頂点が8つしかない立方体で作成されたモデルがあり、頂点ごとの指向性ライティングに問題があります。モデル全体が一度に点灯するのではなく、このように各立方体が別々に点灯しているように見えます。
これは私の頂点シェーダーです:
layout(location = 0)in vec3 vp;
layout(location = 1)in vec3 color;
layout(location = 2)in vec3 normal;
out vec3 fColor;
uniform mat4 model;
uniform mat3 nm;
uniform mat3 partNM;
uniform mat4 modelPart;
uniform mat4 view;
uniform mat4 projection;
void main () {
gl_Position = modelPart * vec4(vp, 1.0f);
gl_Position = model * gl_Position;
gl_Position = view * gl_Position;
gl_Position = projection * gl_Position;
mat3 normalMatrix = partNM*nm;
vec3 normalDirection = normalize(normalMatrix*normal);
vec3 lightDirection = normalize(vec3(-1.0, 1.0, -1.0));
vec3 diffuseReflection = clamp(dot(normalDirection, lightDirection),0.0,1.0);
fColor = color+diffuseReflection;
}
と私のフラグメントシェーダー:
in vec3 fColor;
out vec4 frag_colour;
void main () {
frag_colour = vec4(fColor.xyz,1.0);
}
これは、正規行列を設定するために使用する関数です。
void Shader::setNormalMatrix(string name,glm::mat4 matrix) {
glm::mat3 nm = glm::transpose(glm::inverse(glm::mat3(matrix)));
unsigned int location = glGetUniformLocation(program, name.c_str());
glUniformMatrix3fv(location, 1, false, &nm[0][0]);
}
そして、私の立方体の頂点と法線を生成する関数:
std::vector<float> Cube::createCube(float size,float x,float y,float z,float r, float g, float b) {
VertexType points[8];
points[0].x = (x*size)+0.0f;
points[0].y = (y*size)+0.0f;
points[0].z = (z*size)+size;
points[0].nx = 0.577350;
points[0].ny = 0.577350;
points[0].nz = -0.577350;
points[0].r = r;
points[0].g = g;
points[0].b = b;
points[1].x = (x*size)+size;
points[1].y = (y*size)+0.0f;
points[1].z = (z*size)+size;
points[1].nx = -0.577350;
points[1].ny = 0.577350;
points[1].nz = -0.577350;
points[1].r = r;
points[1].g = g;
points[1].b = b;
points[2].x = (x*size)+size;
points[2].y = (y*size)+size;
points[2].z = (z*size)+size;
points[2].nx = -0.577350;
points[2].ny = -0.577350;
points[2].nz = -0.577350;
points[2].r = r;
points[2].g = g;
points[2].b = b;
points[3].x = (x*size)+0.0f;
points[3].y = (y*size)+size;
points[3].z = (z*size)+size;
points[3].nx = 0.577350;
points[3].ny = -0.577350;
points[3].nz = -0.577350;
points[3].r = r;
points[3].g = g;
points[3].b = b;
points[4].x = (x*size)+0.0f;
points[4].y = (y*size)+0.0f;
points[4].z = (z*size)+0.0f;
points[4].nx = 0.577350;
points[4].ny = 0.577350;
points[4].nz = 0.577350;
points[4].r = r;
points[4].g = g;
points[4].b = b;
points[5].x = (x*size)+size;
points[5].y = (y*size)+0.0f;
points[5].z = (z*size)+0.0f;
points[5].nx = -0.577350;
points[5].ny = 0.577350;
points[5].nz = 0.577350;
points[5].r = r;
points[5].g = g;
points[5].b = b;
points[6].x = (x*size)+size;
points[6].y = (y*size)+size;
points[6].z = (z*size)+0.0f;
points[6].nx = -0.577350;
points[6].ny = -0.577350;
points[6].nz = 0.577350;
points[6].r = r;
points[6].g = g;
points[6].b = b;
points[7].x = (x*size)+0.0f;
points[7].y = (y*size)+size;
points[7].z = (z*size)+0.0f;
points[7].nx = 0.577350;
points[7].ny = -0.577350;
points[7].nz = 0.577350;
points[7].r = r;
points[7].g = g;
points[7].b = b;
std::vector<float> rPoint;
for(VertexType p:points) {
rPoint.push_back(p.x);
rPoint.push_back(p.y);
rPoint.push_back(p.z);
rPoint.push_back(p.r);
rPoint.push_back(p.g);
rPoint.push_back(p.b);
rPoint.push_back(p.nx);
rPoint.push_back(p.ny);
rPoint.push_back(p.nz);
}
return rPoint;
}
モデルはパーツに分割されているため、2つの正規行列とモデル行列があります。1つはモデル全体用で、もう1つはモデルの個々の部分用です。コードに問題がありますか、それともこのバグを修正するためにフラグメントごとのライティングを使用する必要がありますか?