光不断地覆盖一个旋转立方体的两个相同的边

Light covering constantly 2 same sides of a rotating cube

本文关键字:两个 立方体 旋转 一个 覆盖      更新时间:2023-10-16

我为一个旋转的彩虹立方体做了一个基本的照明:

vshader:

attribute  vec4 vPosition;
attribute  vec4 vColor;
attribute  vec4 vNormal;
varying vec4 color;
uniform mat4 ModelView;
uniform mat4 Projection;
uniform mat3 NormalMatrix;
uniform vec4 lPosition;
uniform vec4 lDiffuse;
uniform vec4 Shininess;
uniform vec4 lSpecular;
uniform vec4 lAmbient;
varying vec3 v_normal;
varying vec3 v_eye;

void main() 
{
    vec4 ambient, diffuse, specular;
    vec3 N,L,E,H;
    //gl_Position = projection * view * model * vPosition;
    ambient = vColor*lAmbient;
    N = normalize((ModelView*vNormal).xyz);
    L = normalize((ModelView*lPosition).xyz - (ModelView*vPosition).xyz);
    diffuse = max(dot(L,N), 0.0)*(vColor*lDiffuse);
    E = -normalize((ModelView * vPosition).xyz);
    H = normalize(L + E);
    specular = max(pow(max(dot(N, H), 0.0), 20.0)
                *lSpecular, 0.0);
    color = vec4((ambient+diffuse+specular).rgb, 1.0);
    gl_Position = Projection * ModelView * vPosition;
} 

当立方体旋转时,我只能看到2面被遮蔽,其余的都是黑色的。光线始终处于相同的位置(立方体的前方),但即使从一开始就被遮蔽的墙壁并不面向光源,光源也是可见的,其余部分则不可见。建议吗?

//编辑法线是这样计算的:

void normals(int a, int b, int c, int d) {

vec4 U, V;
U = vertices[b] - vertices[a];
V = vertices[c] - vertices[a];
vec4 firstNormal;
firstNormal.x = (U.y * V.z)-(U.z * V.y);
firstNormal.y = (U.z * V.x)-(U.x * V.z);
firstNormal.z = (U.x * V.y)-(U.y * V.x);
firstNormal.w = 1.0f;
normal[normalCount] = firstNormal;
normalCount++;
vec4 X, Y;
X = vertices[c] - vertices[a];
Y = vertices[d] - vertices[a];
vec4 secondNormal;
secondNormal.x = (X.y * Y.z)-(X.z * Y.y);
secondNormal.y = (X.z * Y.x)-(X.x * Y.z);
secondNormal.z = (X.x * Y.y)-(X.y * Y.x);
secondNormal.w = 1.0f;
normal[normalCount] = secondNormal;
normalCount++;

}

发送到vbo abcd的是立方体边角上的顶点

1)你的常态是什么?这里可以有一个bug,它会像这样显示。您可以通过分配和测试来检查,依次为:

color = vNormal; 
color = N; 
color = L;

等等

2)你使用的是每个顶点,而不是每个片段着色,这在一个立方体上,可能不是最好的主意-它太不精确了。