OpenGL ES で頂点ごとのライティングを追加しようとしていますが、解決策が見つからない奇妙な問題に遭遇しています。
最初に Android ドキュメントを使用して形状を作成しました: http://developer.android.com/training/graphics/opengl/index.html
次に、opengl es を学習してライトを追加しました: http://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/
だからここに私のレンダラーのコードがあります:
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// Enable depth testing
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
float[] coords = new float[]{
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f , 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f , 0.5f, 0.5f
};
short[] drawOrder = new short[]{
0,1,2,
0,2,3,
4,5,6,
4,6,7,
};
float[] normals = new float[]{
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
};
float[] colors = new float[]{
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
};
testSolid = new Solid(coords, drawOrder, colors, normals);
}
public void onDrawFrame(GL10 unused) {
float[] lightPos = new float[]{0.5f, 0.5f, -0.5f, 1.0f};
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -5.0f, 0f, 0f, 0f, 0f, 2.0f, 0.0f);
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.multiplyMM(mVMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.setIdentityM(mLightModelMatrix, 0);
Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, lightPos, 0);
Matrix.multiplyMV(mLightPosInEyeSpace, 0, mVMatrix, 0, mLightPosInWorldSpace, 0);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 1.0f, 0.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mLightMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Combine the rotation matrix with the projection and camera view
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mLightMatrix, 0);
// Draw shape
testSolid.draw(mVMatrix, mMVPMatrix, mLightPosInEyeSpace);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
次に、Solid の私のコード:
まず、私のプログラム:
private final String vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of the objects that use this vertex shader "uniform mat4 uMVPMatrix;" + "uniform mat4 uMVMatrix;"+ "uniform vec3 uLightPos;"+ "attribute vec3 aNormal;" + "attribute vec4 aColor;" + "attribute vec4 aPosition;" + "varying vec4 vColor;" + "void main() {" + // the matrix must be included as a modifier of gl_Position " vec3 modelViewVertex = vec3(uMVMatrix * aPosition);"+ " vec3 modelViewNormal = vec3(uMVMatrix * vec4(aNormal, 0.0));"+ " float distance = length(uLightPos - modelViewVertex);"+ " vec3 lightVector = normalize(uLightPos - modelViewVertex);"+ " float diffuse = max(dot(modelViewNormal, lightVector), 0.1);"+ " diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance)));"+ " vColor = aColor * diffuse;"+ " gl_Position = aPosition * uMVPMatrix;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "varying vec4 vColor;" + "void main() {" + " gl_FragColor = vColor;" + "}";
そして私の描画機能:
public void draw(float[] mvMatrix, float[] mvpMatrix, float[] lightPos) {
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// Positions
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, DATA_PER_VERTEX,
GLES20.GL_FLOAT, false,
0, vertexBuffer);
CubeRenderer.checkGlError(String.format("Positions (%d)", mPositionHandle));
// Colors
mColorHandle = GLES20.glGetAttribLocation(mProgram, "aColor");
GLES20.glEnableVertexAttribArray(mColorHandle);
GLES20.glVertexAttribPointer(mColorHandle, 4,
GLES20.GL_FLOAT, false,
0, colorBuffer);
CubeRenderer.checkGlError(String.format("Colors (%d)", mColorHandle));
// Normals
mNormalHandle = GLES20.glGetAttribLocation(mProgram, "aNormal");
GLES20.glVertexAttribPointer(mNormalHandle, 3,
GLES20.GL_FLOAT, false,
0, normalBuffer);
GLES20.glEnableVertexAttribArray(mNormalHandle);
CubeRenderer.checkGlError(String.format("Normals (%d)", mColorHandle));
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
CubeRenderer.checkGlError("glGetUniformLocation");
mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix");
CubeRenderer.checkGlError("glGetUniformLocation");
mLightPosHandle = GLES20.glGetUniformLocation(mProgram, "uLightPos");
CubeRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0);
GLES20.glUniform3f(mLightPosHandle, lightPos[0], lightPos[1], lightPos[2]);
CubeRenderer.checkGlError("glUniformMatrix4fv");
// Draw the polygon
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
しかし、実行すると、非常に奇妙な結果が得られます。
- まず、光が非常に暗く、適切な場所にありません
- 2 つ目は、タッチ イベントを使用した回転です。形状を回転させると、ライトも回転します。
この問題がどこから来たのか知っていますか?
ありがとうございました。