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<h1 id="let-there-be-even-more-light">要有更多的光Let there be even more light</h1>
<p>在本章中,我们将实现在此前章节中介绍的其他类型的光。我们先从平行光开始。</p>
<h2 id="_1">平行光</h2>
<p>如果你回想一下,平行光从同一方向照射到所有物体上。它用来模拟遥远但光强很高的光源,比如太阳。</p>
<p><img alt="平行光" src="../_static/11/directional_light.png" /></p>
<p>平行光的另一个特点是它不受衰减的影响联想太阳光所有被阳光照射的物体都以相同的光强被照射因为离太阳的距离太大以至于它们之间的相对位置都是无关紧要的。事实上平行光被模拟为位于无穷远处的光源如果它受到衰减的影响那么它将对任何物体都没有影响它对物体颜色的影响将等于0</p>
<p>此外,平行光也由漫反射和镜面反射分量组成,与点光源的区别在于它没有位置,但有方向,并且它不受衰减的影响。回到平行光的属性,想象我们正在模拟太阳在三维世界中运动,下图展示了黎明、正午和黄昏时的光线方向。</p>
<p><img alt="太阳像一个平行光" src="../_static/11/sun_directional_light.png" /></p>
<p>上图中的光线的方向为:</p>
<ul>
<li>黎明: <script type="math/tex">-1, 0, 0</script>
</li>
<li>正午: <script type="math/tex">0, 1, 0</script>
</li>
<li>黄昏: <script type="math/tex">1, 0, 0</script>
</li>
</ul>
<p>注意:你可能认为上述坐标是位置坐标,但它们只是一个矢量,一个方向,而不是一个位置。以数学的角度来看,矢量和位置是不可分辨的,但它们有着完全不同的含义。</p>
<p>但是,我们如何模拟这个光位于无穷远处呢?答案是使用<script type="math/tex">w</script>分量,即使用齐次坐标并将<script type="math/tex">w</script>分量设置为<script type="math/tex">0</script></p>
<ul>
<li>黎明: <script type="math/tex">-1, 0, 0, 0</script>
</li>
<li>正午: <script type="math/tex">0, 1, 0, 0</script>
</li>
<li>黄昏: <script type="math/tex">1, 0, 0, 0</script>
</li>
</ul>
<p>这就如同我们在传递法线。对于法线,我们将其<script type="math/tex">w</script>分量设置为<script type="math/tex">0</script>,表示我们对其位移不感兴趣,只对方向感兴趣。此外,当我们处理平行光时,也需要这样做,摄像机的位移不应影响平行光的方向。</p>
<p>让我们开始编码实现和模拟平行光首先要做的是创建一个类来储存它的属性。它只是另一个普通的Java对象其具有复制构造函数并储存光的方向、颜色和强度。</p>
<pre><code class="language-java">package org.lwjglb.engine.graph;
import org.joml.Vector3f;
public class DirectionalLight {
private Vector3f color;
private Vector3f direction;
private float intensity;
public DirectionalLight(Vector3f color, Vector3f direction, float intensity) {
this.color = color;
this.direction = direction;
this.intensity = intensity;
}
public DirectionalLight(DirectionalLight light) {
this(new Vector3f(light.getColor()), new Vector3f(light.getDirection()), light.getIntensity());
}
// 接下来是Getter和Setter...
</code></pre>
<p>如你所见,我们用<code>Vector3f</code>来储存方向。保持冷静,当将平行光传递到着色器时,我们将处理<script type="math/tex">w</script>分量。顺便一提,接下来要做的就是更新<code>ShaderProgram</code>来创建和更新储存平行光的Uniform。</p>
<p>在片元着色器中,我们将定义一个结构体来模拟平行光。</p>
<pre><code class="language-glsl">struct DirectionalLight
{
vec3 colour;
vec3 direction;
float intensity;
};
</code></pre>
<p>有了上述定义,<code>ShaderProgram</code>类中的新方法就很简单了。</p>
<pre><code class="language-java">// ...
public void createDirectionalLightUniform(String uniformName) throws Exception {
createUniform(uniformName + &quot;.colour&quot;);
createUniform(uniformName + &quot;.direction&quot;);
createUniform(uniformName + &quot;.intensity&quot;);
}
// ...
public void setUniform(String uniformName, DirectionalLight dirLight) {
setUniform(uniformName + &quot;.colour&quot;, dirLight.getColor() );
setUniform(uniformName + &quot;.direction&quot;, dirLight.getDirection());
setUniform(uniformName + &quot;.intensity&quot;, dirLight.getIntensity());
}
</code></pre>
<p>我们现在需要使用Uniform通过<code>DummyGame</code>类控制太阳的角度来模拟它是如何在天上移动的。</p>
<p><img alt="太阳的移动" src="../_static/11/sun_movement.png" /></p>
<p>我们需要更新光的方向,所以太阳在黎明时(<script type="math/tex">-90°</script>),光线在<script type="math/tex">(-1, 0, 0)</script>方向上,其<script type="math/tex">x</script>分量从<script type="math/tex">-1</script>逐渐增加到<script type="math/tex">0</script><script type="math/tex">y</script>分量逐渐从<script type="math/tex">0</script>增加到<script type="math/tex">1</script>。接下来,<script type="math/tex">x</script>分量增加到<script type="math/tex">1</script><script type="math/tex">y</script>分量减少到<script type="math/tex">0</script>。这可以通过将<script type="math/tex">x</script>分量设置为角的正弦和将<script type="math/tex">y</script>分量设置为角的余弦来实现。</p>
<p><img alt="正弦和余弦" src="../_static/11/sine_cosine.png" /></p>
<p>我们也会调节光强,当它远离黎明时强度将增强,当它临近黄昏时强度将减弱。我们通过将强度设置为<script type="math/tex">0</script>来模拟夜晚。此外,我们还将调节颜色,使光在黎明和黄昏时变得更红。这将在<code>DummyGame</code>类的<code>update</code>方法中实现。</p>
<pre><code class="language-java">// 更新平行光的方向,强度和颜色
lightAngle += 1.1f;
if (lightAngle &gt; 90) {
directionalLight.setIntensity(0);
if (lightAngle &gt;= 360) {
lightAngle = -90;
}
} else if (lightAngle &lt;= -80 || lightAngle &gt;= 80) {
float factor = 1 - (float)(Math.abs(lightAngle) - 80)/ 10.0f;
directionalLight.setIntensity(factor);
directionalLight.getColor().y = Math.max(factor, 0.9f);
directionalLight.getColor().z = Math.max(factor, 0.5f);
} else {
directionalLight.setIntensity(1);
directionalLight.getColor().x = 1;
directionalLight.getColor().y = 1;
directionalLight.getColor().z = 1;
}
double angRad = Math.toRadians(lightAngle);
directionalLight.getDirection().x = (float) Math.sin(angRad);
directionalLight.getDirection().y = (float) Math.cos(angRad);
</code></pre>
<p>然后,我们需要在<code>Renderer</code>类中的<code>render</code>方法中将平行光传给着色器。</p>
<pre><code class="language-java">// 获取平行光对象的副本并将其坐标变换到观察坐标系
DirectionalLight currDirLight = new DirectionalLight(directionalLight);
Vector4f dir = new Vector4f(currDirLight.getDirection(), 0);
dir.mul(viewMatrix);
currDirLight.setDirection(new Vector3f(dir.x, dir.y, dir.z));
shaderProgram.setUniform(&quot;directionalLight&quot;, currDirLight);
</code></pre>
<p>如你所见,我们需要变换光的方向到观察空间,但我们不想应用位移,所以将<script type="math/tex">w</script>分量设置为<script type="math/tex">0</script></p>
<p>现在,我们已经准备好在片元着色器上完成剩下的工作了,因为顶点着色器不需要修改。此前已经说过,我们需要定义一个名为<code>DirectionalLight</code>的新结构体来模拟平行光所以需要一个新的Uniform。</p>
<pre><code class="language-glsl">uniform DirectionalLight directionalLight;
</code></pre>
<p>我们需要重构一下代码,在上一章中,我们有一个名为<code>calcPointLight</code>的函数,它计算漫反射和镜面反射分量,并应用衰减。但如上所述,平行光使用漫反射和镜面反射分量,但不受衰减影响,所以我们将创建一个名为<code>calcLightColour</code>的新函数来计算那些分量。</p>
<pre><code class="language-glsl">vec4 calcLightColour(vec3 light_colour, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal)
{
vec4 diffuseColour = vec4(0, 0, 0, 0);
vec4 specColour = vec4(0, 0, 0, 0);
// 漫反射光
float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
diffuseColour = diffuseC * vec4(light_colour, 1.0) * light_intensity * diffuseFactor;
// 镜面反射光
vec3 camera_direction = normalize(camera_pos - position);
vec3 from_light_dir = -to_light_dir;
vec3 reflected_light = normalize(reflect(from_light_dir , normal));
float specularFactor = max( dot(camera_direction, reflected_light), 0.0);
specularFactor = pow(specularFactor, specularPower);
specColour = speculrC * light_intensity * specularFactor * material.reflectance * vec4(light_colour, 1.0);
return (diffuseColour + specColour);
}
</code></pre>
<p>然后,<code>calcPointLight</code>方法将衰减因数应用到上述函数计算的结果上。</p>
<pre><code class="language-glsl">vec4 calcPointLight(PointLight light, vec3 position, vec3 normal)
{
vec3 light_direction = light.position - position;
vec3 to_light_dir = normalize(light_direction);
vec4 light_colour = calcLightColour(light.colour, light.intensity, position, to_light_dir, normal);
// 应用衰减
float distance = length(light_direction);
float attenuationInv = light.att.constant + light.att.linear * distance +
light.att.exponent * distance * distance;
return light_colour / attenuationInv;
}
</code></pre>
<p>我们还将创建一个新的函数来计算平行光的效果,它只调用仅需光照方向的<code>calcLightColour</code>方法。</p>
<pre><code class="language-glsl">vec4 calcDirectionalLight(DirectionalLight light, vec3 position, vec3 normal)
{
return calcLightColour(light.colour, light.intensity, position, normalize(light.direction), normal);
}
</code></pre>
<p>最后,<code>main</code>方法通过环境光和平行光的颜色分量综合起来计算片元颜色。</p>
<pre><code class="language-glsl">void main()
{
setupColours(material, outTexCoord);
vec4 diffuseSpecularComp = calcDirectionalLight(directionalLight, mvVertexPos, mvVertexNormal);
diffuseSpecularComp += calcPointLight(pointLight, mvVertexPos, mvVertexNormal);
fragColor = ambientC * vec4(ambientLight, 1) + diffuseSpecularComp;
}
</code></pre>
<p>就这样,现在我们可以模拟太阳在天空中的运动,如下所示(在示例代码中运动速度加快,不用等待太久就可以看到)。</p>
<p><img alt="平行光效果" src="../_static/11/directional_light_result.png" /></p>
<h2 id="_2">聚光源</h2>
<p>现在我们将实现与点光源非常相似的聚光源,但是它发射的光仅限于三维圆锥体中。它模拟从焦点或任何其他不向所有方向发射光的光源。聚光源有着和点光源一样的属性,但它添加了两个新的参数,圆锥角和圆锥方向。</p>
<p><img alt="聚光源" src="../_static/11/spot_light.png" /></p>
<p>聚光源与点光源的计算方法相同,但有一些不同。从顶点位置到光源的矢量不在光锥内的点不受光照的影响。</p>
<p><img alt="聚光源2" src="../_static/11/spot_light_ii.png" /></p>
<p>该如何计算它是否在光锥内呢?我们需要在光源和圆锥方向矢量(两者都归一化了)之间再做次数量积。</p>
<p><img alt="聚光源计算" src="../_static/11/spot_light_calc.png" /></p>
<p>
<script type="math/tex">L</script><script type="math/tex">C</script>向量之间的数量积等于:<script type="math/tex">\vec{L}\cdot\vec{C}=|\vec{L}|\cdot|\vec{C}|\cdot Cos(\alpha)</script>。在聚光源的定义中,我们储存锥角的余弦值,如果数量积高于该值,我们就知道它位于光锥内部(想想余弦图,当<script type="math/tex">α</script>角为<script type="math/tex">0</script>时,其余弦值为<script type="math/tex">1</script>。在0°~180°时角度越小余弦值越大</p>
<p>第二个不同之处是远离光锥方向的点将受到更少的光照,换句话说,衰减影响将更强。有几种计算方法,我们将选择一种简单的方法,通过将衰减与下述公式相乘:</p>
<p>
<script type="math/tex; mode=display">1 - (1-Cos(\alpha))/(1-Cos(cutOffAngle)</script>
</p>
<p>(在片元着色器中我们没有传递角度而是传递角度的余弦值。你可以检查上面的公式的结果是否位于0到1之间当角度为0时余弦值为1。)</p>
<p>实现非常类似于其他的光源,我们需要创建一个名为<code>SpotLight</code>的类设置适当的Uniform将其传递给着色器并修改片元着色器以获取它。你可以查看本章的源代码。</p>
<p>当传递Uniform时另一件重要的事是位移不应该应用到光锥方向上因为我们只对方向感兴趣。因此和平行光的情况一样当变换到观察空间坐标系时必须将<script type="math/tex">w</script>分量设置为<script type="math/tex">0</script></p>
<p><img alt="聚光源示例" src="../_static/11/spot_light_sample.png" /></p>
<h2 id="_3">多光源</h2>
<p>我们终于实现了四种类型的光源,但是目前每种类型的光源只能使用一个实例。这对于环境光和平行光来说没问题,但是我们确实希望使用多个点光源和聚光源。我们需要修改片元着色器来接收光源列表,所以使用数组来储存这些数据。来看看怎么实现吧。</p>
<p>在开始之前要注意的是在GLSL中数组的长度必须在编译时设置因此它必须足够大以便在运行时能够储存所需的所有对象。首先是定义一些常量来设置要使用的最大点光源数和聚光源数。</p>
<pre><code class="language-glsl">const int MAX_POINT_LIGHTS = 5;
const int MAX_SPOT_LIGHTS = 5;
</code></pre>
<p>然后我们需要修改此前只储存一个点光源和一个聚光源的Uniform以便使用数组。</p>
<pre><code class="language-glsl">uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
</code></pre>
<p>在main函数中我们只需要对这些数组进行迭代以使用现有函数计算每个对象对颜色的影响。我们可能不会像Uniform数组长度那样传递很多光源所以需要控制它。有很多可行的方法但这可能不适用于旧的显卡。最终我们选择检查光强在数组中的空位光强为0</p>
<pre><code class="language-glsl">for (int i=0; i&lt;MAX_POINT_LIGHTS; i++)
{
if ( pointLights[i].intensity &gt; 0 )
{
diffuseSpecularComp += calcPointLight(pointLights[i], mvVertexPos, mvVertexNormal);
}
}
for (int i=0; i&lt;MAX_SPOT_LIGHTS; i++)
{
if ( spotLights[i].pl.intensity &gt; 0 )
{
diffuseSpecularComp += calcSpotLight(spotLights[i], mvVertexPos, mvVertexNormal);
}
}
</code></pre>
<p>现在我们需要在<code>Render</code>类中创建这些Uniform。当使用数组时我们需要为列表中的每个元素创建一个Uniform。例如对于<code>pointLights</code>数组,我们需要创建名为<code>pointLights[0]</code><code>pointLights[1]</code>之类的Uniform。当然这也适用于结构体属性所以我们将创建<code>pointLights[0].colour</code><code>pointLights[1].colour</code>等等。创建这些Uniform的方法如下所示</p>
<pre><code class="language-java">public void createPointLightListUniform(String uniformName, int size) throws Exception {
for (int i = 0; i &lt; size; i++) {
createPointLightUniform(uniformName + &quot;[&quot; + i + &quot;]&quot;);
}
}
public void createSpotLightListUniform(String uniformName, int size) throws Exception {
for (int i = 0; i &lt; size; i++) {
createSpotLightUniform(uniformName + &quot;[&quot; + i + &quot;]&quot;);
}
}
</code></pre>
<p>我们也需要方法来设置这些Uniform的值</p>
<pre><code class="language-java">public void setUniform(String uniformName, PointLight[] pointLights) {
int numLights = pointLights != null ? pointLights.length : 0;
for (int i = 0; i &lt; numLights; i++) {
setUniform(uniformName, pointLights[i], i);
}
}
public void setUniform(String uniformName, PointLight pointLight, int pos) {
setUniform(uniformName + &quot;[&quot; + pos + &quot;]&quot;, pointLight);
}
public void setUniform(String uniformName, SpotLight[] spotLights) {
int numLights = spotLights != null ? spotLights.length : 0;
for (int i = 0; i &lt; numLights; i++) {
setUniform(uniformName, spotLights[i], i);
}
}
public void setUniform(String uniformName, SpotLight spotLight, int pos) {
setUniform(uniformName + &quot;[&quot; + pos + &quot;]&quot;, spotLight);
}
</code></pre>
<p>最后,我们只需要更新<code>Render</code>类来接收点光源和聚光源列表,并相应地修改<code>DummyGame</code>类以创建这些列表,最终效果如下所示。</p>
<p><img alt="多光源" src="../_static/11/multiple_lights.png" /></p>
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