• opengl 教程(21) 聚光灯


    原帖地址:http://ogldev.atspace.co.uk/www/tutorial21/tutorial21.html

         本篇教程中,我们来学习聚光灯的的光照效果,聚光灯有光源位置,也会随着传播距离增加而衰减,还有照射方向,另外聚光灯增加的特性是,它的照射范围在一个圆锥内,类似探照灯的效果

    下图显示了聚光灯的效果:

    spotlight

           聚光灯的方向用黑色的箭头L表示,而我们的光照效果将会限制在两条红线内。我们可以通过光线方向,和红线的夹角来定义光照范围,对于视线向量V,我们可以用L和V进行点积,如果结果小于cone的角,则不会有聚光灯效果。

    map

    主要代码:

    lighting_technique.h

    struct SpotLight : public PointLight
    {
    Vector3f Direction;
    float Cutoff;
    SpotLight()
    {
    Direction = Vector3f(0.0f, 0.0f, 0.0f);
    Cutoff = 0.0f;
    }
    };

    在聚光灯类中,我们定义了2个新的属性,光照方向以及光照圆锥夹角。

    lighting_technique.cpp

    struct SpotLight
    {
    struct PointLight Base;
    vec3 Direction;
    float Cutoff;
    };
    ...
    uniform int gNumSpotLights;
    ...
    uniform SpotLight gSpotLights[MAX_SPOT_LIGHTS];

    定义多个聚光灯光源。

    vec4 CalcPointLight(struct PointLight l, vec3 Normal)
    {
    vec3 LightDirection = WorldPos0 - l.Position;
    float Distance = length(LightDirection);
    LightDirection = normalize(LightDirection);
    vec4 Color = CalcLightInternal(l.Base, LightDirection, Normal);
    float Attenuation = l.Atten.Constant +
    l.Atten.Linear * Distance +
    l.Atten.Exp * Distance * Distance;
    return Color / Attenuation;
    }

    修改点光源shader代码,使用结构作为参数。

    vec4 CalcSpotLight(struct SpotLight l, vec3 Normal)
    {
    vec3 LightToPixel = normalize(WorldPos0 - l.Base.Position);
    float SpotFactor = dot(LightToPixel, l.Direction);
    if (SpotFactor > l.Cutoff) {
    vec4 Color = CalcPointLight(l.Base, Normal);
    return Color * (1.0 - (1.0 - SpotFactor) * 1.0/(1.0 - l.Cutoff));
    }
    else {
    return vec4(0,0,0,0);
    }
    }

    上面是计算聚光灯效果的函数。

    ...
    for (int i = 0 ; i < gNumSpotLights ; i++) {
    TotalLight += CalcSpotLight(gSpotLights[i], Normal);
    }
    ...

    和点光源的光照的计算方式相同,对于多光源,我们可以累加聚光灯的效果,从而得到最终像素的光照颜色。

    lighting_technique.cpp

    void LightingTechnique::SetSpotLights(unsigned int NumLights, const SpotLight* pLights)
    {
    glUniform1i(m_numSpotLightsLocation, NumLights);
    for (unsigned int i = 0 ; i < NumLights ; i++) {
    glUniform3f(m_spotLightsLocation[i].Color, pLights[i].Color.x, pLights[i].Color.y, pLights[i].Color.z);
    glUniform1f(m_spotLightsLocation[i].AmbientIntensity, pLights[i].AmbientIntensity);
    glUniform1f(m_spotLightsLocation[i].DiffuseIntensity, pLights[i].DiffuseIntensity);
    glUniform3f(m_spotLightsLocation[i].Position, pLights[i].Position.x, pLights[i].Position.y, pLights[i].Position.z);
    Vector3f Direction = pLights[i].Direction;
    Direction.Normalize();
    glUniform3f(m_spotLightsLocation[i].Direction, Direction.x, Direction.y, Direction.z);
    glUniform1f(m_spotLightsLocation[i].Cutoff, cosf(ToRadian(pLights[i].Cutoff)));
    glUniform1f(m_spotLightsLocation[i].Atten.Constant, pLights[i].Attenuation.Constant);
    glUniform1f(m_spotLightsLocation[i].Atten.Linear, pLights[i].Attenuation.Linear);
    glUniform1f(m_spotLightsLocation[i].Atten.Exp, pLights[i].Attenuation.Exp);
    }
    }

    上面是给uniform变量赋值。

    程序执行后效果如下:

    clipboard

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  • 原文地址:https://www.cnblogs.com/mikewolf2002/p/2877509.html
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