GLSL逐个像素光照问题
我采用了这组着色器,
http://blog.csdn.net/hippig/article/details/7484931
作用是使用逐像素光照,但是在实际的应用程序中却出现了错误的效果。
使用逐个像素光照应该出现如第一图均匀的镜面高光。
但在我的程序中没有出现镜面高光,旋转后发现只有壶把和壶嘴上有,这是为什么?
代码如下:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "textfile.h"
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
float lpos[4] = {1.0,1.0,1.0,0.0};
void changeSize(int w, int h)
{
GLfloat nRange = 2.0f;
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
//gluPerspective(60.0,h/w,1,400);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-=5.0f;
if(key == GLUT_KEY_DOWN)
xRot +=5.0f;
if(key == GLUT_KEY_LEFT)
yRot -=5.0f;
if(key == GLUT_KEY_RIGHT)
yRot +=5.0f;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
glutPostRedisplay();
}
void processNormalKeys(unsigned char key, int x, int y) {
if (key == 27)
exit(0);
}
#define printOpenGLError() printOglError(__FILE__, __LINE__)
void setShaders2() {
GLuint v1,f1,f12;
char *vs1 = NULL,*fs1 = NULL,*fs2 = NULL;
v1 = glCreateShader(GL_VERTEX_SHADER);
f1 = glCreateShader(GL_FRAGMENT_SHADER);
f12 = glCreateShader(GL_FRAGMENT_SHADER);
vs1 = textFileRead("pixvs.txt");
fs1 = textFileRead("pixfs.txt");
const char * vv = vs1;
const char * ff = fs1;
glShaderSource(v1, 1, &vv,NULL);
glShaderSource(f1, 1, &ff,NULL);
free(vs1);free(fs1);
glCompileShader(v1);
glCompileShader(f1);
p = glCreateProgram();
glAttachShader(p,v1);
glAttachShader(p,f1);
glLinkProgram(p);
printProgramInfoLog(p);
glUseProgram(p);
}
void init2(void)//在这里设置光照属性
{
GLfloat mat_spec[]={1.0,1.0,1.0,1.0};
GLfloat mat_shin[]={100.0};
GLfloat lightpos[]={.0,.0,1.0,.0};
GLfloat white_light[]={1.0,1.0,1.0,.0};
// GLfloat lmodel_ambient[]={0.1,0.1,0.1,1.0};
glClearColor(0,0,0,0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_spec);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shin);
glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,white_light);
glLightfv(GL_LIGHT0,GL_SPECULAR,white_light);
// glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
//glEnable(GL_NORMALIZE);
// glEnable(GL_COLOR_MATERIAL);
// glEnable(GL_AUTO_NORMAL);
}
void display(void)
{ GLfloat pos[]={1.0,1.0,1.0,1.0};
GLfloat norm3[3];
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef((GLfloat)xRot,1,0,0);
glRotatef((GLfloat)yRot,0,1,0);
glutSolidTeapot(0.5);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(800,600);
glutCreateWindow("DEMO");
glutDisplayFunc(display);
glutReshapeFunc(changeSize);
glutSpecialFunc(SpecialKeys);
glutKeyboardFunc(processNormalKeys);
init2();
glewInit();
if (glewIsSupported("GL_VERSION_2_0"))
printf("Ready for OpenGL 2.0\n");
else {
printf("OpenGL 2.0 not supported\n");
exit(1);
}
//setup();
setShaders2();
glutMainLoop();
return 0;
}
谢谢各位大虾!