轉載請註明出處:http://blog.csdn.net/tianhai110
點光源 光照模型:
公式:
I = Icolor*attenuation; attenuation表示衰減值
Attenuation = 1-d*d; d為光源到該點的距離
通常我們用一個r來做點光源的衰減範圍
及 attenuation = 1 - mul(Light/r, Light/r);
對Phong光照的例子進行修改
1. vecLightDir 改名為 vecLightPos 表示光源位置,而不是光的方向; 設定其值如下:
2. 修改vertex shader;
float4x4 matViewProjection;</p><p>float4x4 matWorld;</p><p>float4 vecLightPos;</p><p>float4 vecEye;</p><p>struct VS_INPUT </p><p>{</p><p> float4 Position : POSITION0;</p><p> float3 Normal : NORMAL0;</p><p> float2 Texcoord : TEXCOORD0;</p><p>};</p><p>struct VS_OUTPUT </p><p>{</p><p> float4 Position : POSITION0;</p><p> float2 Texc : TEXCOORD0;</p><p> float3 Light : TEXCOORD1;</p><p> float3 Norm : TEXCOORD2;</p><p> float3 View : TEXCOORD3; </p><p>};</p><p>VS_OUTPUT vs_main( VS_INPUT Input )</p><p>{</p><p> VS_OUTPUT Output;</p><p> Output.Position = mul( Input.Position, matViewProjection );</p><p> float3 posWorld = normalize(mul(Input.Position, matWorld));</p><p> Output.Light = vecLightPos - posWorld;</p><p> Output.View = vecEye - posWorld;</p><p> Output.Norm = mul(Input.Normal, matWorld);</p><p> Output.Texc = Input.Texcoord;</p><p> return( Output );</p><p>}</p><p>
主要就是 把outPut.Light 由原來直接傳個方向,變成每次都要計算該點到光源的向量;
3. 修改 pixel shader;
sampler2D baseMap;</p><p>float4 ps_main( float2 Texc:TEXCOORD0, float3 Light:TEXCOORD1,</p><p> float3 Norm:TEXCOORD2, float3 View:TEXCOORD3) : COLOR0</p><p>{ </p><p> float4 ambient = { 0.3686f, 0.3686f, 0.3686f, 1.0f};</p><p> float4 diffuse = { 0.88f, 0.88f, 0.88f, 1.0f};</p><p> float3 Normal = normalize( Norm);</p><p> float3 LightDir = normalize( Light);</p><p> float3 ViewDir = normalize( View);</p><p> float4 diff = saturate( dot( Normal, LightDir));</p><p> float3 Reflect = normalize( 2 * diff * Normal - LightDir);</p><p> float4 shadow = saturate(4*diff);</p><p> float4 fvBaseColor = tex2D( baseMap, Texc );</p><p> float4 specular = pow(saturate(dot(Reflect, ViewDir)), 25);</p><p> float4 color = fvBaseColor * (shadow * diff + ambient) + shadow * specular;</p><p> float4 attenuation = mul(Light/64.0, Light/64.0); </p><p> return color*(1-attenuation);</p><p>}</p><p>
主要是 加入衰減值 float4 attenuation = mul(Light/64.0, Light/64.0);
4. 運行效果如下: