我有两个蓝色旋转的立方体。我一直在尝试使用点光源来点亮这些立方体,但是颜色变得很奇怪。我感觉这是由于存在材质明暗器,但我不知道如何解决此问题。代码段如下所示:
var canvas;
var gl;
var numVertices = 72;
var pointsArray = [];
var normalsArray = [];
var vertices = [
//c2
vec4(0.2,-0.2,0.2,1.0),
vec4(0.2,0.2,0.2,1.0),
vec4(0.6,0.2,0.2,1.0),
vec4(0.6,-0.2,0.2,1.0),
vec4(0.2,-0.2,-0.2,1.0),
vec4(0.2,0.2,-0.2,1.0),
vec4(0.6,0.2,-0.2,1.0),
vec4(0.6,-0.2,-0.2,1.0),
//c1
vec4(-0.2,-0.2,0.2,1.0),
vec4(-0.2,0.2,0.2,1.0),
vec4(0.2,0.2,0.2,1.0),
vec4(0.2,-0.2,0.2,1.0),
vec4(-0.2,-0.2,-0.2,1.0),
vec4(-0.2,0.2,-0.2,1.0),
vec4(0.2,0.2,-0.2,1.0),
vec4(0.2,-0.2,-0.2,1.0)
];
var vertexColors = [
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
vec4( 0.01,0.43,0.79,1.0 ),
];
var lightPosition = vec4(1.0, 2.0, 3.0, 1.0);
var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0);
var lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
var lightSpecular = vec4(1.0, 1.0, 1.0, 1.0);
var materialAmbient = vec4(0.0, 0.0, 0.0, 0.1);
var materialDiffuse = vec4(0.0, 0.0, 0.0, 0.1);
var materialSpecular = vec4(0.0, 0.0, 0.0, 0.1);
var materialShininess = 100.0;
var ctm;
var ambientColor, diffuseColor, specularColor;
var modelView, projection;
var viewerPos;
var program;
var xAxis = 0;
var yAxis = 1;
var zAxis = 2;
var axis = 0;
var theta = [0, 0, 0];
var thetaLoc;
var flag = true;
function quad(a, b, c, d) {
var t1 = subtract(vertices[b], vertices[a]);
var t2 = subtract(vertices[c], vertices[b]);
var normal = cross(t1, t2);
var normal = vec3(normal);
pointsArray.push(vertices[a]);
normalsArray.push(normal);
pointsArray.push(vertices[b]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
normalsArray.push(normal);
pointsArray.push(vertices[a]);
normalsArray.push(normal);
pointsArray.push(vertices[c]);
normalsArray.push(normal);
pointsArray.push(vertices[d]);
normalsArray.push(normal);
}
function colorCube() {
quad(1, 0, 3, 2);
quad(2, 3, 7, 6);
quad(3, 0, 4, 7);
quad(6, 5, 1, 2);
quad(4, 5, 6, 7);
quad(5, 4, 0, 1);
quad(9, 8, 11, 10);
quad(10, 11, 15, 14);
quad(11, 8, 12, 15);
quad(14, 13, 9, 10);
quad(12, 13, 14, 15);
quad(13, 12, 8, 9);
}
window.onload = function init() {
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL isn't available");
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.enable(gl.DEPTH_TEST);
program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
colorCube();
var nBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, nBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW);
var vNormal = gl.getAttribLocation(program, "vNormal");
gl.vertexAttribPointer(vNormal, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vNormal);
var vBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW);
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
var cBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer );
gl.bufferData( gl.ARRAY_BUFFER, flatten(vertexColors), gl.STATIC_DRAW );
var vColor = gl.getAttribLocation( program, "vColor" );
gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( vColor );
thetaLoc = gl.getUniformLocation(program, "theta");
viewerPos = vec3(0.0, 0.0, -20.0);
projection = ortho(-1, 1, -1, 1, -100, 100);
ambientProduct = mult(lightAmbient, materialAmbient);
diffuseProduct = mult(lightDiffuse, materialDiffuse);
specularProduct = mult(lightSpecular, materialSpecular);
document.getElementById("ButtonX").onclick = function(e) {
axis = xAxis;
};
document.getElementById("ButtonY").onclick = function(e) {
axis = yAxis;
};
document.getElementById("ButtonZ").onclick = function(e) {
axis = zAxis;
};
document.getElementById("ButtonT").onclick = function(e) {
flag = !flag;
};
gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"),
flatten(ambientProduct));
gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"),
flatten(diffuseProduct));
gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"),
flatten(specularProduct));
gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"),
flatten(lightPosition));
gl.uniform1f(gl.getUniformLocation(program,
"shininess"), materialShininess);
gl.uniformMatrix4fv(gl.getUniformLocation(program, "projectionMatrix"),
false, flatten(projection));
render();
}
var render = function() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (flag) theta[axis] += 2.0;
modelView = mat4();
modelView = mult(modelView, rotate(theta[xAxis], [1, 0, 0]));
modelView = mult(modelView, rotate(theta[yAxis], [0, 1, 0]));
modelView = mult(modelView, rotate(theta[zAxis], [0, 0, 1]));
gl.uniformMatrix4fv(gl.getUniformLocation(program,
"modelViewMatrix"), false, flatten(modelView));
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
requestAnimFrame(render);
}
<!DOCTYPE html>
<html>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec3 vNormal;
attribute vec4 vColor;
varying vec4 fColor;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;
uniform float shininess;
void main()
{
vec3 pos = -(modelViewMatrix * vPosition).xyz;
vec3 light = lightPosition.xyz;
vec3 L = normalize( light - pos );
vec3 E = normalize( -pos );
vec3 H = normalize( L + E );
vec4 NN = vec4(vNormal,0);
vec3 N = normalize( (modelViewMatrix*NN).xyz);
vec4 ambient = ambientProduct;
float Kd = max( dot(L, N), 0.0 );
vec4 diffuse = Kd*diffuseProduct;
float Ks = pow( max(dot(N, H), 0.0), shininess );
vec4 specular = Ks * specularProduct;
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_Position = projectionMatrix * modelViewMatrix * vPosition;
fColor = ambient + diffuse+specular+vColor;
fColor.a = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
void
main()
{
gl_FragColor = fColor;
}
</script>
<script type="text/javascript"
src="https://esangel.github.io/WebGL/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://esangel.github.io/WebGL/Common/initShaders.js"></script>
<script type="text/javascript"
src="https://esangel.github.io/WebGL/Common/MV.js"></script>
<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas><br><br>
<button id = "ButtonX">Rotate X</button>
<button id = "ButtonY">Rotate Y</button>
<button id = "ButtonZ">Rotate Z</button>
<button id = "ButtonT">Toggle Rotation</button>
</body>
</html>
我只想插入一盏灯,以便点亮蓝色的立方体,但由于存在的材料,我似乎无法做到这一点(在我看来)。有没有办法使这些材料透明,以便看到立方体的原始颜色?
fColor = ambient + diffuse+specular+vColor;
需要
fColor = ambient + diffuse+specular;
和
vec4 diffuse = Kd*diffuseProduct;
需要是]
vec4 diffuse = Kd*vColor;
或
vec4 diffuse = Kd*diffuseProduct*vColor;
然后将
diffuseProduct
设置为白色(1,1,1,1)。您还需要将ambientProduct
设置为黑色或深灰色,将specularProduct
设置为白色
var canvas; var gl; var numVertices = 72; var pointsArray = []; var normalsArray = []; var vertices = [ //c2 vec4(0.2,-0.2,0.2,1.0), vec4(0.2,0.2,0.2,1.0), vec4(0.6,0.2,0.2,1.0), vec4(0.6,-0.2,0.2,1.0), vec4(0.2,-0.2,-0.2,1.0), vec4(0.2,0.2,-0.2,1.0), vec4(0.6,0.2,-0.2,1.0), vec4(0.6,-0.2,-0.2,1.0), //c1 vec4(-0.2,-0.2,0.2,1.0), vec4(-0.2,0.2,0.2,1.0), vec4(0.2,0.2,0.2,1.0), vec4(0.2,-0.2,0.2,1.0), vec4(-0.2,-0.2,-0.2,1.0), vec4(-0.2,0.2,-0.2,1.0), vec4(0.2,0.2,-0.2,1.0), vec4(0.2,-0.2,-0.2,1.0) ]; var vertexColors = new Array(72).fill( vec4( 0.01,0.43,0.79,1.0 )); var lightPosition = vec4(1.0, 2.0, 3.0, 1.0); var lightAmbient = vec4(0.2, 0.2, 0.2, 1.0); var lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0); var lightSpecular = vec4(1.0, 1.0, 1.0, 1.0); var materialAmbient = vec4(0.0, 0.0, 0.0, 1); var materialDiffuse = vec4(0.0, 0.0, 0.0, 1); var materialSpecular = vec4(0.0, 0.0, 0.0, 1); var materialShininess = 100.0; var ctm; var ambientColor, diffuseColor, specularColor; var modelView, projection; var viewerPos; var program; var xAxis = 0; var yAxis = 1; var zAxis = 2; var axis = 0; var theta = [0, 0, 0]; var thetaLoc; var flag = true; function quad(a, b, c, d) { var t1 = subtract(vertices[b], vertices[a]); var t2 = subtract(vertices[c], vertices[b]); var normal = cross(t1, t2); var normal = vec3(normal); pointsArray.push(vertices[a]); normalsArray.push(normal); pointsArray.push(vertices[b]); normalsArray.push(normal); pointsArray.push(vertices[c]); normalsArray.push(normal); pointsArray.push(vertices[a]); normalsArray.push(normal); pointsArray.push(vertices[c]); normalsArray.push(normal); pointsArray.push(vertices[d]); normalsArray.push(normal); } function colorCube() { quad(1, 0, 3, 2); quad(2, 3, 7, 6); quad(3, 0, 4, 7); quad(6, 5, 1, 2); quad(4, 5, 6, 7); quad(5, 4, 0, 1); quad(9, 8, 11, 10); quad(10, 11, 15, 14); quad(11, 8, 12, 15); quad(14, 13, 9, 10); quad(12, 13, 14, 15); quad(13, 12, 8, 9); } function init() { canvas = document.getElementById("gl-canvas"); gl = WebGLUtils.setupWebGL(canvas); if (!gl) { alert("WebGL isn't available"); } gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(1.0, 1.0, 1.0, 1.0); gl.enable(gl.DEPTH_TEST); program = initShaders(gl, "vertex-shader", "fragment-shader"); gl.useProgram(program); colorCube(); var nBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, nBuffer); gl.bufferData(gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW); var vNormal = gl.getAttribLocation(program, "vNormal"); gl.vertexAttribPointer(vNormal, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(vNormal); var vBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer); gl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW); var vPosition = gl.getAttribLocation(program, "vPosition"); gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(vPosition); var cBuffer = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, cBuffer ); gl.bufferData( gl.ARRAY_BUFFER, flatten(vertexColors), gl.STATIC_DRAW ); var vColor = gl.getAttribLocation( program, "vColor" ); gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( vColor ); thetaLoc = gl.getUniformLocation(program, "theta"); viewerPos = vec3(0.0, 0.0, -20.0); projection = ortho(-1, 1, -1, 1, -100, 100); ambientProduct = vec4(0,0,0,0); diffuseProduct = vec4(1,1,1,1); specularProduct = vec4(1,1,1,1); document.getElementById("ButtonX").onclick = function(e) { axis = xAxis; }; document.getElementById("ButtonY").onclick = function(e) { axis = yAxis; }; document.getElementById("ButtonZ").onclick = function(e) { axis = zAxis; }; document.getElementById("ButtonT").onclick = function(e) { flag = !flag; }; gl.uniform4fv(gl.getUniformLocation(program, "ambientProduct"), flatten(ambientProduct)); gl.uniform4fv(gl.getUniformLocation(program, "diffuseProduct"), flatten(diffuseProduct)); gl.uniform4fv(gl.getUniformLocation(program, "specularProduct"), flatten(specularProduct)); gl.uniform4fv(gl.getUniformLocation(program, "lightPosition"), flatten(lightPosition)); gl.uniform1f(gl.getUniformLocation(program, "shininess"), materialShininess); gl.uniformMatrix4fv(gl.getUniformLocation(program, "projectionMatrix"), false, flatten(projection)); render(); } var render = function() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); if (flag) theta[axis] += 2.0; modelView = mat4(); modelView = mult(modelView, rotate(theta[xAxis], [1, 0, 0])); modelView = mult(modelView, rotate(theta[yAxis], [0, 1, 0])); modelView = mult(modelView, rotate(theta[zAxis], [0, 0, 1])); gl.uniformMatrix4fv(gl.getUniformLocation(program, "modelViewMatrix"), false, flatten(modelView)); gl.drawArrays(gl.TRIANGLES, 0, numVertices); requestAnimFrame(render); } init();
<script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 vPosition; attribute vec3 vNormal; attribute vec4 vColor; varying vec4 fColor; uniform vec4 ambientProduct, diffuseProduct, specularProduct; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec4 lightPosition; uniform float shininess; void main() { vec3 pos = -(modelViewMatrix * vPosition).xyz; vec3 light = lightPosition.xyz; vec3 L = normalize( light - pos ); vec3 E = normalize( -pos ); vec3 H = normalize( L + E ); vec4 NN = vec4(vNormal,0); vec3 N = normalize( (modelViewMatrix*NN).xyz); vec4 ambient = ambientProduct; float Kd = max( dot(L, N), 0.0 ); vec4 diffuse = Kd*diffuseProduct*vColor; float Ks = pow( max(dot(N, H), 0.0), shininess ); vec4 specular = Ks * specularProduct; if( dot(L, N) < 0.0 ) { specular = vec4(0.0, 0.0, 0.0, 1.0); } gl_Position = projectionMatrix * modelViewMatrix * vPosition; fColor = ambient + diffuse+specular; fColor.a = 1.0; } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; varying vec4 fColor; void main() { gl_FragColor = fColor; } </script> <script type="text/javascript" src="https://esangel.github.io/WebGL/Common/webgl-utils.js"></script> <script type="text/javascript" src="https://esangel.github.io/WebGL/Common/initShaders.js"></script> <script type="text/javascript" src="https://esangel.github.io/WebGL/Common/MV.js"></script> <body> <canvas id="gl-canvas" width="512" height="512"> Oops ... your browser doesn't support the HTML5 canvas element </canvas><br><br> <button id = "ButtonX">Rotate X</button> <button id = "ButtonY">Rotate Y</button> <button id = "ButtonZ">Rotate Z</button> <button id = "ButtonT">Toggle Rotation</button>