冯氏光照模型

概述

冯氏光照模型的主要结构由3个分量组成:环境(Ambient)、漫反射 (Diffuse)和镜面(Specular)光照

  • 环境光照(Ambient Lighting):物体几乎永远不会是完全黑暗的。所以环境光照一般是个常量

  • 漫反射光照(Diffuse Lighting):模拟光源对物体的方向性影响,物体的某一部分越是正对着光源,它就会越亮。

  • 镜面光照(Specular Lighting):模拟有光泽物体上面出现的亮点。镜面光照的颜色相比于物体的颜色会更倾向于光的颜色。

光照公式

最终片段颜色:环境颜色+漫反射颜色+镜面反射颜色

  • 环境颜色 = 光源的环境光颜色 × 物体的环境材质颜色

  • 漫反射颜色 = 光源的漫反射光颜色 × 物体的漫反射材质颜色 × 漫反射因子


DiffuseFactor = max(0, dot(N, L))

  • 镜面反射颜色 = 光源的镜面光颜色 × 物体的镜面材质颜色 × 镜面反射因子

R=reflect(L, N)
SpecularFactor = power(max(0, dot(R,V)), shininess)

投光物

投光物主要有三种:定向光(太阳光)、点光(电灯泡)、聚光(手电筒)

以下是三种投光物对应的顶点着色器和片段着色器的实现。顶点着色器没有什么差别,它们的不同点体现在片段着色器。

顶点着色器

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = mat3(transpose(inverse(model))) * aNormal;  
    TexCoords = aTexCoords;
    
    gl_Position = projection * view * vec4(FragPos, 1.0);
}

1. 平行光

片段着色器

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    //vec3 position;
    vec3 direction;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
    
    // diffuse 
    vec3 norm = normalize(Normal);
    // vec3 lightDir = normalize(light.position - FragPos);
    vec3 lightDir = normalize(-light.direction);  
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // specular
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;  
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 

二 . 点光

  1. 光的衰减

随着光线传播距离的增长逐渐削减光的强度通常叫做衰减(Attenuation)。在现实世界中,灯在近处通常会非常亮,但随着距离的增加光源的亮度一开始会下降非常快,但在远处时剩余的光强度就会下降的非常缓慢了

第一列指定的是光所能覆盖的距离,第二、三、四列分别为 Kc、Kl 、 Kq

  1. 片段着色器
#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    vec3 position;  
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    
    float constant;
    float linear;
    float quadratic;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
    
    // diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(light.position - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // specular
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;  
    
    // attenuation
    float distance    = length(light.position - FragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    

    ambient  *= attenuation;  
    diffuse   *= attenuation;
    specular *= attenuation;   
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 

三. 聚光

  • LightDir:从片段指向光源的向量。
  • SpotDir:聚光所指向的方向。
  • ϕ:指定了聚光半径的切光角。落在这个角度之外的物体都不会被这个聚光所照亮。
  • θ:LightDir向量和SpotDir向量之间的夹角。在聚光内部的话θθ值应该比ϕϕ值小。
  1. 优化:平滑/软化边缘

需要模拟聚光有一个内圆锥(Inner Cone)和一个外圆锥(Outer Cone)
计算intensity ,在内圆锥与外圆锥之间平滑插值,内圆锥之内恒为1,外圆锥之外恒为0

float theta     = dot(lightDir, normalize(-light.direction));
float epsilon   = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);    
...
// 将不对环境光做出影响,让它总是能有一点光
diffuse  *= intensity;
specular *= intensity;
...

  1. 片段着色器
#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;    
    float shininess;
}; 

struct Light {
    vec3 position;  
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    
    float constant;
    float linear;
    float quadratic;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // ambient
    vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
    
    // diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(light.position - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
    
    // specular
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;  
    
    // spotlight (soft edges)
    float theta = dot(lightDir, normalize(-light.direction)); 
    float epsilon = (light.cutOff - light.outerCutOff);
    float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
    diffuse  *= intensity;
    specular *= intensity;
    
    // attenuation
    float distance    = length(light.position - FragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    ambient  *= attenuation; 
    diffuse   *= attenuation;
    specular *= attenuation;   
        
    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
} 

四. 多光源

多光源指的是多个投光物同时存在于同一场景,这时对片段颜色的计算即是对多个投光物计算结果的累计叠加

#version 330 core
out vec4 FragColor;

struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
}; 

struct DirLight {
    vec3 direction;
    
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

struct PointLight {
    vec3 position;
    
    float constant;
    float linear;
    float quadratic;
    
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

struct SpotLight {
    vec3 position;
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    float constant;
    float linear;
    float quadratic;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;       
};

#define NR_POINT_LIGHTS 4

in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;

uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;

// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

void main()
{    
    // properties
    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);
    
    // == =====================================================
    // Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
    // For each phase, a calculate function is defined that calculates the corresponding color
    // per lamp. In the main() function we take all the calculated colors and sum them up for
    // this fragment's final color.
    // == =====================================================
    // phase 1: directional lighting
    vec3 result = CalcDirLight(dirLight, norm, viewDir);
    // phase 2: point lights
    for(int i = 0; i < NR_POINT_LIGHTS; i++)
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
    // phase 3: spot light
    result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    
    
    FragColor = vec4(result, 1.0);
}

// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    vec3 lightDir = normalize(-light.direction);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    return (ambient + diffuse + specular);
}

// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // attenuation
    float distance = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient *= attenuation;
    diffuse *= attenuation;
    specular *= attenuation;
    return (ambient + diffuse + specular);
}

// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // attenuation
    float distance = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    // spotlight intensity
    float theta = dot(lightDir, normalize(-light.direction)); 
    float epsilon = light.cutOff - light.outerCutOff;
    float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient *= attenuation * intensity;
    diffuse *= attenuation * intensity;
    specular *= attenuation * intensity;
    return (ambient + diffuse + specular);
}

参考资料:
https://learnopengl-cn.github.io/02%20Lighting/05%20Light%20casters/
https://learnopengl-cn.github.io/02%20Lighting/06%20Multiple%20lights/

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