我有一个正常的映射问题.我在通过ASSIMP库加载的每个模型上都有纹理和普通纹理.我在ASSIMP库的帮助下计算每个对象的切向量,所以这些应该没问题.这些对象与法线贴图完美配合,但是一旦我开始平移其中一个对象(从而影响具有平移的模型矩阵),灯光就会失败.正如你在图像上看到的那样,地板(沿着y轴向下平移)似乎失去了大部分漫射光,而且它的镜面光线方向错误(应该在灯泡和播放器位置之间)
它可能与普通矩阵有关(尽管翻译应该丢失),也许在着色器中使用了错误的矩阵.我没有想法,希望你能对这个问题有所了解.
顶点着色器:
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec3 tangent;
layout(location = 3) in vec3 color;
layout(location = 4) in vec2 texCoord;
// fragment pass through
out vec3 Position;
out vec3 normal;
out vec3 Tangent;
out vec3 Color;
out vec2 TexCoord;
out vec3 TangentSurface2Light;
out vec3 TangentSurface2View;
uniform vec3 lightPos;
uniform vec3 playerPos;
// vertex transformation
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
mat3 normalMatrix = mat3(transpose(inverse(model)));
Position = vec3(model * vec4(position,1.0));
normal = normalMatrix * normal;
Tangent = tangent;
Color = color;
TexCoord = texCoord;
gl_Position = projection * view * model * vec4(position,1.0);
// Calculate tangent matrix and calculate fragment bump mapping coord space.
vec3 light = lightPos;
vec3 n = normalize(normalMatrix * normal);
vec3 t = normalize(normalMatrix * tangent);
vec3 b = cross(n,t);
// create matrix for tangent (from vertex to tangent-space)
mat3 mat = mat3(t.x,b.x,n.x,t.y,b.y,n.y,t.z,b.z,n.z);
vec3 vector = normalize(light - Position);
TangentSurface2Light = mat * vector;
vector = normalize(playerPos - Position);
TangentSurface2View = mat * vector;
}
片段着色器
#version 330
in vec3 Position;
in vec3 normal;
in vec3 Tangent;
in vec3 Color;
in vec2 TexCoord;
in vec3 TangentSurface2Light;
in vec3 TangentSurface2View;
out vec4 outColor;
uniform vec3 lightPos;
uniform vec3 playerPos;
uniform mat4 view;
uniform sampler2D texture0;
uniform sampler2D texture_normal; // normal
uniform float repeatFactor = 1;
void main()
{
vec4 texColor = texture(texture0,TexCoord * repeatFactor);
vec4 matColor = vec4(Color,1.0);
vec3 light = vec3(vec4(lightPos,1.0));
float dist = length(light - Position);
// float att = 1.0 / (1.0 + 0.01 * dist + 0.001 * dist * dist);
float att = 1.0;
// Ambient
vec4 ambient = vec4(0.2);
// Diffuse
// vec3 surface2light = normalize(light - Position);
vec3 surface2light = normalize(TangentSurface2Light);
// vec3 norm = normalize(normal);
vec3 norm = normalize(texture(texture_normal,TexCoord * repeatFactor).xyz * 2.0 - 1.0);
float contribution = max(dot(norm,surface2light),0.0);
vec4 diffuse = contribution * vec4(0.6);
// specular
// vec3 surf2view = normalize(-Position); // Player is always at position 0
vec3 surf2view = normalize(TangentSurface2View);
vec3 reflection = reflect(-surface2light,norm); // reflection vector
float specContribution = pow(max(dot(surf2view,reflection),0.0),32);
vec4 specular = vec4(1.0) * specContribution;
outColor = (ambient + (diffuse * att)+ (specular * pow(att,3))) * texColor;
// outColor = vec4(Color,1.0) * texture(texture0,TexCoord);
}
编辑
编辑着色器代码来计算世界空间中的所有内容,而不是在世界和相机空间之间进行乒乓球(更容易理解,更不容易出错).
解决方法
你正在用矩阵进行奇怪的操作.在VS中,您通过逆视图世界转换法线(即模型空间).这没有任何意义.在世界空间中进行计算可能更容易.我有一些工作示例代码,但它使用了一些不同的命名.
顶点着色器:
void main_vs(in A2V input,out V2P output)
{
output.position = mul(input.position,_worldViewProjection);
output.normal = input.normal;
output.binormal = input.binormal;
output.tangent = input.tangent;
output.positionWorld = mul(input.position,_world);
output.tex = input.tex;
}
在这里我们将位置转换为投影(屏幕) – 空间,TBN留在模型空间中,它们将在以后使用.我们也获得了照明评估的世界空间位置.
像素着色器:
void main_ps(in V2P input,out float4 output : SV_Target)
{
float3x3 tbn = float3x3(input.tangent,-input.binormal,input.normal);
//extract & decode normal:
float3 texnormal = _normalTexture.Sample(_normalSampler,input.tex).xyz * 2 - 1;
//Now transform TBN-space texnormal to world space:
float3 normal = mul(texnormal,tbn);
normal = normalize(mul(normal,_world));
float3 lightDirection = -_lightPosition.xyz;//directional
float3 viewDirection = normalize(input.positionWorld - _camera);
float3 reflectedLight = reflect(lightDirection,normal);
float diffuseIntensity = dot(normal,lightDirection);
float specularIntensity = max(0,dot(reflectedLight,viewDirection)*1.3);
output = ((_ambient + diffuseIntensity * _diffuse) * _texture.Sample(_sampler,input.tex)
+ pow(specularIntensity,7) * float4(1,1,1)) * _lightColor;
}
在这里我使用定向光,你应该做的事情
float3 lightDirection = normalize(input.positionWorld - _lightPosition.xyz);//omni
这里我们首先从纹理中得到法线,即在TBN空间中.然后我们应用TBN矩阵将其转换为模型空间.然后应用世界矩阵将其转换为世界空间,我们已经有了轻型位置,眼睛等.
上面省略了一些其他着色器代码(DX11,但它很容易翻译):
cbuffer ViewTranforms
{
row_major matrix _worldViewProjection;
row_major matrix _world;
float3 _camera;
};
cbuffer BumpData
{
float4 _ambient;
float4 _diffuse;
};
cbuffer Textures
{
texture2D _texture;
SamplerState _sampler;
texture2D _normalTexture;
SamplerState _normalSampler;
};
cbuffer Light
{
float4 _lightPosition;
float4 _lightColor;
};
//------------------------------------
struct A2V
{
float4 position : POSITION;
float3 normal : norMAL;
float3 binormal : BInorMAL;
float3 tangent : TANGENT;
float2 tex : TEXCOORD;
};
struct V2P
{
float4 position : SV_POSITION;
float3 normal : norMAL;
float3 binormal : BInorMAL;
float3 tangent : TANGENT;
float3 positionWorld : norMAL1;
float2 tex : TEXCOORD;
};
此外,这里我使用预先计算的binormal:你应该留下你的代码来计算它(通过交叉(正常,切线)).希望这可以帮助.