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webgl 25.用点光源为正方体添加光照

webgl 25.用点光源为正方体添加光照

作者: lesliefang | 来源:发表于2017-09-11 10:06 被阅读61次

    前面两节我们用平行光为正方体添加了光照,这节我们用一个点光源来为正方体添加光照。

    point lighted cube.png

    平行光只需要一个光线方向和光线颜色就可以描述。而点光源的光线方向是不确定的,取决于点光源的位置和照射到物体上的位置。所以这里的重点是针对每个顶点重新计算光线方向。

    我们要把点光源位置和 model matrix 传进去来计算每个顶点的光线方向

    uniform vec3 u_LightPosition;
    uniform mat4 u_ModelMatrix;
    

    之后就可以计算出每个顶点的光线方向了

    // 针对每个顶点计算光线方向
    vec4 vertexPosition = u_ModelMatrix * a_Position;
    vec3 lightDirection = normalize(u_LightPosition - vec3(vertexPosition));
    
    现在的正方体看起来其实还不是特别的真实,因为只针对每个顶点计算了光线方向,最终的颜色在各个顶点之间进行了插值,而实际上正方体上每一个点上的光线方向都是不同的。要更加逼真的光照效果下节我们来看针对每个 fragment 计算光照。

    完整代码

    <script id="vertex-shader" type="glsl">
        attribute vec4 a_Position;
        attribute vec4 a_Color;
        attribute vec3 a_Normal;
        uniform vec3 u_LightColor;
        uniform vec3 u_LightPosition;
        uniform vec3 u_AmbientLight;
        uniform mat4 u_mvpMatrix;
        uniform mat4 u_ModelMatrix;
        uniform mat4 u_NormalMatrix;
        varying vec4 v_Color;
    
        void main() {
            gl_Position = u_mvpMatrix * a_Position;
            // 标准化(把长度变为 1 )
            vec3 normal = normalize(vec3(u_NormalMatrix * vec4(a_Normal,1.0)));
    
            // 针对每个顶点计算光线方向
            vec4 vertexPosition = u_ModelMatrix * a_Position;
            vec3 lightDirection = normalize(u_LightPosition - vec3(vertexPosition));
    
            float nDotL = max(dot(lightDirection, normal), 0.0);
            vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;
            vec3 ambient = u_AmbientLight * a_Color.rgb;
            v_Color = vec4(diffuse + ambient, a_Color.a);
        }
    </script>
    
    <script id="fragment-shader" type="glsl">
        precision mediump float;
        varying vec4 v_Color;
        void main() {
           gl_FragColor = v_Color;
        }
    </script>
    
    <script src="lib/cuon-matrix.js"></script>
    <script src="lib/myutils.js"></script>
    
    <script>
        var VERTEX_SHADER_SOURCE = document.getElementById('vertex-shader').text;
        var FRAGMENT_SHADER_SOURCE = document.getElementById('fragment-shader').text;
    
        var canvas = document.getElementById("canvas");
        var gl = canvas.getContext('webgl');
    
        if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
            alert('Failed to init shaders');
        }
    
        var n = initVertexBuffers(gl);
    
        var u_mvpMatrix = gl.getUniformLocation(gl.program, 'u_mvpMatrix');
        var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
        var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight');
        var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
        var u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition');
        var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
    
        // 设置光源颜色
        gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
        // 设置点光源位置
        gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5);
        // 设置环境光颜色
        gl.uniform3f(u_AmbientLight, 0.2, 0.2, 0.2);
    
        // <projection matrix> * <view matrix>
        var mvpMatrix = new Matrix4();
        mvpMatrix.setPerspective(30, 1, 1, 100);
        mvpMatrix.lookAt(6, 6, 14, 0, 0, 0, 0, 1, 0);
    
        var modelMatrix = new Matrix4();
        modelMatrix.rotate(90, 0, 1, 0);
        gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
    
        mvpMatrix.multiply(modelMatrix);
        gl.uniformMatrix4fv(u_mvpMatrix, false, mvpMatrix.elements);
    
        // 计算法向量变换矩阵
        var normalMatrix = new Matrix4();
        normalMatrix.setInverseOf(modelMatrix);
        normalMatrix.transpose();
        gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements);
    
        gl.enable(gl.DEPTH_TEST);
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
    
        function initVertexBuffers(gl) {
            // Create a cube
            //    v6----- v5
            //   /|      /|
            //  v1------v0|
            //  | |     | |
            //  | |v7---|-|v4
            //  |/      |/
            //  v2------v3
    
            var vertices = new Float32Array([
                2.0, 2.0, 2.0, -2.0, 2.0, 2.0, -2.0, -2.0, 2.0, 2.0, -2.0, 2.0, // v0-v1-v2-v3 front
                2.0, 2.0, 2.0, 2.0, -2.0, 2.0, 2.0, -2.0, -2.0, 2.0, 2.0, -2.0, // v0-v3-v4-v5 right
                2.0, 2.0, 2.0, 2.0, 2.0, -2.0, -2.0, 2.0, -2.0, -2.0, 2.0, 2.0, // v0-v5-v6-v1 up
                -2.0, 2.0, 2.0, -2.0, 2.0, -2.0, -2.0, -2.0, -2.0, -2.0, -2.0, 2.0, // v1-v6-v7-v2 left
                -2.0, -2.0, -2.0, 2.0, -2.0, -2.0, 2.0, -2.0, 2.0, -2.0, -2.0, 2.0, // v7-v4-v3-v2 down
                2.0, -2.0, -2.0, -2.0, -2.0, -2.0, -2.0, 2.0, -2.0, 2.0, 2.0, -2.0  // v4-v7-v6-v5 back
            ]);
    
            var colors = new Float32Array([    // Colors
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v1-v2-v3 front
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v3-v4-v5 right
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v0-v5-v6-v1 up
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v1-v6-v7-v2 left
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,     // v7-v4-v3-v2 down
                1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0     // v4-v7-v6-v5 back
            ]);
    
            var normals = new Float32Array([    // Normal
                0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
                1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
                0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
                -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
                0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,  // v7-v4-v3-v2 down
                0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0   // v4-v7-v6-v5 back
            ]);
    
            var indices = new Uint8Array([       // Indices of the vertices
                0, 1, 2, 0, 2, 3,    // front
                4, 5, 6, 4, 6, 7,    // right
                8, 9, 10, 8, 10, 11,    // up
                12, 13, 14, 12, 14, 15,    // left
                16, 17, 18, 16, 18, 19,    // down
                20, 21, 22, 20, 22, 23     // back
            ]);
    
            if (!initArrayBuffer(gl, vertices, 3, gl.FLOAT, 'a_Position')) {
                return -1;
            }
            if (!initArrayBuffer(gl, colors, 3, gl.FLOAT, 'a_Color')) {
                return -1;
            }
            if (!initArrayBuffer(gl, normals, 3, gl.FLOAT, 'a_Normal')) {
                return -1;
            }
    
            var indexBuffer = gl.createBuffer();
            if (!indexBuffer) {
                console.log('Failed to create index buffer');
                return -1;
            }
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    
            return indices.length;
        }
    
        function initArrayBuffer(gl, data, numOfComponents, dataType, attributeName) {
            var buffer = gl.createBuffer();
            if (!buffer) {
                console.log('Failed to create buffer object');
                return false;
            }
    
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
    
            var attribute = gl.getAttribLocation(gl.program, attributeName);
            gl.vertexAttribPointer(attribute, numOfComponents, dataType, false, 0, 0);
            gl.enableVertexAttribArray(attribute);
    
            return true;
        }
    </script>
    

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