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為什么此照明代碼僅對單個照明有效,而在添加多個照明時會中斷?

[英]Why does this lighting code only work for single lights and break when I add multiple lights?

我正在嘗試使用lwjgl和java創建一個簡單的2D游戲引擎。 但是我在照明編程時陷入了困境,因為我編寫的代碼僅在場景中有一個光源時才起作用,而在添加多個光源時才起作用。 我只是不知道為什么,所以我決定在這里問。

這是帶有光照計算的片段着色器:

#version 330 core

layout (location = 0) out vec4 color;
layout (origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;

in DATA {
    vec2 tc;
} fs_in;

uniform sampler2D tex;

float map(float value, float min1, float max1, float min2, float max2) {
  return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}

void main() {
    vec3 lightColor = vec3(1, 1, 1);
    float range = 700;
    float x = 200;
    float y = 200;
    float ambient = 0.1;
    float intensity = 0.8;
    float alpha = 1.0;

    vec3 totalDiffuse = vec3(0.0);

    for(int i=0;i<1;i++){
        alpha = 1-map(distance(gl_FragCoord.xy, vec2(x*i, y*i)), 0.0, range, 0.0, 1.0);
        totalDiffuse += alpha*lightColor;
    }

    totalDiffuse = max(totalDiffuse, ambient);

    color = vec4(totalDiffuse, 1.0) * texture(tex, fs_in.tc);
}

如果我僅在場景中使用一盞燈運行此代碼,即將for循環的時間設置為1,則它工作正常,並創建如下內容:

但是,當我將其更改為例如循環3次時,您會期望它會創建3個不同的燈光,但實際上,它只是增加了第一個燈光的光強度,如下所示:

有人知道為什么嗎?

任期的結果

 alpha = 1-map(distance(gl_FragCoord.xy, vec2(x*i, y*i)), 0.0, range, 0.0, 1.0); 

可以為負。

這將導致totalDiffuse減少。

alpha為最小0:

//totalDiffuse += alpha*lightColor;
totalDiffuse += max(0.0, alpha) * lightColor;

請注意,光源之間的距離為length(vec2(200, 200)) ,但是每個光源的照明范圍(半徑)為700。因此無論如何光源都是重疊的。


我建議使用glsl函數smoothstep ,該函數在兩個值之間執行Hermite插值

請嘗試以下操作:

for(int i=0; i<3; i++ )
{
    vec2 pos = vec2(x, y) * float(i);
    float dist = distance(gl_FragCoord.xy, pos);

    alpha = smoothstep(50.0, 100.0, dist);
    totalDiffuse += clamp(1.0-alpha, 0.0, 1.0) * lightColor;
}

在這種情況下,要smoothstep的第二個參數(100.0)是smoothstep的最大半徑,而第一個參數(50.0)是全光照的半徑。


請參閱WebGL示例,其中使用了smoothstep

 (function loadscene() { var canvas, gl, vp_size, prog, bufObj = {}; function initScene() { canvas = document.getElementById( "ogl-canvas"); gl = canvas.getContext( "experimental-webgl" ); if ( !gl ) return; progDraw = gl.createProgram(); for (let i = 0; i < 2; ++i) { let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text; let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER); gl.shaderSource(shaderObj, source); gl.compileShader(shaderObj); let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS); if (!status) alert(gl.getShaderInfoLog(shaderObj)); gl.attachShader(progDraw, shaderObj); gl.linkProgram(progDraw); } status = gl.getProgramParameter(progDraw, gl.LINK_STATUS); if ( !status ) alert(gl.getProgramInfoLog(progDraw)); progDraw.inPos = gl.getAttribLocation(progDraw, "inPos"); progDraw.u_time = gl.getUniformLocation(progDraw, "u_time"); progDraw.u_resolution = gl.getUniformLocation(progDraw, "u_resolution"); gl.useProgram(progDraw); var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ]; var inx = [ 0, 1, 2, 0, 2, 3 ]; bufObj.pos = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW ); bufObj.inx = gl.createBuffer(); bufObj.inx.len = inx.length; gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW ); gl.enableVertexAttribArray( progDraw.inPos ); gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 ); gl.enable( gl.DEPTH_TEST ); gl.clearColor( 0.0, 0.0, 0.0, 1.0 ); window.onresize = resize; resize(); requestAnimationFrame(render); } function resize() { //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight]; vp_size = [window.innerWidth, window.innerHeight]; //vp_size = [256, 256] canvas.width = vp_size[0]; canvas.height = vp_size[1]; } function render(deltaMS) { gl.viewport( 0, 0, canvas.width, canvas.height ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); gl.uniform1f(progDraw.u_time, deltaMS/2000.0); gl.uniform2f(progDraw.u_resolution, canvas.width, canvas.height); gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 ); requestAnimationFrame(render); } initScene(); })(); 
 <script id="draw-shader-vs" type="x-shader/x-vertex"> precision mediump float; attribute vec2 inPos; void main() { gl_Position = vec4( inPos.xy, 0.0, 1.0 ); } </script> <script id="draw-shader-fs" type="x-shader/x-fragment"> precision mediump float; uniform float u_time; uniform vec2 u_resolution; vec3 HUEtoRGB(in float H) { float R = abs(H * 6.0 - 3.0) - 1.0; float G = 2.0 - abs(H * 6.0 - 2.0); float B = 2.0 - abs(H * 6.0 - 4.0); return clamp( vec3(R,G,B), 0.0, 1.0 ); } void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec3 lightColor = vec3(1, 1, 1); float range = length(u_resolution) / 4.0; float x = u_resolution.x / 4.0; float y = u_resolution.y / 4.0; float ambient = 0.1; float intensity = 0.8; float alpha = 1.0; vec3 totalDiffuse = vec3(0.0); for(int i=0;i<3;i++) { vec2 pos = vec2(x, y) * float(i+1); float dist = distance(gl_FragCoord.xy, pos); alpha = smoothstep(range/4.0, range/2.0, dist); totalDiffuse += clamp(1.0-alpha, 0.0, 1.0) * lightColor; } totalDiffuse = max(totalDiffuse, ambient); vec4 texcol = vec4( 1.0-uv.x, 1.0-uv.y, uv.x*uv.y, 1.0 ); gl_FragColor = vec4(totalDiffuse, 1.0) * texcol; } </script> <canvas id="ogl-canvas" style="border: none"></canvas> 

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