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纹理平面上的OpenGL Lighting无法正常工作

[英]OpenGL Lighting on texture plane is not working

我想点亮纹理平面,但这不起作用。 实心球上的光很好,但纹理平面不轻。

整个形象

实心球上的照明效果很好。

但是,纹理平面上的照明不起作用。 (GL_DECAL,GL_REPLACE;我也试过GL_MODULATE)

这是我的渲染代码的片段。 GitHub上的整个代码

加载纹理。

  sf::Image image;

  if (!image.loadFromFile(path))
    return false;
  glGenTextures(1, &id);
  glBindTexture(GL_TEXTURE_2D, id);

  glTexImage2D(
    GL_TEXTURE_2D, 0, GL_RGBA,
    image.getSize().x, image.getSize().y, 0,
    GL_RGBA, GL_UNSIGNED_BYTE,
    image.getPixelsPtr()
  );

  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

初始化

  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClearDepth(1.0f);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glShadeModel(GL_SMOOTH);
  //glEnable(GL_CULL_FACE);
  glFrontFace(GL_CCW);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  glutSetCursor(GLUT_CURSOR_NONE);
  light.Init();

  camera.SetPin((GLfloat)width / 2, (GLfloat)height/2);

显示回调

  adjustPerspective();

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glEnable(GL_LIGHTING);

  glPushMatrix();
  camera.SetLookAt();
  light.On();

  // TODO: dsiplay processing
  for (auto& obj : display_objs)
  {
    glPushMatrix();
    obj->Draw();
    glPopMatrix();
  }
  glPopMatrix();

  // print fps and swap buffers

光初始化功能

  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
  glEnable(GL_COLOR_MATERIAL);

  // Set lighting intensity and color
  glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
  glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
  glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);
  ////////////////////////////////////////////////

  glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 80.0);// set cutoff angle
  glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
  glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 10.0); // set focusing strength

Light.On()函数

  glPushMatrix();
  glTranslatef(2.0, 10.0, 2.0);
  //glRotatef(90, 1, 0, 0);
  glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
  glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dirVector0);
  glPopMatrix();

  glPushMatrix();
  glDisable(GL_LIGHTING);
  glTranslatef(2.0, 0.0, 2.0);
  glRotatef(-90.0, 1.0, 0.0, 0.0);
  glutWireCone(tan(80.0 / 180.0 * 3.14159265),10.0,20,20);
  glEnable(GL_LIGHTING);
  glPopMatrix();

这是纹理平面绘制功能。

  float tile_x = 0.125;

  glTranslatef(x, y, z);

  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_TEXTURE_2D);
  glBindTexture(GL_TEXTURE_2D, tex.GetId());
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  glBegin(GL_QUADS);
    // Both of the following cases not work.
    glNormal3f(0, -1, 0);
    glNormal3f(0, 1, 0);
    glTexCoord2f(0.0, 0.0); glVertex3f(0, 0, 0);
    glTexCoord2f(height*tile_x, 0.0); glVertex3f(0, 0, width);
    glTexCoord2f(height*tile_x, width*tile_x); glVertex3f(height, 0, width);
    glTexCoord2f(0.0, width*tile_x); glVertex3f(height, 0, 0);
  glEnd();

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_BLEND);

我更改了向量方向,更改了glTexEnvf属性,更改了代码的顺序,但没有修复错误。 我认为我的代码存在根本性错误,但我找不到它。 为什么会发生这种情况,我该如何解决?

我想点亮纹理平面,但这不起作用。 实心球上的光很好,但纹理平面不轻。

这是由OpenGL标准光模型的Gouraud Shading模型引起的问题。 虽然Phong阴影的共同意思是在Gouraud阴影中进行每个片段的光计算的技术,但是每个顶点都进行光计算。 根据基元上片段的重心坐标对计算出的光进行插值。

这意味着在您的情况下,计算地面四边形角的光。 对如此计算的光进行插值以对其间的所有片段进行插值。 在光矢量的角落处的法向矢量的角度倾向于90°。 因此,整个地面四边形看起来几乎没有光。

由于每个顶点计算光,因此计算的光比四边形的4个角更多的位置,并且质量增加。 请注意,球体上的光看起来几乎是完美的,因为球体围绕其形状包含许多顶点。

尝试以下代码,将四元组拆分为tile:

int   tiles = 5;
float u_max = height*tile_x;
float v_max = width*tile_x

glBegin(GL_QUADS);
glNormal3f(0, 1, 0);

for (int x=0; x < tiles; ++x)
{
    for (int y=0; y < tiles; ++y)
    {
        x0 = (float)x/(float)tiles;
        x1 = (float)(x+1)/(float)tiles;
        y0 = (float)y/(float)tiles;
        y1 = (float)(y+1)/(float)tiles;

        glTexCoord2f(u_max*x0, v_max*y0);  glVertex3f(height*x0, 0, widht*y0);
        glTexCoord2f(u_max*x1, v_max*y0);  glVertex3f(height*x0, 0, widht*y1);
        glTexCoord2f(u_max*x1, v_max*y1);  glVertex3f(height*x1, 0, widht*y1);
        glTexCoord2f(u_max*x0, v_max*y1);  glVertex3f(height*x1, 0, widht*y0);
    }
}
glEnd();

当然,您也可以编写自己的着色器并实现每个片段照明。 但是不推荐使用的固定功能管道OpenGL标准光模型不支持每个片段照明。

查看WebGL示例中的差异:

 (function loadscene() { var resize, gl, gouraudDraw, phongDraw, vp_size; var bufSphere = {}; function render(delteMS){ var shading = document.getElementById( "shading" ).value; var shininess = document.getElementById( "shininess" ).value; var ambientCol = [0.2, 0.2, 0.2]; var diffuseCol = [0.6, 0.6, 0.6]; var specularCol = [0.8, 0.8, 0.8]; Camera.create(); Camera.vp = vp_size; 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.disable(gl.CULL_FACE); var progDraw = shading == 0 ? gouraudDraw : phongDraw;; // set up draw shader ShaderProgram.Use( progDraw.prog ); ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() ); ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() ); ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.lightPos", [0.0, 0.0, 0.25] ) ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.ambient", ambientCol ) ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.diffuse", diffuseCol ) ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.specular", specularCol ) ShaderProgram.SetUniformF1( progDraw.prog, "u_lightSource.shininess", shininess ) var modelMat = IdentityMat44() modelMat = RotateAxis( modelMat, -1.5, 0 ); modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 ); ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat ); // draw scene VertexBuffer.Draw( bufSphere ); requestAnimationFrame(render); } function resize() { //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight]; vp_size = [window.innerWidth, window.innerHeight] canvas.width = vp_size[0]; canvas.height = vp_size[1]; gl.viewport( 0, 0, vp_size[0], vp_size[1] ); } function initScene() { canvas = document.getElementById( "canvas"); gl = canvas.getContext( "experimental-webgl" ); if ( !gl ) return null; gouraudDraw = {} gouraudDraw.prog = ShaderProgram.Create( [ { source : "gouraud-shader-vs", stage : gl.VERTEX_SHADER }, { source : "gouraud-shader-fs", stage : gl.FRAGMENT_SHADER } ], [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] ); if ( gouraudDraw.prog == 0 ) return; gouraudDraw.inPos = gl.getAttribLocation( gouraudDraw.prog, "inPos" ); gouraudDraw.inNV = gl.getAttribLocation( gouraudDraw.prog, "inNV" ); gouraudDraw.inCol = gl.getAttribLocation( gouraudDraw.prog, "inCol" ); phongDraw = {} phongDraw.prog = ShaderProgram.Create( [ { source : "phong-shader-vs", stage : gl.VERTEX_SHADER }, { source : "phong-shader-fs", stage : gl.FRAGMENT_SHADER } ], [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] ); if ( phongDraw.prog == 0 ) return; phongDraw.inPos = gl.getAttribLocation( phongDraw.prog, "inPos" ); phongDraw.inNV = gl.getAttribLocation( phongDraw.prog, "inNV" ); phongDraw.inCol = gl.getAttribLocation( phongDraw.prog, "inCol" ); // create cube var layer_size = 16, circum_size = 32; var rad_circum = 1.0; var rad_tube = 0.5; var sphere_pts = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0]; var sphere_nv = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; var sphere_col = [0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3]; var sphere_inx = [0, 1, 2, 0, 2, 3]; bufSphere = VertexBuffer.Create( [ { data : sphere_pts, attrSize : 3, attrLoc : gouraudDraw.inPos }, { data : sphere_nv, attrSize : 3, attrLoc : gouraudDraw.inNV }, { data : sphere_col, attrSize : 3, attrLoc : gouraudDraw.inCol } ], sphere_inx ); window.onresize = resize; resize(); requestAnimationFrame(render); } function Fract( val ) { return val - Math.trunc( val ); } function CalcAng( deltaTime, intervall ) { return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI; } function CalcMove( deltaTime, intervall, range ) { var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0 var pos = pos < 1.0 ? pos : (2.0-pos) return range[0] + (range[1] - range[0]) * pos; } function EllipticalPosition( a, b, angRag ) { var a_b = a * a - b * b var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b ); var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b ); return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ]; } glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array ); function IdentityMat44() { var m = new glArrayType(16); m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; return m; }; function RotateAxis(matA, angRad, axis) { var aMap = [ [1, 2], [2, 0], [0, 1] ]; var a0 = aMap[axis][0], a1 = aMap[axis][1]; var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad); var matB = new glArrayType(16); for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i]; for ( var i = 0; i < 3; ++ i ) { matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng; matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng; } return matB; } function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; } function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } function Normalize( v ) { var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] ); return [ v[0] / len, v[1] / len, v[2] / len ]; } var Camera = {}; Camera.create = function() { this.pos = [0, 2, 0.0]; this.target = [0, 0, 0]; this.up = [0, 0, 1]; this.fov_y = 90; this.vp = [800, 600]; this.near = 0.5; this.far = 100.0; } Camera.Perspective = function() { var fn = this.far + this.near; var f_n = this.far - this.near; var r = this.vp[0] / this.vp[1]; var t = 1 / Math.tan( Math.PI * this.fov_y / 360 ); var m = IdentityMat44(); m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0; return m; } Camera.LookAt = function() { var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] ); var mx = Normalize( Cross( this.up, mz ) ); var my = Normalize( Cross( mz, mx ) ); var tx = Dot( mx, this.pos ); var ty = Dot( my, this.pos ); var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos ); var m = IdentityMat44(); m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0; m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0; m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0; m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1; return m; } var ShaderProgram = {}; ShaderProgram.Create = function( shaderList ) { var shaderObjs = []; for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) { var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage ); if ( shderObj == 0 ) return 0; shaderObjs.push( shderObj ); } var progObj = this.LinkProgram( shaderObjs ) if ( progObj != 0 ) { progObj.attribIndex = {}; var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES ); for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) { var name = gl.getActiveAttrib( progObj, i_n ).name; progObj.attribIndex[name] = gl.getAttribLocation( progObj, name ); } progObj.unifomLocation = {}; var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS ); for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) { var name = gl.getActiveUniform( progObj, i_n ).name; progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name ); } } return progObj; } ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.CompileShader = function( source, shaderStage ) { var shaderScript = document.getElementById(source); if (shaderScript) source = shaderScript.text; var shaderObj = gl.createShader( shaderStage ); gl.shaderSource( shaderObj, source ); gl.compileShader( shaderObj ); var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS ); if ( !status ) alert(gl.getShaderInfoLog(shaderObj)); return status ? shaderObj : null; } ShaderProgram.LinkProgram = function( shaderObjs ) { var prog = gl.createProgram(); for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh ) gl.attachShader( prog, shaderObjs[i_sh] ); gl.linkProgram( prog ); status = gl.getProgramParameter( prog, gl.LINK_STATUS ); if ( !status ) alert("Could not initialise shaders"); gl.useProgram( null ); return status ? prog : null; } var VertexBuffer = {}; VertexBuffer.Create = function( attributes, indices ) { var buffer = {}; buffer.buf = []; buffer.attr = [] for ( var i = 0; i < attributes.length; ++ i ) { buffer.buf.push( gl.createBuffer() ); buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } ); gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW ); } buffer.inx = gl.createBuffer(); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW ); buffer.inxLen = indices.length; gl.bindBuffer( gl.ARRAY_BUFFER, null ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); return buffer; } VertexBuffer.Draw = function( bufObj ) { for ( var i = 0; i < bufObj.buf.length; ++ i ) { gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] ); gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( bufObj.attr[i].loc ); } gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx ); gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 ); for ( var i = 0; i < bufObj.buf.length; ++ i ) gl.disableVertexAttribArray( bufObj.attr[i].loc ); gl.bindBuffer( gl.ARRAY_BUFFER, null ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); } initScene(); })(); 
 html,body { height: 100%; width: 100%; margin: 0; overflow: hidden; } #gui { position : absolute; top : 0; left : 0; } 
 <script id="gouraud-shader-vs" type="x-shader/x-vertex"> precision mediump float; attribute vec3 inPos; attribute vec3 inNV; attribute vec3 inCol; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; uniform mat4 u_projectionMat44; uniform mat4 u_viewMat44; uniform mat4 u_modelMat44; struct TLightSource { vec3 lightPos; vec3 ambient; vec3 diffuse; vec3 specular; float shininess; }; uniform TLightSource u_lightSource; vec3 Light( vec3 eyeV, vec3 N, vec3 P ) { vec3 lightCol = u_lightSource.ambient; vec3 L = normalize( u_lightSource.lightPos-P ); float NdotL = max( 0.0, dot( N, L ) ); lightCol += NdotL * u_lightSource.diffuse; vec3 H = normalize( eyeV + L ); float NdotH = max( 0.0, dot( N, H ) ); float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 ); lightCol += kSpecular * u_lightSource.specular; return lightCol; } void main() { vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV ); vertNV = mat3( u_viewMat44 ) * modelNV; vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 ); vec4 viewPos = u_viewMat44 * modelPos; vertPos = viewPos.xyz / viewPos.w; vec3 eyeV = normalize( -vertPos ); vec3 normalV = normalize( vertNV ) * sign(vertNV.z); vertCol = inCol * Light( eyeV, normalV, vertPos ); gl_Position = u_projectionMat44 * viewPos; } </script> <script id="gouraud-shader-fs" type="x-shader/x-fragment"> precision mediump float; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; void main() { gl_FragColor = vec4( vertCol, 1.0 ); } </script> <script id="phong-shader-vs" type="x-shader/x-vertex"> precision mediump float; attribute vec3 inPos; attribute vec3 inNV; attribute vec3 inCol; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; uniform mat4 u_projectionMat44; uniform mat4 u_viewMat44; uniform mat4 u_modelMat44; void main() { vec3 modelNV = mat3( u_modelMat44 ) * normalize( inNV ); vertNV = mat3( u_viewMat44 ) * modelNV; vertCol = inCol; vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 ); vec4 viewPos = u_viewMat44 * modelPos; vertPos = viewPos.xyz / viewPos.w; gl_Position = u_projectionMat44 * viewPos; } </script> <script id="phong-shader-fs" type="x-shader/x-fragment"> precision mediump float; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; struct TLightSource { vec3 lightPos; vec3 ambient; vec3 diffuse; vec3 specular; float shininess; }; uniform TLightSource u_lightSource; vec3 Light( vec3 eyeV, vec3 N, vec3 P ) { vec3 lightCol = u_lightSource.ambient; vec3 L = normalize( u_lightSource.lightPos - P ); float NdotL = max( 0.0, dot( N, L ) ); lightCol += NdotL * u_lightSource.diffuse; vec3 H = normalize( eyeV + L ); float NdotH = max( 0.0, dot( N, H ) ); float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 ); lightCol += kSpecular * u_lightSource.specular; return lightCol; } void main() { vec3 eyeV = normalize( -vertPos ); vec3 normalV = normalize( vertNV ) * sign(vertNV.z); vec3 color = vertCol * Light( eyeV, normalV, vertPos ); gl_FragColor = vec4( color, 1.0 ); } </script> <form id="gui" name="inputs"><table><tr> <td><font color= #CCF>Shading:</font></td> <td><select id="shading">> <option value="0">Gouraud</option> <option value="1">Phong</option> </select></td> </tr><tr> <td><font color= #CCF>Shininess:</font></td> <td><input type="range" id="shininess" min="0" max="100" value="10"/></td> </tr></table></form> <canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas> 

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