參考zwqxin的博客 http://www.zwqxin.com/c++
shader 來自zwqxin,稍做修改框架
<-vertex-> attribute vec3 v_Pos; attribute vec3 v_Normal; attribute vec2 v_TexCoord; attribute vec3 v_tangent; uniform vec3 lightpos; //傳入光源的模型座標吧 uniform vec4 eyepos; varying vec3 lightdir; varying vec3 halfvec; varying vec3 norm; varying vec3 eyedir; void main(void) { vec4 pos = gl_ModelViewMatrix * vec4(v_Pos,1.0); pos = pos / pos.w; //把光源和眼睛從模型空間轉換到視圖空間 vec4 vlightPos = (gl_ModelViewMatrix * vec4(lightpos, 1.0)); vec4 veyePos = (gl_ModelViewMatrix * eyepos); lightdir = normalize(vlightPos.xyz - pos.xyz); vec3 eyedir = normalize(veyePos.xyz - pos.xyz); //模型空間下的TBN norm = normalize(gl_NormalMatrix * v_Normal); vec3 vtangent = normalize(gl_NormalMatrix * v_tangent); vec3 vbinormal = cross(norm,vtangent); //將光源向量和視線向量轉換到TBN切線空間 lightdir.x = dot(vtangent, lightdir); lightdir.y = dot(vbinormal, lightdir); lightdir.z = dot(norm , lightdir); lightdir = normalize(lightdir); eyedir.x = dot(vtangent, eyedir); eyedir.y = dot(vbinormal, eyedir); eyedir.z = dot(norm , eyedir); eyedir = normalize(eyedir); halfvec = normalize(lightdir + eyedir); gl_TexCoord[0].st = v_TexCoord; gl_Position = gl_ModelViewProjectionMatrix *vec4( v_Pos,1); } <-fragment-> uniform sampler2D bumptex; uniform sampler2D basetex; float amb = 0.2; float diff = 0.2; float spec = 0.6; varying vec3 lightdir; varying vec3 halfvec; varying vec3 norm; varying vec3 eyedir; void main(void) { float shiness =4; vec4 ambient = vec4(0.2,0.2,0.2,0.2); vec4 diffuse = vec4(0.3,0.3,0.3,0.3); vec4 specular = vec4(0.3,0.3,0.3,0.3); vec3 vlightdir = normalize(lightdir); vec3 veyedir = normalize(eyedir); vec3 vnorm = normalize(norm); vec3 vhalfvec = normalize(halfvec); vec4 baseCol = texture2D(basetex, gl_TexCoord[0].xy); //Normal Map裏的像素normal定義於該像素的切線空間 vec3 tbnnorm = texture2D(bumptex, gl_TexCoord[0].xy).xyz; tbnnorm = normalize((tbnnorm - vec3(0.5))* 2.0); float diffusefract = max( dot(lightdir,tbnnorm) , 0.0); float specularfract = max( dot(vhalfvec,tbnnorm) , 0.0); if(specularfract > 0.0){ specularfract = pow(specularfract, shiness); } gl_FragColor = vec4(amb * ambient.xyz * baseCol.xyz + diff * diffuse.xyz * diffusefract * baseCol.xyz + spec * specular.xyz * specularfract ,1.0)*3.0; }
c++代碼(用本身的框架不方便所有放出來)3d
glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,m_img.Getid()); glActiveTexture(GL_TEXTURE0+1); glBindTexture(GL_TEXTURE_2D,m_NormalImg.Getid()); m_ShaderNormalMap.Enable(); m_ShaderNormalMap.uniform("bumptex",1); m_ShaderNormalMap.uniform("basetex",0); m_ShaderNormalMap.uniform("lightpos",vec3(100,100,100)); m_ShaderNormalMap.uniform("eyepos",vec3(0,0,10)); glPushMatrix(); glTranslatef(0,0,-100); static float angleA =0.0f; angleA +=0.02f; glRotatef(angleA,1,1,1); m_Mesh.RenderTest(); glActiveTexture( GL_TEXTURE0);
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2016年12月1日 blog
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