Blinn-phong shading

Mickey·2022년 1월 28일
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glium

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https://github.com/glium/glium/blob/master/book/tuto-13-phong.md

이전 내용까지의 쉐이딩은 기초적인 내용이었음
Blinn-phong 쉐이딩으로 변경

Specular reflection
빛이 물체에 닿았을때의 반사를 두가지 형태로 구분

  • 모든 방향으로 반사 : diffuse reflection
  • 면의 법선의 수직방향 반사 : specular reflection

하나의 fragment는 diffuse reflection과 specular reflection 이 합쳐지 내용

vertex shader 수정

#version 140

in vec3 v_normal;
in vec3 v_position;

out vec4 color;

uniform vec3 u_light;

const vec3 ambient_color = vec3(0.2, 0.0, 0.0);
const vec3 diffuse_color = vec3(0.6, 0.0, 0.0);
const vec3 specular_color = vec3(1.0, 1.0, 1.0);

void main() {
    float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0);

    vec3 camera_dir = normalize(-v_position);
    vec3 half_direction = normalize(normalize(u_light) + camera_dir);
    float specular = pow(max(dot(half_direction, normalize(v_normal)), 0.0), 16.0);

    color = vec4(ambient_color + diffuse * diffuse_color + specular * specular_color, 1.0);
}

전체 코드

#[macro_use]
extern crate glium;

mod teapot;

fn main() {
    #[allow(unused_imports)]
    use glium::{glutin, Surface};

    let mut event_loop = glutin::event_loop::EventLoop::new();
    let wb = glutin::window::WindowBuilder::new();
    let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
    let display = glium::Display::new(wb, cb, &event_loop).unwrap();

    let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
    let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
    let indices = glium::IndexBuffer::new(
        &display,
        glium::index::PrimitiveType::TrianglesList,
        &teapot::INDICES,
    )
    .unwrap();

    let light = [1.4, 0.4, -0.7f32];

    let vertex_shader_src = r#"
        #version 150
        in vec3 position;
        in vec3 normal;
        out vec3 v_normal;
        out vec3 v_position;
        uniform mat4 perspective;
        uniform mat4 view;
        uniform mat4 model;
        void main() {
            mat4 modelview = view * model;
            v_normal = transpose(inverse(mat3(modelview))) * normal;
            gl_Position = perspective * modelview * vec4(position, 1.0);
            v_position = gl_Position.xyz / gl_Position.w;
        }
    "#;

    let fragment_shader_src = r#"
        #version 150
        in vec3 v_normal;
        in vec3 v_position;
        out vec4 color;
        uniform vec3 u_light;
        const vec3 ambient_color = vec3(0.2, 0.0, 0.0);
        const vec3 diffuse_color = vec3(0.6, 0.0, 0.0);
        const vec3 specular_color = vec3(1.0, 1.0, 1.0);
        void main() {
            float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0);
            vec3 camera_dir = normalize(-v_position);
            vec3 half_direction = normalize(normalize(u_light) + camera_dir);
            float specular = pow(max(dot(half_direction, normalize(v_normal)), 0.0), 16.0);
            color = vec4(ambient_color + diffuse * diffuse_color + specular * specular_color, 1.0);
        }
    "#;

    let program =
        glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
            .unwrap();

    let params = glium::DrawParameters {
        depth: glium::Depth {
            test: glium::draw_parameters::DepthTest::IfLess,
            write: true,
            .. Default::default()
        },
        backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
        .. Default::default()
    };


    let mut t: f32 = -0.5;
    event_loop.run(move |event, _, control_flow| {
        match event {
            glutin::event::Event::WindowEvent { event, .. } => match event {
                glutin::event::WindowEvent::CloseRequested => {
                    *control_flow = glutin::event_loop::ControlFlow::Exit;
                    return;
                }
                _ => return,
            },
            glutin::event::Event::NewEvents(cause) => match cause {
                glutin::event::StartCause::ResumeTimeReached { .. } => (),
                glutin::event::StartCause::Init => (),
                _ => return,
            },
            _ => return,
        }

        let next_frame_time =
            std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
        *control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);

        t += 0.002;
        if t > 0.5 {
            t = -0.5;
        }

        let mut target = display.draw();
        target.clear_color_and_depth((0.3, 0.5, 0.7, 1.0), 1.0);

        let perspective = {
            let (width, height) = target.get_dimensions();
            let aspect_ratio = height as f32 / width as f32;
    
            let fov: f32 = 3.141592 / 3.0;
            let zfar = 1024.0;
            let znear = 0.1;
    
            let f = 1.0 / (fov / 2.0).tan();
    
            [
                [f *   aspect_ratio   ,    0.0,              0.0              ,   0.0],
                [         0.0         ,     f ,              0.0              ,   0.0],
                [         0.0         ,    0.0,  (zfar+znear)/(zfar-znear)    ,   1.0],
                [         0.0         ,    0.0, -(2.0*zfar*znear)/(zfar-znear),   0.0],
            ]
        };
        
        let view = view_matrix(&[2.0, -1.0, 1.0], &[-2.0, 1.0, 1.0], &[0.0, 1.0, 0.0]);

        let uniforms = uniform! {
            model: [
                [0.01, 0.0, 0.0, 0.0],
                [0.0, 0.01, 0.0, 0.0],
                [0.0, 0.0, 0.01, 0.0],
                [0.0, 0.0, 2.0, 1.0f32]
            ],
            view: view,
            perspective: perspective,
            u_light: light
        };
        
        target
            .draw(
                (&positions, &normals),
                &indices,
                &program,
                &uniforms,
                &params,
            )
            .unwrap();
        target.finish().unwrap();
    });
}

fn view_matrix(position: &[f32; 3], direction: &[f32; 3], up: &[f32; 3]) -> [[f32; 4]; 4] {
    let f = {
        let f = direction;
        let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
        let len = len.sqrt();
        [f[0] / len, f[1] / len, f[2] / len]
    };

    let s = [up[1] * f[2] - up[2] * f[1],
             up[2] * f[0] - up[0] * f[2],
             up[0] * f[1] - up[1] * f[0]];

    let s_norm = {
        let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
        let len = len.sqrt();
        [s[0] / len, s[1] / len, s[2] / len]
    };

    let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
             f[2] * s_norm[0] - f[0] * s_norm[2],
             f[0] * s_norm[1] - f[1] * s_norm[0]];

    let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
             -position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
             -position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];

    [
        [s_norm[0], u[0], f[0], 0.0],
        [s_norm[1], u[1], f[1], 0.0],
        [s_norm[2], u[2], f[2], 0.0],
        [p[0], p[1], p[2], 1.0],
    ]
}

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