【发布时间】:2015-11-29 01:30:45
【问题描述】:
我目前正在开发一款 LWJGL 2 游戏。我正在使用来自https://github.com/mattdesl/lwjgl-basics 的库(例如 Texture 和 ShaderProgram 类)。我知道,您可以在着色器中渲染有限数量的灯光,但我没有找到任何解决方案来使灯光更加动态和高效。 我想将 Vector3f[] 灯作为统一的 vec3 灯 [] 传递到 .frag 文件中。我怎样才能做到这一点?动态改变光照数量的任何其他想法?下面是片段着色器的代码:
//attributes from vertex shader
varying vec4 vColor;
varying vec2 vTexCoord;
uniform sampler2D u_texture;
uniform sampler2D u_normals;
//the array should be inserted as:
uniform vec3 Lights[];
uniform int numOfLights;
uniform vec2 Resolution;
uniform float Rotation;
//uniform vec3 LightPos;
uniform vec4 LightColor;
uniform vec4 AmbientColor;
uniform vec3 Falloff;
void main() {
vec4 sumColor = vec4(0.0,0.0,0.0,0.0);
for(int i = 0;i < numOfLights;i++){
vec3 LightPos = Lights[i];
vec4 DiffuseColor = texture2D(u_texture, vTexCoord);
vec3 NormalMap = texture2D(u_normals, vTexCoord).rgb;
vec3 LightDir = vec3(LightPos.x - gl_FragCoord.x/ Resolution.x,LightPos.y - gl_FragCoord.y / Resolution.y, LightPos.z);
float D = length(LightDir);
vec3 N = normalize(NormalMap * 2.0 - 1.0);
float LRot = atan(LightDir.y, LightDir.x);
vec3 L = normalize(vec3(cos(LRot + Rotation),sin(LRot + Rotation),LightDir.z + 0.5));
vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);
vec3 Ambient = AmbientColor.rgb * AmbientColor.a;
float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );
vec3 Intensity = 2 * Ambient + Diffuse * Attenuation;
vec3 FinalColor = DiffuseColor.rgb * Intensity;
//sumColor gets added as many times as there are lights
sumColor = sumColor + vColor * vec4(FinalColor, DiffuseColor.a);
}
gl_FragColor = sumColor;
}
目前,我使用 ShaderProgram 类中的 setUniformf(String name, Vector3f v) 方法将其他向量传递到 .frag 文件中。 例如,我想像这样传递它们:
public Vector3f[] lights;
//all the lights get add into the array
shader.setUniformf("Lights", lights);
如果我可以将灯光存储在 ListArray 中并将其传递给片段着色器,那就更好了。
【问题讨论】:
标签: java opengl glsl shader lwjgl