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See the example which demonstrates the light model. Of course the example is implemented in WebGL and not OpenGL, but the fragment shader is very similar:
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If you do not have normal vectors, then the surface normal vector can be calculated approximately by the partial derivative of the view space position in the fragment shader. The partial derivative can be get by the functions dFdx and dFdy.
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(function loadscene() { var gl, progDraw, vp_size; var bufCube = {}; function render(delteMS){ Camera.create(); Camera.vp = vp_size; gl.viewport( 0, 0, vp_size[0], vp_size[1] ); gl.enable( gl.DEPTH_TEST ); gl.clearColor( 0.0, 0.0, 0.0, 1.0 ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); // set up draw shader ShProg.Use( progDraw ); ShProg.SetM44( progDraw, "u_projectionMat44", Camera.Perspective() ); ShProg.SetM44( progDraw, "u_viewMat44", Camera.LookAt() ); var modelMat = IdentM44() modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 ); modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 ); ShProg.SetM44( progDraw, "u_modelMat44", modelMat ); ShProg.SetF3( progDraw, "color", [0.9, 0.9, 0.5] ); // draw scene VertexBuffer.Draw( bufCube ); requestAnimationFrame(render); } function resize() { //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight]; vp_size = [window.innerWidth, window.innerHeight] canvas.width = vp_size[0]; canvas.height = vp_size[1]; } function initScene() { canvas = document.getElementById( "canvas"); gl = canvas.getContext( "experimental-webgl" ); if ( !gl ) return null; var ext_standard_derivatives = gl.getExtension( "OES_standard_derivatives" ); // dFdx, dFdy if (!ext_standard_derivatives) alert('no standard derivatives support (no dFdx, dFdy)'); progDraw = ShProg.Create( [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER }, { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER } ] ); if ( !progDraw.progObj ) return null; progDraw.inPos = ShProg.AttrI( progDraw, "inPos" ); progDraw.inNV = ShProg.AttrI( progDraw, "inNV" ); // create sphere var layer_size = 16, circum_size = 32; var rad_circum = 1.0; var rad_tube = 0.5; var sphere_pts = []; var sphere_nv = []; sphere_pts.push( 0.0, 0.0, -rad_circum ); sphere_nv.push( 0.0, 0.0, -1.0 ); for ( var i_l = 1; i_l < layer_size; ++ i_l ) { var angH = (1.0 - i_l / layer_size) * Math.PI; var h = Math.cos( angH ); var r = Math.sin( angH ); for ( var i_c = 0; i_c < circum_size; ++ i_c ) { var circumX = Math.cos(2 * Math.PI * i_c / circum_size); var circumY = Math.sin(2 * Math.PI * i_c / circum_size); sphere_pts.push( r * circumX * rad_circum, r * circumY * rad_circum, h * rad_circum ); sphere_nv.push( r * circumX, r * circumY, h ); } } sphere_pts.push( 0.0, 0.0, rad_circum ); sphere_nv.push( 0.0, 0.0, 1.0 ); var sphere_inx = []; for ( var i_c = 0; i_c < circum_size; ++ i_c ) { sphere_inx.push( i_c+1, 0, (i_c+1) % circum_size + 1 ) } for ( var i_l = 0; i_l < layer_size-2; ++ i_l ) { var l1 = i_l * circum_size + 1; var l2 = (i_l+1) * circum_size + 1 for ( var i_c = 0; i_c < circum_size; ++ i_c ) { var i_n = (i_c+1) % circum_size; sphere_inx.push( l1+i_c, l1+i_n, l2+i_c, l1+i_n, l2+i_n, l2+i_c ); } } for ( var i_c = 0; i_c < circum_size; ++ i_c ) { var i_start = 1 + (layer_size-2) * circum_size; var i_n = (i_c+1) % circum_size; sphere_inx.push( i_start + i_c, i_start + i_n, sphere_pts.length/3-1 ); } bufCube = VertexBuffer.Create( [ { data : sphere_pts, attrSize : 3, attrLoc : progDraw.inPos }, { data : sphere_nv, attrSize : 3, attrLoc : progDraw.inNV } ], sphere_inx ); window.onresize = resize; resize(); requestAnimationFrame(render); } function Fract( val ) { return val - Math.trunc( val ); } function CalcAng( deltaTime, intervall ) { return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI; } function CalcMove( deltaTime, intervall, range ) { var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0 var pos = pos < 1.0 ? pos : (2.0-pos) return range[0] + (range[1] - range[0]) * pos; } function EllipticalPosition( a, b, angRag ) { var a_b = a * a - b * b var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b ); var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b ); return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ]; } glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array ); function IdentM44() { var m = new glArrayType(16); m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; return m; }; function RotateAxis(matA, angRad, axis) { var aMap = [ [1, 2], [2, 0], [0, 1] ]; var a0 = aMap[axis][0], a1 = aMap[axis][1]; var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad); var matB = new glArrayType(16); for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i]; for ( var i = 0; i < 3; ++ i ) { matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng; matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng; } return matB; } function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; } function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } function Normalize( v ) { var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] ); return [ v[0] / len, v[1] / len, v[2] / len ]; } var Camera = {}; Camera.create = function() { this.pos = [0, 1.5, 0.0]; this.target = [0, 0, 0]; this.up = [0, 0, 1]; this.fov_y = 90; this.vp = [800, 600]; this.near = 0.5; this.far = 100.0; } Camera.Perspective = function() { var fn = this.far + this.near; var f_n = this.far - this.near; var r = this.vp[0] / this.vp[1]; var t = 1 / Math.tan( Math.PI * this.fov_y / 360 ); var m = IdentM44(); m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0; return m; } Camera.LookAt = function() { var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] ); var mx = Normalize( Cross( this.up, mz ) ); var my = Normalize( Cross( mz, mx ) ); var tx = Dot( mx, this.pos ); var ty = Dot( my, this.pos ); var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos ); var m = IdentM44(); m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0; m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0; m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0; m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1; return m; } var ShProg = { Create: function (shaderList) { var shaderObjs = []; for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) { var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage); if (shderObj) shaderObjs.push(shderObj); } var prog = {} prog.progObj = this.Link(shaderObjs) if (prog.progObj) { prog.attrInx = {}; var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES); for (var i_n = 0; i_n < noOfAttributes; ++i_n) { var name = gl.getActiveAttrib(prog.progObj, i_n).name; prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name); } prog.uniLoc = {}; var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS); for (var i_n = 0; i_n < noOfUniforms; ++i_n) { var name = gl.getActiveUniform(prog.progObj, i_n).name; prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name); } } return prog; }, AttrI: function (prog, name) { return prog.attrInx[name]; }, UniformL: function (prog, name) { return prog.uniLoc[name]; }, Use: function (prog) { gl.useProgram(prog.progObj); }, SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); }, SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); }, SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); }, SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); }, SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); }, SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); }, SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); }, Compile: function (source, shaderStage) { var shaderScript = document.getElementById(source); if (shaderScript) source = shaderScript.text; var shaderObj = gl.createShader(shaderStage); gl.shaderSource(shaderObj, source); gl.compileShader(shaderObj); var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS); if (!status) alert(gl.getShaderInfoLog(shaderObj)); return status ? shaderObj : null; }, Link: function (shaderObjs) { var prog = gl.createProgram(); for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh) gl.attachShader(prog, shaderObjs[i_sh]); gl.linkProgram(prog); status = gl.getProgramParameter(prog, gl.LINK_STATUS); if ( !status ) alert(gl.getProgramInfoLog(prog)); return status ? prog : null; } }; var VertexBuffer = { Create: function(attribs, indices, type) { var buffer = { buf: [], attr: [], inx: gl.createBuffer(), inxLen: indices.length, primitive_type: type ? type : gl.TRIANGLES }; for (var i=0; i 0 ) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); } return buffer; }, Draw: function(bufObj) { for (var i=0; i 0 ) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx); gl.drawElements(bufObj.primitive_type, bufObj.inxLen, gl.UNSIGNED_SHORT, 0); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); } else gl.drawArrays(bufObj.primitive_type, 0, bufObj.attr[0].no_of ); for (var i=0; i precision highp float; attribute vec3 inPos; attribute vec3 inNV; varying vec4 v_clip_pos; uniform mat4 u_projectionMat44; uniform mat4 u_viewMat44; uniform mat4 u_modelMat44; void main() { vec4 pos = u_viewMat44 * u_modelMat44 * vec4( inPos, 1.0 ); v_clip_pos = u_projectionMat44 * pos; gl_Position = v_clip_pos; }
Diffuselight vs direct light
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With this normal vector you can calculate a diffuse light with very low quality. The surfaces appears to be flat and the light seems to be calculated by face normal vectors rather than smooth vertex normal vectors. But it is possible to implement a basic light model and can be improved, by using "real" normal vectors later.
Now I want to add a second mode, where the wireframes are shown as (semi)solid models. For this, I need some lighting. Lighting should be quite easy, just some global directional light with fixed colour and direction.
See the example. In this case the light source is assumed to be at the point of view, because the view space direction to the light (L) is vec3(0.0, 0.0, 1.0):
Diffuse lightingOpenGL
Currently, my OpenGL scene does not make use of any lights, it uses only wireframes which have a fixed colour - which works fine for me.
Thanks to their timeless design, the LED Spot WW seamlessly blends into almost any interior. Thanks to the powerful lighting output, these spots are right at home in even the largest of room.
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What has to be added here to let my geometry be lit by a global directional light (but not by some additional point light sources)?
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To calculate a diffuse light or even specular hight lights, you have to know the normal vector of the surface respectively fragment. The diffuse light radiance depends on the the direction of the incident light - see How does this faking the light work on aerotwist?. Specular highlights additionally depend on the direct of view.
Definition. Backlighting is a lighting technique where the light source is placed behind the subject, creating a strong contrast that often highlights the ...
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