OpenGL学习笔记九——光照3(实现三种光照类型:平行光,点光源,聚光灯)

OpenGL学习笔记九——光照3实现三种光照类型:平行光,点光源,聚光灯

前言

上一次介绍光照时曾大概介绍了三种光照

图片选自LearnOpenGL

平行光

最简单来说,平行光可以理解为太阳光,光有固定的颜色和统一的方向,且衰减值可以忽略,即光照强度和距离没有关系。如图:
在这里插入图片描述

代码表示

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    //vec3 position;
    vec3 direction;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
  	
    // diffuse 
    vec3 norm = normalize(Normal);
    // vec3 lightDir = normalize(light.position - FragPos);
    vec3 lightDir = normalize(-light.direction);  
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // 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 * texture(material.specular, TexCoords).rgb;  
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 

点光

点光源可以简单理解为点灯,光由一点发出,并且随着距离越来越远,光照强度也越来越弱
在这里插入图片描述

衰减

随着光线传播距离的增长逐渐削减光的强度通常叫做衰减。线性衰减实现容易,但是效果不真实,现实中的衰减效果如图,并非呈现线性衰减:
在这里插入图片描述
下面这个公式根据片段距光源的距离计算了衰减值,之后我们会将它乘以光的强度向量:

Fatt=1.0Kc+Kl∗d+Kq∗d2
在这里d代表了片段距光源的距离。接下来为了计算衰减值,我们定义3个(可配置的)项:常数项Kc、一次项Kl和二次项Kq。

  1. 常数项通常保持为1.0,它的主要作用是保证分母永远不会比1小,否则的话在某些距离上它反而会增加强度,这肯定不是我们想要的效果。
  2. 一次项会与距离值相乘,以线性的方式减少强度。
  3. 二次项会与距离的平方相乘,让光源以二次递减的方式减少强度。二次项在距离比较小的时候影响会比一次项小很多,但当距离值比较大的时候它就会比一次项更大了。

代码实现

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    vec3 position;  
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
	
    float constant;
    float linear;
    float quadratic;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
  	
    // diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(light.position - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // 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 * texture(material.specular, TexCoords).rgb;  
    
    // attenuation
    float distance    = length(light.position - FragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    

    ambient  *= attenuation;  
    diffuse   *= attenuation;
    specular *= attenuation;   
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 

聚光

聚光可以理解为手电筒,光源形状呈圆形,并向四周有衰减
在这里插入图片描述

  • LightDir:从片段指向光源的向量。
  • SpotDir:聚光所指向的方向。
  • Phiϕ:指定了聚光半径的切光角。落在这个角度之外的物体都不会被这个聚光所照亮。
  • Thetaθ:LightDir向量和SpotDir向量之间的夹角。在聚光内部的话θ值应该比ϕ值小。

实现代码

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    vec3 position;  
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
	
    float constant;
    float linear;
    float quadratic;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    vec3 lightDir = normalize(light.position - FragPos);
    
    // check if lighting is inside the spotlight cone
    float theta = dot(lightDir, normalize(-light.direction)); 
    
    if(theta > light.cutOff) // remember that we're working with angles as cosines instead of degrees so a '>' is used.
    {    
        // ambient
        vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
        
        // diffuse 
        vec3 norm = normalize(Normal);
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
        
        // 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 * texture(material.specular, TexCoords).rgb;  
        
        // attenuation
        float distance    = length(light.position - FragPos);
        float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    

        // ambient  *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branche
        diffuse   *= attenuation;
        specular *= attenuation;   
            
        vec3 result = ambient + diffuse + specular;
        FragColor = vec4(result, 1.0);
    }
    else 
    {
        // else, use ambient light so scene isn't completely dark outside the spotlight.
        FragColor = vec4(light.ambient * texture(material.diffuse, TexCoords).rgb, 1.0);
    }
} 

带有渐变边缘

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    vec3 position;  
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
	
    float constant;
    float linear;
    float quadratic;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
    
    // diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(light.position - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // 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 * texture(material.specular, TexCoords).rgb;  
    
    // spotlight (soft edges)
    float theta = dot(lightDir, normalize(-light.direction)); 
    float epsilon = (light.cutOff - light.outerCutOff);
    float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
    diffuse  *= intensity;
    specular *= intensity;
    
    // attenuation
    float distance    = length(light.position - FragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    ambient  *= attenuation; 
    diffuse   *= attenuation;
    specular *= attenuation;   
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 
发布了60 篇原创文章 · 获赞 223 · 访问量 4万+

猜你喜欢

转载自blog.csdn.net/qq_36696486/article/details/104338653