetVector3("material.diffuse", new Vector3(1.0f, 0.5f, 0.31f));
objectShader.SetVector3("material.specular", new Vector3(0.5f, 0.5f, 0.5f));
objectShader.SetVector3("light.position", new Vector3(100f, 1.0f, 2.0f));
objectShader.SetVector3("light.ambient", new Vector3(1.0f));
objectShader.SetVector3("light.diffuse", new Vector3(0.5f));
objectShader.SetVector3("light.specular", new Vector3(1.0f));
objectShader.SetMatrix4("view", Camera.GetViewMatrix());
objectShader.SetMatrix4("projection", Camera.GetProjectionMatrix());
objectShader.Use();
}
说清楚一点:据我了解,我在世界空间中将光源位置设置为{100, 1, 2}。由于世界球体的半径是 20,所以光源应该位于它的外部,因此应该从外部照亮。材料的所有参数都来自 OpenTK 教程,它向我展示了 OpenGL 和 OpenTK 的基础知识,所以我希望它们是正确的,或者至少不是我的问题的原因。灯光参数与同一个教程类似,除了环境强度,我将其设置为 1.0 以“禁用”环境照明的调光效果。“形状”是包含世界上所有对象的数组。
这里设置了着色器:
private void SetupObjectShader()
{
string vertexPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Vertex.vert");
string fragmentPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Fragment.frag");
objectShader = new Shader(vertexPath, fragmentPath);
objectShader.Use();
int vertexLocation = objectShader.GetAttribLocation("aPosition");
GL.EnableVertexAttribArray(vertexLocation);
GL.VertexAttribPointer(
vertexLocation,
3,
VertexAttribPointerType.Float,
false,
8 * sizeof(float),
0);
int normCoordLocation = objectShader.GetAttribLocation("aNormal");
GL.EnableVertexAttribArray(normCoordLocation);
GL.VertexAttribPointer(
normCoordLocation,
3,
VertexAttribPointerType.Float,
false,
8 * sizeof(float),
3 * sizeof(float));
int texCoordLocation = objectShader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(
texCoordLocation,
2,
VertexAttribPointerType.Float,
false,
8 * sizeof(float),
6 * sizeof(float));
objectShader.SetInt("texture0", 0);
objectShader.SetInt("texture1", 1);
}
VertexAttribPointer 函数的步幅和偏移值将在下一个函数中变得清晰,您可以在其中看到顶点是如何构建的:3 个浮点数表示位置,3 个浮点数表示法线,2 个纹理坐标。
对象是这样创建的(在我的例子中是所有领域)。请查看如何创建顶点和法线:
private void RecreateVertices()
{
List<float> vertices = new List<float>();
float alpha = 2 * (float)Math.PI / rasterization;
for (int i = 0; i < rasterization + 1; i++)
{
for (int j = 0; j < rasterization + 1; j++)
{
float x = radius * (float)Math.Sin(i * alpha * 1.0) * (float)Math.Sin(j * alpha);
float y = radius * (float)Math.Sin(i * alpha * 1.0) * (float)Math.Cos(j * alpha);
float z = radius * (float)Math.Cos(i * alpha * 1.0);
float textureX = (float)j / rasterization;
float textureY = (float)i / rasterization * 2;
Vector3 normal = CreateNormal(x, y, z);
vertices.AddRange(new[] { x, y, z, normal[0], normal[1], normal[2], textureX, textureY });
}
}
Vertices = vertices.ToArray();
}
private Vector3 CreateNormal(float x, float y, float z)
{
Vector3 normVector3 = new Vector3(x, y, z);
normVector3.Normalize();
return normVector3;
}
更新:我用片段着色器做了一些实验。我尝试使用白光和橙色来代替纹理。我得到的是静态橙色图像,而不是可见的照明物体。也许这有助于诊断。
#version 420 core
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
out vec4 FragColor;
uniform sampler2D texture0;
uniform sampler2D texture1;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
uniform vec3 viewPos;
void main()
{
// Ambient
// vec3 ambient = light.ambient * vec3(texture(material.diffuse, texCoord));
vec3 ambient = light.ambient * vec3(1.0f, 1.0f, 1.0f);
// Diffuse
vec3 norm = normalize(normal);
vec3 lightDir = normalize(vec3(light.position - FragPos));
float diff = max(dot(norm, lightDir), 0.0);
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, texCoord));
vec3 diffuse = light.diffuse * diff * vec3(1.0f, 1.0f, 1.0f);
// Specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// vec3 specular = light.specular * spec * vec3(texture(material.specular, texCoord));
vec3 specular = light.specular * spec * vec3(1.0f, 1.0f, 1.0f);
vec3 result = (ambient + diffuse + specular) * vec3(1.0f, 0.5f, 0.31f);
//if(result.a < 0.1)
// discard;
FragColor = vec4(result, 1.0);
}
解决方案
GL.UseProgram
在设置制服之前,需要安装着色器程序。GL.Uniform
* 在当前安装程序的默认uniform块中设置uniform的值:
objectShader.Use();
objectShader.SetVector3("material.ambient", new Vector3(1.0f, 0.5f, 0.31f));
objectShader.SetVector3("material.diffuse", new Vector3(1.0f, 0.5f, 0.31f));
objectShader.SetVector3("material.specular", new Vector3(0.5f, 0.5f, 0.5f));
objectShader.SetVector3("light.position", new Vector3(100f, 1.0f, 2.0f));
objectShader.SetVector3("light.ambient", new Vector3(1.0f));
objectShader.SetVector3("light.diffuse", new Vector3(0.5f));
objectShader.SetVector3("light.specular", new Vector3(1.0f));
objectShader.SetMatrix4("view", Camera.GetViewMatrix());
objectShader.SetMatrix4("projection", Camera.GetProjectionMatrix());
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