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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>
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<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>
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<h2 id="_1">平行光</h2>
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<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>
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<p><img alt="平行光" src="../_static/11/directional_light.png" /></p>
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<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>
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<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>
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<p><img alt="太阳像一个平行光" src="../_static/11/sun_directional_light.png" /></p>
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<p>上图中的光线的方向为:</p>
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<ul>
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<li>黎明: <script type="math/tex">-1, 0, 0</script>
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</li>
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<li>正午: <script type="math/tex">0, 1, 0</script>
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</li>
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<li>黄昏: <script type="math/tex">1, 0, 0</script>
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</li>
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</ul>
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<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>
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<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>
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<ul>
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<li>黎明: <script type="math/tex">-1, 0, 0, 0</script>
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</li>
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<li>正午: <script type="math/tex">0, 1, 0, 0</script>
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</li>
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<li>黄昏: <script type="math/tex">1, 0, 0, 0</script>
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</li>
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</ul>
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<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>
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<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>
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<pre><code class="language-java">package org.lwjglb.engine.graph;
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import org.joml.Vector3f;
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public class DirectionalLight {
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private Vector3f color;
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private Vector3f direction;
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private float intensity;
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public DirectionalLight(Vector3f color, Vector3f direction, float intensity) {
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this.color = color;
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this.direction = direction;
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this.intensity = intensity;
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}
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public DirectionalLight(DirectionalLight light) {
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this(new Vector3f(light.getColor()), new Vector3f(light.getDirection()), light.getIntensity());
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}
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// 接下来是Getter和Setter...
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</code></pre>
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<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>
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<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>
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<pre><code class="language-glsl">struct DirectionalLight
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{
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vec3 colour;
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vec3 direction;
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float intensity;
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};
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</code></pre>
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<p>有了上述定义,<code>ShaderProgram</code>类中的新方法就很简单了。</p>
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<pre><code class="language-java">// ...
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public void createDirectionalLightUniform(String uniformName) throws Exception {
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createUniform(uniformName + ".colour");
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createUniform(uniformName + ".direction");
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createUniform(uniformName + ".intensity");
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}
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// ...
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public void setUniform(String uniformName, DirectionalLight dirLight) {
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setUniform(uniformName + ".colour", dirLight.getColor() );
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setUniform(uniformName + ".direction", dirLight.getDirection());
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setUniform(uniformName + ".intensity", dirLight.getIntensity());
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}
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</code></pre>
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<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>
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<p><img alt="太阳的移动" src="../_static/11/sun_movement.png" /></p>
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<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>
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<p><img alt="正弦和余弦" src="../_static/11/sine_cosine.png" /></p>
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<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>
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<pre><code class="language-java">// 更新平行光的方向,强度和颜色
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lightAngle += 1.1f;
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if (lightAngle > 90) {
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directionalLight.setIntensity(0);
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if (lightAngle >= 360) {
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lightAngle = -90;
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}
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} else if (lightAngle <= -80 || lightAngle >= 80) {
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float factor = 1 - (float)(Math.abs(lightAngle) - 80)/ 10.0f;
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directionalLight.setIntensity(factor);
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directionalLight.getColor().y = Math.max(factor, 0.9f);
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directionalLight.getColor().z = Math.max(factor, 0.5f);
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} else {
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directionalLight.setIntensity(1);
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directionalLight.getColor().x = 1;
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directionalLight.getColor().y = 1;
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directionalLight.getColor().z = 1;
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}
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double angRad = Math.toRadians(lightAngle);
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directionalLight.getDirection().x = (float) Math.sin(angRad);
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directionalLight.getDirection().y = (float) Math.cos(angRad);
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</code></pre>
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<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>
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<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
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DirectionalLight currDirLight = new DirectionalLight(directionalLight);
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Vector4f dir = new Vector4f(currDirLight.getDirection(), 0);
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dir.mul(viewMatrix);
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currDirLight.setDirection(new Vector3f(dir.x, dir.y, dir.z));
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shaderProgram.setUniform("directionalLight", currDirLight);
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</code></pre>
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<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>
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<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>
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<pre><code class="language-glsl">uniform DirectionalLight directionalLight;
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</code></pre>
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<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>
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<pre><code class="language-glsl">vec4 calcLightColour(vec3 light_colour, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal)
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{
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vec4 diffuseColour = vec4(0, 0, 0, 0);
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vec4 specColour = vec4(0, 0, 0, 0);
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// 漫反射光
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float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
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diffuseColour = diffuseC * vec4(light_colour, 1.0) * light_intensity * diffuseFactor;
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// 镜面反射光
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vec3 camera_direction = normalize(camera_pos - position);
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vec3 from_light_dir = -to_light_dir;
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vec3 reflected_light = normalize(reflect(from_light_dir , normal));
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float specularFactor = max( dot(camera_direction, reflected_light), 0.0);
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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>和<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<MAX_POINT_LIGHTS; i++)
|
||
{
|
||
if ( pointLights[i].intensity > 0 )
|
||
{
|
||
diffuseSpecularComp += calcPointLight(pointLights[i], mvVertexPos, mvVertexNormal);
|
||
}
|
||
}
|
||
|
||
for (int i=0; i<MAX_SPOT_LIGHTS; i++)
|
||
{
|
||
if ( spotLights[i].pl.intensity > 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 < size; i++) {
|
||
createPointLightUniform(uniformName + "[" + i + "]");
|
||
}
|
||
}
|
||
|
||
public void createSpotLightListUniform(String uniformName, int size) throws Exception {
|
||
for (int i = 0; i < size; i++) {
|
||
createSpotLightUniform(uniformName + "[" + i + "]");
|
||
}
|
||
}
|
||
</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 < numLights; i++) {
|
||
setUniform(uniformName, pointLights[i], i);
|
||
}
|
||
}
|
||
|
||
public void setUniform(String uniformName, PointLight pointLight, int pos) {
|
||
setUniform(uniformName + "[" + pos + "]", pointLight);
|
||
}
|
||
|
||
public void setUniform(String uniformName, SpotLight[] spotLights) {
|
||
int numLights = spotLights != null ? spotLights.length : 0;
|
||
for (int i = 0; i < numLights; i++) {
|
||
setUniform(uniformName, spotLights[i], i);
|
||
}
|
||
}
|
||
|
||
public void setUniform(String uniformName, SpotLight spotLight, int pos) {
|
||
setUniform(uniformName + "[" + pos + "]", 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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