【发布时间】:2014-04-17 07:59:16
【问题描述】:
我试图在我的着色器中只使用一个转换(及其逆转置),但我的着色结果很奇怪,所以我猜我的法线转换不正确。网上很多教程建议使用“投影*视图*模型”三阶段变换,在“视图*模型”变换阶段计算光照。于是我尝试实现了这三个变换,但是不仅我的茶壶不显示,连一个简单的三角形都显示不出来。
这是我的顶点着色器代码:
#version 410
in vec3 position; // position of the vertex (and fragment) in world space
in vec3 normal; // surface normal vector in world space
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 modelView_it;
vec3 l_pos = vec3(10, 10, 10);
out VertexData {
vec3 normal;
vec3 eye;
vec3 lightDir;
} VertexOut;
void main()
{
vec4 pos = view * model * vec4(position, 1.0);
VertexOut.normal = normalize(vec3(modelView_it * vec4(normal, 0.0)));
VertexOut.lightDir = l_pos - vec3(pos);
VertexOut.eye = vec3(0, 0, 0);
gl_Position = proj * view * model * vec4(position, 1);
}
这是我的片段着色器代码
#version 150
out vec4 colorOut;
vec3 kd = vec3(0.1, 1, 0.1);
vec3 ka = vec3(1, 1.0, 1.0);
vec3 ks = vec3(0.5, 1, 0.5);
float sp = 90;
vec3 intensity = vec3(1, 1, 1);
in VertexData {
vec3 normal;
vec3 eye;
vec3 lightDir;
} VertexIn;
void main()
{
vec3 n = normalize(VertexIn.normal);
vec3 l = normalize(VertexIn.lightDir);
vec3 e = normalize(VertexIn.eye);
vec3 diffuse = kd*intensity*max(0, dot(l, n));
vec3 r = -l + 2*dot(l,n) * n;
vec3 specular = ks*intensity*max(pow(dot(r, e), sp),0);
// force to be white intentionally to test
colorOut = vec4(1,1,1,1);
}
这是我用来生成投影和视图转换矩阵的一些函数(代码取自其他一些类似的堆栈溢出问题)
//generate projection matrix
void setPerspective(float fovY, float aspect, float near, float far, Matrix4f& mProjectionMatrix)
{
float theta = fovY*0.5;
float range = far - near;
float invtan = 1./tan(theta);
mProjectionMatrix(0,0) = invtan / aspect;
mProjectionMatrix(1,1) = invtan;
mProjectionMatrix(2,2) = -(near + far) / range;
mProjectionMatrix(3,2) = -1;
mProjectionMatrix(2,3) = -2 * near * far / range;
mProjectionMatrix(3,3) = 0;
}
//generate view matrix
void lookAt(const Vector& position, const Vector& target, const Vector& up, Matrix4f& mViewMatrix)
{
Matrix3f R;
R.col(2) = (position-target).normalized();
R.col(0) = up.cross(R.col(2)).normalized();
R.col(1) = R.col(2).cross(R.col(0));
mViewMatrix.topLeftCorner<3,3>() = R.transpose();
mViewMatrix.topRightCorner<3,1>() = -R.transpose() * position;
}
这是我如何创建和设置制服
// Create transformation matrices
Transform3fAffine trans = IdentityTransform();
Matrix4f viewMat = Matrix4f::Zero();
Matrix4f projMat = Matrix4f::Zero();
setPerspective(45.0f, //field of view
4.0f / 3.0f, //aspect ratio
0.1f, //near clipping
100.0f, //far clipping
projMat); //matrix
lookAt(Vector(3,3,3), //camera position
Vector(0,0,0), //target to look at
Vector(0,1,0), //up vector
viewMat);
GLint viewID = glGetUniformLocation(shaderProgram, "view");
GLint modelID = glGetUniformLocation(shaderProgram, "model");
GLint projID = glGetUniformLocation(shaderProgram, "proj");
GLint mvIT_ID = glGetUniformLocation(shaderProgram, "modelView_it");
transformModel(modelID, mvIT_ID, trans.matrix(), viewMat);
transformView(viewID, mvIT_ID, viewMat, trans.matrix());
transformProj(projID, projMat);
那些“transformXXX”函数看起来像这样
void transformModel(GLint& modelID, GLint& mvIT_ID, Matrix4f& modelMat, Matrix4f& viewMat) {
glUniformMatrix4fv(modelID, 1, GL_FALSE, modelMat.data());
glUniformMatrix4fv(mvIT_ID, 1, GL_FALSE, (viewMat*modelMat).inverse().transpose().data());
}
void transformView(GLint& viewID, GLint& mvIT_ID, Matrix4f& viewMat, Matrix4f& modelMat) {
glUniformMatrix4fv(viewID, 1, GL_FALSE, viewMat.data());
glUniformMatrix4fv(mvIT_ID, 1, GL_FALSE, (viewMat*modelMat).inverse().transpose().data());
}
void transformProj(GLint& projID, Matrix4f& projMat) {
glUniformMatrix4fv(projID, 1, GL_FALSE, projMat.data());
}
尽管如此,屏幕还是黑的。甚至没有在原点使用简单的三角形。如果我在我的顶点着色器中去掉proj * view *(基本上只有“模型”是唯一的转换),我就可以看到我的形状并使用键盘事件来很好地转换它。这意味着我的基本管道不应该是问题,因为我能够看到形状。一旦我在“模型”之前添加“proj * view *”,一切都会变黑。
请帮忙!
更新:现在我发现了一个问题:glUniformMatrix4fv 给了我GL_INVALID_ENUM 错误,它根本没有设置统一变量。 (我通过将矩阵硬编码到着色器中来验证这一点)。我几乎找不到任何在线问题,而且似乎没有人使用此功能收到 INVALID_ENUM 错误。有什么想法吗?
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