RenderMonkey 练习 第六天 【OpenGL Water 水效】

不带倒影的水效

1. 新建一个OpenGL 空effect;

2. 添加相关变量

右击Effect节点选择Add Variable->float->predifined->fTime0_X添加时间参数

右击Effect节点选择Add Variable->float->float / float3 添加镜面光强度、灯光位置和相机位置参数:

float3 vec3LightPosition = {-100.0,100.0,100.0};

float3 vec3EyePosition = {0,0,100.0};

右击Effect节点选择AddTexture->Add 2DTexture 添加base和normal两张纹理图片:

base

normal

3. 修改Stream Mapping 中 添加Normal, TexCoord,Tangent

4. 在pass0中添加纹理对象 AddTextureObject 将base和normal图片添加进去,重新命名为baseMap和normalMap

5. 修改vertex shader :

uniform vec3 vec3LightPosition;
uniform vec3 vec3EyePosition;

varying vec3 lightDirection;
varying vec3 viewDirection;

attribute vec3 rm_Tangent;

varying vec3 norm;
varying vec3 lightdir;
varying vec3 eyedir;
varying vec3 halfvec;

uniform float fTime0_X;

void main(void)
{
   gl_Position = ftransform();  
   
   vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex;
   
   viewDirection = normalize(vec3EyePosition - fvObjectPosition.xyz);
   lightDirection = normalize(vec3LightPosition - fvObjectPosition.xyz);
   
   //模型空间下的TBN
   norm = normalize(gl_NormalMatrix * gl_Normal);
 
   vec3 vtangent  = normalize(gl_NormalMatrix * rm_Tangent);
 
   vec3 vbinormal = normalize(cross(norm,vtangent));
   
   //将光源向量和视线向量转换到TBN切线空间
   lightdir.x = dot(vtangent,  lightDirection);
   lightdir.y = dot(vbinormal, lightDirection);
   lightdir.z = dot(norm     , lightDirection);
   lightdir = normalize(lightdir);
   
   eyedir.x = dot(vtangent,  viewDirection);
   eyedir.y = dot(vbinormal, viewDirection);
   eyedir.z = dot(norm     , viewDirection);
   eyedir = normalize(eyedir);
   
   halfvec = normalize(lightdir + eyedir);
   
   gl_TexCoord[0] = gl_MultiTexCoord0;   
   // 风向为[0.5,0.5]
   gl_TexCoord[1].s = gl_MultiTexCoord0.s + fTime0_X*0.01;
   gl_TexCoord[1].t = gl_MultiTexCoord0.t + fTime0_X*0.01;
}

6.修改pixel shader:

varying vec3 norm;
varying vec3 lightdir;
varying vec3 eyedir;
varying vec3 halfvec;

uniform sampler2D normalMap;
uniform sampler2D baseMap;
void main(void)
{
   //base color
   //vec4 _color = texture2D(baseMap, gl_TexCoord[0].xy);
   vec3 _normC = texture2D(normalMap, gl_TexCoord[1].xy).xyz;
 
   //调制水底纹理扰动
   vec4 _color = texture2D(baseMap, gl_TexCoord[0].xy + _normC * 0.35);
   
   //适当调节参数,摆动幅度
   _normC = texture2D(normalMap, gl_TexCoord[1].xy + _normC * 0.01).xyz;
   
   // 将[0,1]范围转到[-1,1]
   _normC = normalize((_normC - vec3(0.5)) * 2.0);
 
   float LdotN = max(dot(lightdir, _normC), 0.0);
   float HdotN = max(dot(halfvec, _normC), 0.0);
   
   if(HdotN > 0.0)
       HdotN = pow(HdotN, 25.0);
    
   vec4 ambient = vec4(0.3,0.3,0.3,1.0);
   vec4 diffuse = vec4(0.8,0.8,0.8,1.0);
   vec4 specular = vec4(0.6,0.6,0.6,1.0);

    gl_FragColor = vec4(ambient.xyz * _color.xyz + diffuse.xyz * LdotN * _color.xyz + specular.xyz * HdotN ,_color.w);
 }

7. 效果图

 

posted on 2017-04-14 17:57  3D入魔  阅读(603)  评论(0编辑  收藏  举报