一、目的
1、實現(xiàn)散射光照射下的棋盤球體;
二、程序運行結(jié)果
三、散射光
?? 上一小節(jié)中給出了僅僅使用環(huán)境光進行照射的案例,讀者可能覺得效果并不好。確實如此,僅僅有環(huán)境光的場景效果是很差的,沒有層次感。本節(jié)將介紹另外一種真實感好很多的光照效果—散射光(Diffuse),其指的是從物體表面向全方位360°均勻反射的光,如圖6-8所示。
?? 散射光具體代表的是現(xiàn)實世界中粗糙的物體表面被光照射時,反射光在各個方向基本均勻(也稱為“漫反射”)的情況。
?? 雖然反射后的散射光在各個方向是均勻的,但散射光反射的強度與入射光的強度以及入射的角度密切相關(guān)。因此,當光源的位置發(fā)生變化時,散射光的效果會發(fā)生明顯變化。主要體現(xiàn)為當光垂直地照射到物體表面時比斜照時要亮,其具體計算公式如下。
散射光照射結(jié)果=材質(zhì)的反射系數(shù)×散射光強度×max(cos(入射角),0)
?? 實際開發(fā)中往往分兩步進行計算,此時公式被拆解為如下情況。
散射光最終強度=散射光強度×max(cos(入射角),0)
散射光照射結(jié)果=材質(zhì)的反射系數(shù)×散射光最終強度
?? 材質(zhì)的反射系數(shù)實際指的就是物體被照射處的顏色,散射光強度指的是散射光中RGB(紅、綠、藍)3個色彩通道的強度。
?? 從上述公式中可以看出,與環(huán)境光計算公式唯一的區(qū)別是引入了最后一項“max(cos(入射角),0)”。其含義是入射角越大,反射強度越弱,當入射角的余弦值為負時(即入射角大于90°),反射強度為0。由于入射角為入射光向量與法向量的夾角,因此,其余弦值并不需要調(diào)用三角函數(shù)進行計算,只需要首先將兩個向量進行規(guī)格化,然后再進行點積即可,圖6-10說明了這個問題。
?? 圖6-10中的N代表被照射點表面的法向量,P為被照射點,L為從P點到光源的向量。N與L的夾角即為入射角。向量數(shù)學(xué)中,兩個向量的點積為兩個向量夾角的余弦值乘以兩個向量的模,而規(guī)格化后向量的模為1。因此,首先將兩個向量規(guī)格化,再點積就可以求得兩個向量夾角的余弦值。
四、程序說明:
?? 由于本案例中原始情況下的球心位于坐標原點,所以,每個頂點法向量的x、y、z軸分量與頂點的x、y、z坐標是一致的。這樣就不必單獨計算每個頂點的法向量了,直接將頂點坐標序列看作頂點法向量序列使用即可。
五、源代碼
"""
程序名稱:GL_DrawBall04.py
編程: dalong10
功能: 散射光的應(yīng)用實現(xiàn)
參考資料: 《OpenGL ES 3.x游戲開發(fā)》(上卷)吳亞峰
"""
import myGL_Funcs #Common OpenGL utilities,see myGL_Funcs.py
import sys, random, math
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import numpy
import numpy as np
import glfw
from pyrr import Quaternion, matrix44, Vector3
strVS = """
#version 330 core
layout(location = 0) in vec3 aPosition;
in vec3 aNormal; //頂點法向量
uniform mat4 uMVMatrix;//總變換矩陣
uniform mat4 uMMatrix; //變換矩陣(包括平移、旋轉(zhuǎn)、縮放)
uniform vec3 uLightLocation;//光源位置
out vec3 vPosition ; //用于傳遞給片元著色器的頂點位置
out vec4 vDiffuse; //接收從頂點著色器過來的散射光分量
void pointLight ( //散射光光照計算的方法
in vec3 normal, //法向量
inout vec4 diffuse, //散射光計算結(jié)果
in vec3 lightLocation, //光源位置
in vec4 lightDiffuse //散射光強度
){
vec3 normalTarget=aPosition+normal; //計算變換后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //對法向量規(guī)格化
//計算從表面點到光源位置的向量vp
vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp); //規(guī)格化vp
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量與vp向量的點積與0的最大值
diffuse=lightDiffuse*nDotViewPosition; //計算散射光的最終強度
}
void main(){
gl_Position= uMVMatrix* vec4(aPosition, 1.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal), diffuseTemp, uLightLocation, vec4(0.8,0.8,0.8,1.0));
vDiffuse=diffuseTemp; //將散射光最終強度傳給片元著色器
vPosition = aPosition; //將頂點的位置傳給片元著色器
}
"""
strFS = """
#version 330 core
in vec3 vPosition;//接收從頂點著色器過來的頂點位置
in vec4 vDiffuse;//接收從頂點著色器過來的散射光最終強度
out vec4 fragColor;//輸出的片元顏色
void main(){
vec3 color;
float n = 8.0;//外接立方體每個坐標軸方向切分的份數(shù)
float uR=0.8 ;
float span = 2.0*uR/n;//每一份的尺寸(小方塊的邊長)
int i = int((vPosition.x + uR)/span);//當前片元位置小方塊的行數(shù)
int j = int((vPosition.y + uR)/span);//當前片元位置小方塊的層數(shù)
int k = int((vPosition.z + uR)/span);//當前片元位置小方塊的列數(shù)
//計算當前片元行數(shù)、層數(shù)、列數(shù)的和并對2取模
int whichColor = int(mod(float(i+j+k),2.0));
if(whichColor == 1) {//奇數(shù)時為紅色
color = vec3(0.678,0.231,0.129);//紅色
}
else {//偶數(shù)時為白色
color = vec3(1.0,1.0,1.0);//白色
}
//根據(jù)環(huán)境光強度計算最終片元顏色值
fragColor=vec4(color,0)*vDiffuse;
}
"""
cameraPos=np.array([0.0, 0.0, 30]) # 眼睛的位置(默認z軸的正方向)
cameraFront=np.array([0.0, 0.0, 0.0]) # 瞄準方向的參考點(默認在坐標原點)
cameraUp=np.array([0.0, 1.0, 0.0]) # 定義對觀察者而言的上方(默認y軸的正方向)
WIN_W, WIN_H = 640, 480 # 保存窗口寬度和高度的變量
class FirstSphere:
def __init__(self, cube_verticeside ):
# load shaders
self.program = myGL_Funcs.loadShaders(strVS, strFS)
glUseProgram(self.program)
self.vertIndex = glGetAttribLocation(self.program, b"aPosition")
self.normIndex = glGetAttribLocation(self.program, b"aNormal")
self.cube_vertices = cube_verticeside
# set up vertex array object (VAO)
self.vao = glGenVertexArrays(1)
glBindVertexArray(self.vao)
# set up VBOs
vertexData = numpy.array(self.cube_vertices, numpy.float32)
self.vertexBuffer = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW)
# enable arrays
glEnableVertexAttribArray(self.vertIndex)
# Position attribute
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0,None)
# aNormal attribute
normData = numpy.array(self.cube_vertices, numpy.float32)
self.normBuffer = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.normBuffer)
glBufferData(GL_ARRAY_BUFFER, 4*len(normData), normData, GL_STATIC_DRAW)
glEnableVertexAttribArray(self.normIndex)
glBindBuffer(GL_ARRAY_BUFFER, self.normBuffer)
glVertexAttribPointer(self.normIndex, 3, GL_FLOAT, GL_FALSE, 0,None)
# unbind VAO
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def render(self, mvMatrix, mMatrix,LightLocation):
# use shader
glUseProgram(self.program)
# set modelview matrix
glUniformMatrix4fv(glGetUniformLocation(self.program, 'uMVMatrix'),
1, GL_FALSE, mvMatrix)
glUniformMatrix4fv(glGetUniformLocation(self.program, 'uMMatrix'),
1, GL_FALSE, mMatrix)
glUniform3fv(glGetUniformLocation(self.program, 'uLightLocation'),
1, GL_FALSE, LightLocation)
# bind VAO
glBindVertexArray(self.vao)
# draw
glDrawArrays(GL_TRIANGLES,0,len(self.cube_vertices) )
# unbind VAO
glBindVertexArray(0)
def drawglobeVBO():
PI = 3.14159265358979323846264
statcky = 30 # 橫向向切成多少片
stlicex = 30 # 縱向切多少片
R = 0.8 # 半徑
angleHy = (2*PI)/statcky # 橫向每份的角度 算出弧度值
angleZx = (2*PI)/stlicex; # 縱向每份的角度 算出弧度值
NumAngleHy = 0.0 # 當前橫向角度
NumAngleZx = 0.0 # 當前縱向角度
c=numpy.array([], numpy.float32)
for j in range(statcky):
for i in range(stlicex):
NumAngleHy = angleHy*i #
NumAngleZx = angleZx*j # 起點都是軸指向的方向。根據(jù)右手定則決定轉(zhuǎn)向,只要轉(zhuǎn)向相同,那么兩個就合適
x0 = R*np.cos(NumAngleHy)*np.cos(NumAngleZx)
y0 = R*np.cos(NumAngleHy)*np.sin(NumAngleZx)
z0 = R*np.sin(NumAngleHy)
x1 = R*np.cos(NumAngleHy)*np.cos(NumAngleZx+angleZx)
y1 = R*np.cos(NumAngleHy)*np.sin(NumAngleZx+angleZx)
z1 = R*np.sin(NumAngleHy)
x2 = R*np.cos(NumAngleHy+angleHy)*np.cos(NumAngleZx+angleZx)
y2 = R*np.cos(NumAngleHy+angleHy)*np.sin(NumAngleZx+angleZx)
z2 = R*np.sin(NumAngleHy+angleHy)
x3 = R*np.cos(NumAngleHy+angleHy)*np.cos(NumAngleZx)
y3 = R*np.cos(NumAngleHy+angleHy)*np.sin(NumAngleZx)
z3 = R*np.sin(NumAngleHy+angleHy)
c=np.hstack((c,numpy.array([x1,y1,z1], numpy.float32) ))
c=np.hstack((c,numpy.array([x3,y3,z3], numpy.float32) ))
c=np.hstack((c,numpy.array([x0,y0,z0], numpy.float32) ))
c=np.hstack((c,numpy.array([x1,y1,z1], numpy.float32) ))
c=np.hstack((c,numpy.array([x2,y2,z2], numpy.float32) ))
c=np.hstack((c,numpy.array([x3,y3,z3], numpy.float32) ))
return c
#Is called whenever a key is pressed/released via GLFW
def on_key(window, key, scancode, action, mods):
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
glfw.set_window_should_close(window,1)
if __name__ == '__main__':
import sys
import glfw
import OpenGL.GL as gl
keys=numpy.zeros(1024)
deltaTime = 0.0
lastFrame = 0.0 # Time of last frame
# Initialize the library
if not glfw.init():
sys.exit()
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(640, 480, "GL_DrawBall04 ", None, None)
if not window:
glfw.terminate()
sys.exit()
# Make the window's context current
glfw.make_context_current(window)
# Install a key handler
glfw.set_key_callback(window, on_key)
PI = 3.14159265358979323846264
# 畫球面
vert = drawglobeVBO()
mMatrix1 = matrix44.create_from_translation(Vector3([-3, 0, 3]))
mMatrix2 = matrix44.create_from_translation(Vector3([2, -2, 4]))
# Loop until the user closes the window
a=0
firstSphere1 = FirstSphere(vert)
while not glfw.window_should_close(window):
currentFrame = glfw.get_time()
deltaTime = currentFrame - lastFrame
lastFrame = currentFrame
# Render here
width, height = glfw.get_framebuffer_size(window)
WIN_W, WIN_H =width, height
ratio = width / float(height)
glfw.poll_events()
gl.glViewport(0, 0, width, height)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
#glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); #用于控制多邊形的顯示方式
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(-ratio, ratio, -1, 1, 1, -1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
gl.glClearColor(0.0,0.1,0.1,1.0)
# modelview matrix
mvMatrix = matrix44.create_look_at(cameraPos, cameraFront, cameraUp,None) # 設(shè)置視點
pMatrix = matrix44.create_perspective_projection_from_bounds(-ratio*1.0, ratio*1.0, -1, 1,20,100,None)
model0 = matrix44.multiply(mvMatrix,pMatrix)
trans1 = matrix44.create_from_translation(Vector3([-0.6, 0, 0]))
trans2 = matrix44.create_from_translation(Vector3([0.6, 0, 0]))
model1 = matrix44.multiply(model0,trans1)
model2 = matrix44.multiply(model0,trans2)
firstSphere1.render( model1,mMatrix1,Vector3([3.0, 2, 0])) #球1
firstSphere1.render( model2,mMatrix2,Vector3([0, 1, 0])) #球2
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
glfw.terminate()
六、參考資料
1、大龍10的簡書:http://www.itdecent.cn/p/49dec482a291
2、吳亞峰《OpenGL ES 3.x游戲開發(fā)》(上卷)