原理就是一维渐变纹理,将漫反射系数作为纹理坐标(x,y)从一维纹理采样得到拥有漫反射因子的光线强度颜色(即颜色带上了漫反射的影响)
// Cell lighting Shader
// Vertex Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
// Incoming per vertex... position and normal
in vec4 vVertex;
in vec3 vNormal;
smooth out float textureCoordinate;
uniform vec3 vLightPosition;
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
void main(void)
{
// Get surface normal in eye coordinates
vec3 vEyeNormal = normalMatrix * vNormal;
// Get vertex position in eye coordinates
vec4 vPosition4 = mvMatrix * vVertex;
vec3 vPosition3 = vPosition4.xyz / vPosition4.w;
// Get vector to light source
vec3 vLightDir = normalize(vLightPosition - vPosition3);
// Dot product gives us diffuse intensity
textureCoordinate = max(0.0, dot(vEyeNormal, vLightDir));
// Don't forget to transform the geometry!
gl_Position = mvpMatrix * vVertex;
}
// Cell lighting Shader
// Fragment Shader
// Richard S. Wright Jr.
// OpenGL SuperBible
#version 130
uniform sampler1D colorTable;
out vec4 vFragColor;
smooth in float textureCoordinate;
void main(void)
{
vFragColor = texture(colorTable, textureCoordinate);
}
// ToonShader.cpp
// OpenGL SuperBible
// Demonstrates a simple toon shader
// Program by Richard S. Wright Jr.
#pragma comment(lib, "gltools.lib")
#include <GLTools.h> // OpenGL toolkit
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLGeometryTransform.h>
#include <StopWatch.h>
#include <math.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLFrame viewFrame;
GLFrustum viewFrustum;
GLTriangleBatch torusBatch;
GLMatrixStack modelViewMatrix;
GLMatrixStack projectionMatrix;
GLGeometryTransform transformPipeline;
GLShaderManager shaderManager;
GLuint toonShader; // The dissolving light shader
GLint locLight; // The location of the Light in eye coordinates
GLint locMVP; // The location of the ModelViewProjection matrix uniform
GLint locMV; // The location of the ModelView matrix uniform
GLint locNM; // The location of the Normal matrix uniform
GLint locColorTable; // The location of the color table
GLuint texture;
// This function does any needed initialization on the rendering
// context.
void SetupRC(void)
{
// Background
glClearColor(0.025f, 0.25f, 0.25f, 1.0f);
glEnable(GL_DEPTH_TEST);
shaderManager.InitializeStockShaders();
viewFrame.MoveForward(4.0f);
// Make the torus
gltMakeTorus(torusBatch, .80f, 0.25f, 52, 26);
toonShader = gltLoadShaderPairWithAttributes("ToonShader.vp", "ToonShader.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex",
GLT_ATTRIBUTE_NORMAL, "vNormal");
locLight = glGetUniformLocation(toonShader, "vLightPosition");
locMVP = glGetUniformLocation(toonShader, "mvpMatrix");
locMV = glGetUniformLocation(toonShader, "mvMatrix");
locNM = glGetUniformLocation(toonShader, "normalMatrix");
locColorTable = glGetUniformLocation(toonShader, "colorTable");
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_1D, texture);
GLubyte textureData[4][3] = { 32, 0, 0,
64, 0, 0,
128, 0, 0,
255, 0, 0 };
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
}
// Cleanup
void ShutdownRC(void)
{
glDeleteTextures(1, &texture);
}
// Called to draw scene
void RenderScene(void)
{
static CStopWatch rotTimer;
// Clear the window and the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelViewMatrix.PushMatrix(viewFrame);
modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);
GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f };
GLfloat vAmbientColor[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat vDiffuseColor[] = { 0.1f, 1.0f, 0.1f, 1.0f };
GLfloat vSpecularColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glUseProgram(toonShader);
glUniform3fv(locLight, 1, vEyeLight);
glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
glUniform1i(locColorTable, 0);
torusBatch.Draw();
modelViewMatrix.PopMatrix();
glutSwapBuffers();
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
// Prevent a divide by zero
if (h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(800, 600);
glutCreateWindow("Cell (toon) shading");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
ShutdownRC();
return 0;
}