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2015
第15章 真实光学环境的模拟/Sample15_5/assets/ball.obj
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2015
第15章 真实光学环境的模拟/Sample15_5/assets/ball.obj
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第15章 真实光学环境的模拟/Sample15_5/assets/frag_tex.sh
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第15章 真实光学环境的模拟/Sample15_5/assets/frag_tex.sh
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precision mediump float;
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
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}
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第15章 真实光学环境的模拟/Sample15_5/assets/frag_tex_cube.sh
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第15章 真实光学环境的模拟/Sample15_5/assets/frag_tex_cube.sh
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precision mediump float;
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uniform samplerCube sTexture;//纹理内容数据
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varying vec3 eyeVary; //接收从顶点着色器过来的视线向量
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varying vec3 newNormalVary; //接收从顶点着色器过来的变换后法向量
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vec4 zfs( //计算折反射纹理采样颜色的方法
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in float zsl//折射率
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){
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vec3 vTextureCoord; //用于进行立方图纹理采样的向量
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vec4 finalColorZS; //若是折射的采样结果
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vec4 finalColorFS; //若是反射的采样结果
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vec4 finalColor; //最终颜色
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const float maxH=0.7; //入射角余弦值若大于此值则仅计算折射
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const float minH=0.2; //入射角余弦值若小于此值则仅计算反射
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float sizeH=maxH-minH;//混合时余弦值的跨度
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float testValue=abs(dot(eyeVary,newNormalVary)); //计算视线向量与法向量的余弦值
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if(testValue>maxH) { //余弦值大于maxH仅折射
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vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
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finalColor=textureCube(sTexture, vTextureCoord);
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} else if(testValue<=maxH&&testValue>=minH) {//余弦值在minH~maxH范围内反射、折射融合
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vTextureCoord=reflect(-eyeVary,newNormalVary);
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finalColorFS=textureCube(sTexture, vTextureCoord); //反射的计算结果
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vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
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finalColorZS=textureCube(sTexture, vTextureCoord); //折射的计算结果
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float ratio=(testValue-minH)/sizeH; //融合比例
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finalColor=finalColorZS*ratio+(1.0-ratio)*finalColorFS; //折反射结果线性融合
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} else { //余弦值小于minH仅反射
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vTextureCoord=reflect(-eyeVary,newNormalVary);
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finalColor=textureCube(sTexture, vTextureCoord);
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}
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return finalColor; //返回最终结果
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}
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void main(){
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vec4 finalColor=vec4(0.0,0.0,0.0,0.0);
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//由于有色散RGB三个色彩通道单独计算折射
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finalColor.r=zfs(0.97).r; //计算红色通道
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finalColor.g=zfs(0.955).g; //计算绿色通道
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finalColor.b=zfs(0.94).b; //计算蓝色通道
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gl_FragColor=finalColor; //将最终的片元颜色传递给管线
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}
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第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex.sh
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第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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}
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第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex_cube.sh
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第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex_cube.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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varying vec3 eyeVary; //用于传递给片元着色器的视线向量
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varying vec3 newNormalVary; //用于传递给片元着色器的变换后法向量
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void main() {
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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//计算变换后的法向量并规格化
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vec3 normalTarget=aPosition+aNormal;
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal);
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newNormalVary=newNormal;//将变换后的法向量传递给片元着色器
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//计算从观察点到摄像机的向量(视线向量)
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vec3 eye = normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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eyeVary=eye;//将视线向量传递给片元着色器
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}
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