2.4 样例应用程序:散射光照(上)
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作为创建并使用顶点着色器的热身,我们写一个顶点着色器,它用一个方向(平行)光对每个顶点进行标准的散射光照。简而言之,散射光照根据顶点法线和光线向量(它指向光源方向)的角度计算顶点接收到的光线的数量。角度越小,则顶点接收到的光线就越多;而角度越大,则顶点接收到的光线就越少。如果角度大于等于90度,顶点就接收不到光线了。
我们以检阅着色器代码作为开始:
// File: diffuse.txt
// Desc: Vertex shader that does diffuse lighting.
//
// Global variables we use to hold the view matrix, projection matrix,
// ambient material, diffuse material, and the light vector that
// describes the direction to the light source. These variables are
// initialized from the application.
//
matrix ViewMatrix;
matrix ViewProjMatrix;
vector AmbientMtrl;
vector DiffuseMtrl;
vector LightDirection;
//
// Global variables used to hold the ambient light intensity (ambient
// light the light source emits) and the diffuse light
// intensity (diffuse light the light source emits). These
// variables are initialized here in the shader.
//
vector DiffuseLightIntensity = {0.0f, 0.0f, 1.0f, 1.0f};
vector AmbientLightIntensity = {0.0f, 0.0f, 0.2f, 1.0f};
//
// Input and Output structures.
//
struct VS_INPUT
{
vector position : POSITION;
vector normal : NORMAL;
};
struct VS_OUTPUT
{
vector position : POSITION;
vector diffuse : COLOR;
};
//
// Main
//
VS_OUTPUT Main(VS_INPUT input)
{
// zero out all members of the output instance.
VS_OUTPUT output = (VS_OUTPUT)0;
//
// Transform position to homogeneous clip space
// and store in the output.position member.
//
output.position = mul(input.position, ViewProjMatrix);
//
// Transform lights and normals to view space. Set w
// components to zero since we're transforming vectors
// here and not points.
//
LightDirection.w = 0.0f;
input.normal.w = 0.0f;
LightDirection = mul(LightDirection, ViewMatrix);
input.normal = mul(input.normal, ViewMatrix);
//
// Compute cosine of the angle between light and normal.
//
float s = dot(LightDirection, input.normal);
//
// Recall that if the angle between the surface and light
// is greater than 90 degrees the surface receives no light.
// Thus, if the angle is greater than 90 degrees we set
// s to zero so that the surface will not be lit.
//
if( s < 0.0f )
s = 0.0f;
//
// Ambient light reflected is computed by performing a
// component-wise multiplication with the ambient material
// vector and the ambient light intensity vector.
//
// Diffuse light reflected is computed by performing a
// component-wise multiplication with the diffuse material
// vector and the diffuse light intensity vector. Further
// we scale each component by the shading scalar s, which
// shades the color based on how much light the vertex received
// from the light source.
//
// The sum of both the ambient and diffuse components give
// us our final vertex color.
//
output.diffuse = (AmbientMtrl * AmbientLightIntensity) +
(s * (DiffuseLightIntensity * DiffuseMtrl));
return output;
}
[声明]:本文译自Frank Luna的《Introduction to 3D Game Programming with DirectX 9.0》,限于译者水平,文中难免错漏之处,欢迎各位网友批评指正;本文仅用于学习交流与参考用途,不得用于任何形式的商业用途;如需转载需事先征得作者本人和译者的同意,保持文章的完整性,并注明作者、译者和出处,作者保留对译文的所有权利。对于违反以上条款造成的后果,译者对此不负任何责任。我的MSN是Raymond_King123@hotmail.com,欢迎热爱3D图形和游戏,并有一定图形编程经验的朋友与我进行交流。