open GL 在使用材质属性glMaterial设置物体颜色效果时,使用shader和使用固定管线后颜色区别

在学习shader编程时,对于一个颜色显示有分别的问题产生了疑惑,以下是详细问题。

我的疑惑:在统一的光源和材质设置下,先使用固定管线画一个茶壶,再使用shader画一个茶壶,物体颜色显示的区别。然而,换一下顺序,就几乎一样了。另外,把材质属性设置的四行代码复制一份,置于两个茶壶中间,颜色显示也几乎一样。

示例代码:

main:

// OpenGLStarter.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"

//需要包含的头文件
#include <stdio.h>
#include <windows.h>

//#include <GL/glew.h>
#include <glew.h>
//#include <GL/freeglut.h>
#include <freeglut.h>

#pragma comment(lib, "glew32.lib")


//定义输出窗口的大小
#define WINDOW_HEIGHT 300
#define WINDOW_WIDTH 500

GLuint G_vShader_simple;
GLuint G_fShader_simple;
GLuint G_shaderProgram;

//摄像机离物体的距离
float G_fDistance = 3.6f;
//物体的旋转角度 
float G_fAngle_horizon = 0.0;
float G_fAngle_vertical = 0.0f;

////////////////////////////////////////////////
//光照参数
float G_vLit0Position[4] = { 5.0f, 5.0f, 5.0f, 1.0f };
float G_vLit0Ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
float G_vLit0Diffuse[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
float G_vLit0Specular[4] = { 0.6f, 0.6f, 0.6f, 1.0f };

float G_vMaterialAmbient[4] = { 0.0f, 0.8f, 0.0f, 1.0f };
float G_vMaterialDiffuse[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
float G_vMaterialSpecular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
float G_iShininess = 50;

////////////////////////////////////////////////
void myinit(void);
void myReshape(GLsizei w, GLsizei h);
void display(void);
void setShaders(void);
void printShaderInfoLog(GLuint shaderObject);
void printProgramInfoLog(GLuint programObject);
char* textFileRead(const char *textFileName);

//响应键盘输入, 从而设定物体移近移远以及旋转的回调函数
void processSpecialKeys(int key, int x, int y);
void processNormalKeys(unsigned char key,int x,int y);


////////////////////////////////////////////////
//主函数
int main(int argc, char* argv[])
{
    glutInit(&argc, argv);

    //初始化OPENGL显示方式
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA);
//    glutInitDisplayMode (GLUT_SINGLE | GLUT_RGBA);

    //设定OPENGL窗口位置和大小
    glutInitWindowSize (WINDOW_WIDTH, WINDOW_HEIGHT); 
    glutInitWindowPosition (100, 100);
        
    //打开窗口
    glutCreateWindow ("OpenGL");

    //调用初始化函数
    myinit();

    //设定窗口大小变化的回调函数
    glutReshapeFunc(myReshape);

    //设定键盘控制的回调函数
    glutSpecialFunc(processSpecialKeys);
    glutKeyboardFunc(processNormalKeys);
    
    //开始OPENGL的循环
    glutDisplayFunc(display); 
//    glutIdleFunc(display);

    glutMainLoop();

    return 0;
}

////////////////////////////////////////////////
//用户初始化函数
void myinit(void)
{
    //your initialization code
    glEnable(GL_DEPTH_TEST);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    //glEnable(GL_COLOR_MATERIAL);
    //glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
    //glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

    GLenum err = glewInit();   
    if (GLEW_OK != err)   
    {   
        printf("glew initionlize error: %s
", glewGetErrorString(err));
    }
    if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader)
        printf("Ready for GLSL
");
    else {
        printf("Not totally ready 
");
        exit(1);
    }

    if (glewIsSupported("GL_VERSION_2_0"))
        printf("Ready for OpenGL 2.0
");
    else 
    { 
        printf("OpenGL 2.0 not supported
"); 
        exit(1);
    }

    setShaders();
}

//窗口大小变化时的回调函数
void myReshape(GLsizei w, GLsizei h)
{
    //设定视区
    glViewport(0, 0, w, h);

    //设定透视方式
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30.0);
//    gluPerspective(60.0, 1.0, 1.0, 30.0);
//  glFrustum (-1.0, 1.0, -1.0, 1.0, 1.0, 30.0);
}

//每桢OpenGL都会调用这个函数,用户应该把显示代码放在这个函数中
void display(void)
{
    //设置清除屏幕的颜色,并清除屏幕和深度缓冲
    glClearColor(1.0f,1.0f,1.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    //设置光照、材质参数
    glLightfv(GL_LIGHT0, GL_POSITION, G_vLit0Position);        //设置光源的位置
    glLightfv(GL_LIGHT0, GL_AMBIENT, G_vLit0Ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, G_vLit0Diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, G_vLit0Specular);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, G_vMaterialAmbient);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, G_vMaterialDiffuse);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, G_vMaterialSpecular);
    glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, G_iShininess);

    //坐标中心向Z轴平移-G_fDistance(使坐标中心位于摄像机前方),并设置旋转角度
    glTranslatef(0.0, 0.0, -G_fDistance);
    glRotatef(G_fAngle_horizon, 0.0f, 1.0f, 0.0f);
    glRotatef(G_fAngle_vertical, 1.0f, 0.0f, 0.0f);

    ////////////////////////////////////////////////
    ////////////////////////////////////////////////
    // 下面是问题处
    ////////////////////////////////////////////////
    ////////////////////////////////////////////////
    //绘制物体

    //用固定管线画一个茶壶
    //glColor3f(0.0f, 1.0f, 0.0f);
    glPushMatrix();
    glTranslatef(1.5f, 0.0f, 0.0f);
    glutSolidTeapot(1.0);
    //glutSolidSphere(1.0, 10, 10);
    glPopMatrix();

    // 使用下面四句话或不使用,shader画出的茶壶颜色有区别

    //glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, G_vMaterialAmbient);
    //glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, G_vMaterialDiffuse);
    //glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, G_vMaterialSpecular);
    //glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, G_iShininess);

    //用shader画一个茶壶
    glUseProgram(G_shaderProgram);

    //glColor3f(0.0f, 1.0f, 0.0f);
    glPushMatrix();
    glTranslatef(-1.0f, 0.0f, 0.0f);
    glutSolidTeapot(1.0);
    //glutSolidSphere(1.0, 10, 10);
    glPopMatrix();

    glUseProgram(0);

    glutSwapBuffers();
}


void processSpecialKeys(int key, int x, int y)
{
    switch(key) {
        case GLUT_KEY_LEFT:
            G_fAngle_horizon -= 5.0f;
            break;
        case GLUT_KEY_RIGHT:
            G_fAngle_horizon += 5.0f;
            break;
        case GLUT_KEY_UP:
            G_fAngle_vertical -= 5.0f;
            break;
        case GLUT_KEY_DOWN:
            G_fAngle_vertical += 5.0f;
            break;
    }
    glutPostRedisplay();
}

void processNormalKeys(unsigned char key,int x,int y)
{
    switch(key) {
        case 97:    //"a"
            G_fDistance -= 0.3f;
            break;
        case 65:        //"A"
            G_fDistance += 0.3f;
            break;
        case 27:    //"esc"
            exit(0);
    }
    glutPostRedisplay();
}

void setShaders(void)
{  
    char *vs,*fs;  
  
    G_vShader_simple = glCreateShader(GL_VERTEX_SHADER);  
    G_fShader_simple = glCreateShader(GL_FRAGMENT_SHADER);    
  
    vs = textFileRead("Shader/simple.vert");  
    fs = textFileRead("Shader/simple.frag");  
  
    const char *vv = vs;  
    const char *ff = fs;  
  
    glShaderSource(G_vShader_simple, 1, &vv, NULL);  
    glShaderSource(G_fShader_simple, 1, &ff, NULL);  
  
    free(vs);
    free(fs);
    /////////////////////////////////////////////////////////
    glCompileShader(G_vShader_simple);  
    glCompileShader(G_fShader_simple);  

    int checkResult;
    glGetShaderiv(G_vShader_simple, GL_COMPILE_STATUS, &checkResult);  
    if(GL_FALSE == checkResult)
    {
        printf("vertex shader compile error
");
        printShaderInfoLog(G_vShader_simple);
    }

    glGetShaderiv(G_fShader_simple, GL_COMPILE_STATUS, &checkResult);  
    if(GL_FALSE == checkResult)
    {
        printf("fragment shader compile error
");
        printShaderInfoLog(G_fShader_simple);
    }
    ////////////////////////////////////////////////////////////
    G_shaderProgram = glCreateProgram();  
  
    glAttachShader(G_shaderProgram, G_vShader_simple);  
    glAttachShader(G_shaderProgram, G_fShader_simple);  
  
    glLinkProgram(G_shaderProgram);  
    glGetProgramiv(G_fShader_simple, GL_LINK_STATUS, &checkResult);  
    if(GL_FALSE == checkResult)
    {
        printf("shader link error
");
        printProgramInfoLog(G_shaderProgram);
    }
//    glUseProgram(G_shaderProgram);  
}  

char* textFileRead(const char *textFileName)
{
    FILE *fp;

    if(NULL == (fp = fopen(textFileName, "r")))  
    {  
        printf("text file read error
");  
        exit(1);  
    }  
  
    char ch;
    int fileLen = 0;
    //首先得到文件长度
    while(EOF != (ch=fgetc(fp)))  
    {  
        fileLen ++;  
    }

    char *fileStr = (char *)malloc((fileLen+1)*sizeof(char));
    //第二次读取文件
    rewind(fp);
    int i = 0;
    while(EOF != (ch=fgetc(fp)))  
    {  
        fileStr[i] = ch;
        i++;
    }  
    fileStr[fileLen] = '';    //注意这个一定要加。
  
    fclose(fp);
    return fileStr;
}

void printShaderInfoLog(GLuint shaderObject)
{
    GLint logLen = 0;
    GLint writtenLen = 0;
    GLchar* info_log;

    glGetShaderiv(shaderObject, GL_INFO_LOG_LENGTH , &logLen);       

    if (logLen > 1)
    {
        info_log = (GLchar*)malloc(logLen);
//        glGetInfoLogARB(shaderObject, logLen, &writtenLen, info_log);    //也许这是老版本的函数了。
        glGetShaderInfoLog(shaderObject, logLen, &writtenLen, info_log);  
//        printf("Information log: 
");
        printf("%s
", info_log);
        free (info_log);
    }
}

void printProgramInfoLog(GLuint programObject)
{
    GLint logLen = 0;
    GLint writtenLen = 0;
    GLchar* info_log;

    glGetShaderiv(programObject, GL_INFO_LOG_LENGTH , &logLen);       

    if (logLen > 1)
    {
        info_log = (GLchar*)malloc(logLen);
//        glGetInfoLogARB(shaderObject, logLen, &writtenLen, info_log);
        glGetProgramInfoLog(programObject, logLen, &writtenLen, info_log);  
//        printf("Information log: 
");
        printf("%s
", info_log);
        free (info_log);
    }
}
View Code

vert:

out vec4 diffuse, ambient, specular, globalAmbient;
out vec3 normal, lightDir, eyeDir;

void main(void)
{
    //计算光照方向
    vec4 v = gl_ModelViewMatrix * gl_Vertex;
    lightDir = vec3(gl_LightSource[0].position - v);
    lightDir = normalize(lightDir);

    //计算物体的法向
    normal = normalize(vec3(gl_NormalMatrix * gl_Normal));  
    
    //计算视线方向
//    eyeDir = vec3((vec4(0.0) - v));
    eyeDir = vec3(-v);
    eyeDir = normalize(eyeDir);

    //计算ambient分量
    ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
    globalAmbient = gl_FrontMaterial.ambient * gl_LightModel.ambient;  //这是全局的环境光
    
    //计算diffuse分量的不变部分 
    diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;

    //计算specular分量的不变部分
    specular = gl_FrontMaterial.specular * gl_LightSource[0].specular;

    gl_Position = ftransform();
}
View Code

frag:

in vec4 diffuse, ambient, specular, globalAmbient;
in vec3 normal, lightDir, eyeDir;

void main (void)
{
    vec3 normalizedLightDir = normalize(lightDir);
    vec3 normalizedEyeDir = normalize(eyeDir);
    vec3 normalizedNormal = normalize(normal);
  
    //计算NdotL
    float NdotL = dot(normalizedNormal, normalizedLightDir);

    //计算NdotH
    vec3 H = normalize(normalizedEyeDir + normalizedLightDir);
    float NdotH = dot(normalizedNormal, H);
    if(NdotL > 0.0)
        NdotH = max(NdotH, 0.0);
    else
        NdotH = 0.0;
    NdotL = max(NdotL, 0.0);

    //计算光照颜色
    vec4 col = globalAmbient + ambient + diffuse * NdotL + specular * pow(NdotH, gl_FrontMaterial.shininess);

    gl_FragColor = col;
}
View Code

效果图:

  

如有各路大牛路过,烦请指教!!!

 

 

原文地址:https://www.cnblogs.com/dgz-bb1304/p/12912834.html