C# OpenGL - 尝试使用着色器让光线随相机移动

C# OpenGL - Trying to get the light to move with the camera using shaders

我目前正在使用着色器构建一个测试场景。 这是我的顶点着色器代码:

public const string VertexShaderText = @"
    #version 130

    in vec3 vertexPosition;
    in vec3 vertexNormal;
    in vec3 vertexTangent;
    in vec2 vertexUV;

    uniform vec3 light_direction;

    out vec3 normal;
    out vec2 uv;
    out vec3 light;

    uniform mat4 projection_matrix;
    uniform mat4 view_matrix;
    uniform mat4 model_matrix;
    uniform bool enable_mapping;

    void main(void)
    {

        normal = normalize((model_matrix * vec4(floor(vertexNormal), 0)).xyz);
        uv = vertexUV;

        mat3 tbnMatrix = mat3(vertexTangent, cross(vertexTangent, normal), normal);
        light = (enable_mapping ? light_direction * tbnMatrix : light_direction);

        gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);

    }
    ";

这是我的片段着色器:

public const string FragmentShaderText = @"
    #version 130

    uniform sampler2D colorTexture;
    uniform sampler2D normalTexture;

    uniform bool enableToggleLighting;
    uniform mat4 model_matrix;
    uniform bool enable_mapping;
    uniform float alpha;
    uniform float ambi;

    in vec3 normal;
    in vec2 uv;
    in vec3 light;

    out vec4 fragment;

    void main(void)
    {   

        vec3 fragmentNormal = texture2D(normalTexture, uv).xyz * 2 - 1;
        vec3 selectedNormal = (enable_mapping ? fragmentNormal : normal);
        float diffuse = max(dot(selectedNormal, light), 0);
        float ambient = ambi;
        float lighting = (enableToggleLighting ? max(diffuse, ambient) : 1);

        fragment = vec4(lighting * texture2D(colorTexture, uv).xyz, alpha);
    }
    ";

我的项目是这样初始化的:

CanvasControlSettings.ShaderProgram.Use();
        CanvasControlSettings.ShaderProgram["projection_matrix"].SetValue(mainSceneProj);
        CanvasControlSettings.ShaderProgram["light_direction"].SetValue(new Vector3(0f, 0f, 1f));
        CanvasControlSettings.ShaderProgram["enableToggleLighting"].SetValue(CanvasControlSettings.ToggleLighting);
        CanvasControlSettings.ShaderProgram["normalTexture"].SetValue(1);
        CanvasControlSettings.ShaderProgram["enable_mapping"].SetValue(CanvasControlSettings.ToggleNormalMapping);

我的旋转使相机围绕物体移动。我想随相机移动灯光位置,以便阴影始终可见。

如何将相机位置发送到着色器并实现它?

正面:

旋转:

编辑:

我这样旋转后更新了相机位置:

GL.Light(LightName.Light0, LightParameter.Position, new float[] { CanvasControlSettings.Camera.Position.X, CanvasControlSettings.Camera.Position.Y, CanvasControlSettings.Camera.Position.Z, 0.0f } );

并将灯光线改成了这个

light = gl_LightSource[0].position.xyz;

这几乎可以完美地接受 material 浅色现在变得明亮!我会展示图片,但似乎我需要更多代表。

编辑:

好的,在点击提供的链接后,我找到了自己的方式。我将顶点着色器灯光代码更改为:

 vec4 lightPos4 = vec4(gl_LightSource[0].position.xyz, 1.0);
        vec4 pos4 = model_matrix * vec4(vertexPosition, 1.0);
        light = normalize((lightPos4 - pos4).xyz);

现在完美运行。谢谢

您不需要将相机位置发送到着色器。只需将灯光位置更改为相机位置并将灯光发送到着色器即可。