「距離減衰」の編集履歴(バックアップ)一覧はこちら
「距離減衰」(2014/05/01 (木) 18:06:34) の最新版変更点
追加された行は緑色になります。
削除された行は赤色になります。
<p><strong>距離による光の減衰です。</strong></p>
<p><img alt="" src="http://www21.atwiki.jp/opengl?cmd=upload&act=open&pageid=183&file=att.png" /></p>
<p>vertex.shader</p>
<table width="600" border="1" cellspacing="1" cellpadding="1"><tbody><tr><td><span style="font-size:small;"> //フラグメントシェーダーに渡す変数<br />
varying vec3 P;//位置ベクトル<br />
varying vec3 N;//法線ベクトル<br />
<br />
void main(void)<br />
{<br />
P = vec3(gl_ModelViewMatrix * gl_Vertex);<br />
N = normalize(gl_NormalMatrix * gl_Normal);<br />
gl_Position = ftransform();<br />
}</span></td>
</tr></tbody></table><p>flagment.shader</p>
<table width="600" border="1" cellspacing="1" cellpadding="1"><tbody><tr><td>
<p> <span style="font-size:small;">//頂点シェーダーから受け取る変数<br />
varying vec3 P;//位置ベクトル<br />
varying vec3 N;//法線ベクトル<br />
<br />
void main(void)<br />
{<br />
vec3 L = gl_LightSource[0].position.xyz - P;<br />
float d = length(L);//光源までの距離<br />
//減衰計数<br />
float attenuation = 1.0 / (gl_LightSource[0].constantAttenuation<br />
+ gl_LightSource[0].linearAttenuation * d<br />
+ gl_LightSource[0].quadraticAttenuation * d * d );<br />
L = normalize(L);<br />
N = normalize(N);</span></p>
<p><span style="font-size:small;"> <br />
vec4 ambient = gl_FrontLightProduct[0].ambient;<br />
float dotNL = dot(N, L);<br />
vec4 diffuse = gl_FrontLightProduct[0].diffuse * max(0.0, dotNL);<br />
vec3 V = normalize(-P);<br />
vec3 H = normalize(L + V);<br />
float powNH = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);<br />
if(dotNL <= 0.0) powNH = 0.0;<br />
vec4 specular = gl_FrontLightProduct[0].specular * powNH;<br />
//統合<br />
gl_FragColor = ambient + diffuse + specular;<br />
//減衰率を乗じる<br />
gl_FragColor *= attenuation;<br />
}</span></p>
</td>
</tr></tbody></table><p>GLSL.h</p>
<table width="600" border="1" cellspacing="1" cellpadding="1"><tbody><tr><td>
<p><span style="font-size:small;">#pragma once<br />
#include <stdio.h></span></p>
<p><span style="font-size:small;">//GLSLクラス<br />
class GLSL{<br />
public:<br />
GLuint ShaderProg;<br />
GLuint VertexShader, FragmentShader;<br />
void ReadShaderCompile(GLuint Shader, const char *File);//shader
fileを読み込みコンパイルする<br />
void Link( GLuint Prog );//リンクする<br />
void InitGLSL(const char *VertexFile);//GLSLの初期化<br />
void InitGLSL(const char *VertexFile, const char *FragmentFile);//GLSLの初期化<br />
void ON();//シェーダー描画に切り替え<br />
void OFF();//シェーダー解除<br />
~GLSL();<br />
};<br />
<br />
void GLSL::ReadShaderCompile(GLuint Shader, const char *File){<br />
FILE *fp;<br />
char *buf;<br />
GLsizei size, len;<br />
GLint compiled;<br />
<br />
fopen_s(&fp,File, "rb");<br />
if(!fp) printf("ファイルを開くことができません %s\n", File);<br />
<br />
fseek(fp, 0, SEEK_END);<br />
size = ftell(fp);</span></p>
<p><span style="font-size:small;"> buf = (GLchar *)malloc(size);<br />
if (buf == NULL) {<br />
printf("メモリが確保できませんでした \n");<br />
}<br />
<br />
fseek(fp, 0, SEEK_SET);<br />
fread(buf, 1, size, fp);<br />
glShaderSource(Shader, 1, (const GLchar **)&buf, &size);<br />
free(buf);<br />
fclose(fp);<br />
<br />
glCompileShader(Shader);<br />
glGetShaderiv( Shader, GL_COMPILE_STATUS, &compiled );<br />
<br />
if ( compiled == GL_FALSE )<br />
{<br />
printf( "コンパイルできませんでした!!: %s \n ", File);<br />
glGetProgramiv( Shader, GL_INFO_LOG_LENGTH, &size );<br />
if ( size > 0 )<br />
{<br />
buf = (char *)malloc(size);<br />
glGetShaderInfoLog( Shader, size, &len, buf);<br />
printf(buf);<br />
free(buf);<br />
}<br />
}<br />
}<br />
<br />
void GLSL::Link( GLuint Prog ){<br />
GLsizei size, len;<br />
GLint linked;<br />
char *infoLog ;<br />
<br />
glLinkProgram( Prog );<br />
<br />
glGetProgramiv( Prog, GL_LINK_STATUS, &linked );<br />
<br />
if ( linked == GL_FALSE ){<br />
printf("リンクできませんでした!! \n");<br />
<br />
glGetProgramiv( Prog, GL_INFO_LOG_LENGTH, &size );<br />
if ( size > 0 ){<br />
infoLog = (char *)malloc(size);<br />
glGetProgramInfoLog( Prog, size, &len, infoLog );<br />
printf(infoLog);<br />
free(infoLog);<br />
}<br />
}<br />
}</span></p>
<p><span style="font-size:small;">void GLSL::InitGLSL(const char
*VertexFile){<br />
GLenum err = glewInit();<br />
if (err != GLEW_OK)<br />
{<br />
printf("Error: %s\n", glewGetErrorString(err));<br />
}<br />
printf("VENDOR= %s \n", glGetString(GL_VENDOR));<br />
printf("GPU= %s \n", glGetString(GL_RENDERER));<br />
printf("OpenGL= %s \n", glGetString(GL_VERSION));<br />
printf("GLSL= %s \n", glGetString(GL_SHADING_LANGUAGE_VERSION));<br />
VertexShader = glCreateShader(GL_VERTEX_SHADER);<br />
ReadShaderCompile(VertexShader, VertexFile);<br />
ShaderProg = glCreateProgram();<br />
glAttachShader(ShaderProg, VertexShader);<br />
glDeleteShader(VertexShader);<br />
Link(ShaderProg);<br />
}<br />
</span></p>
<p><span style="font-size:small;">void GLSL::InitGLSL(const char *VertexFile,
const char *FragmentFile){<br />
GLenum err = glewInit();<br />
if (err != GLEW_OK)<br />
{<br />
printf("Error: %s\n", glewGetErrorString(err));<br />
}<br />
printf("VENDOR= %s \n", glGetString(GL_VENDOR));<br />
printf("GPU= %s \n", glGetString(GL_RENDERER));<br />
printf("OpenGL= %s \n", glGetString(GL_VERSION));<br />
printf("GLSL= %s \n", glGetString(GL_SHADING_LANGUAGE_VERSION));</span></p>
<p><span style="font-size:small;"> VertexShader =
glCreateShader(GL_VERTEX_SHADER);<br />
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);</span></p>
<p><span style="font-size:small;"> ReadShaderCompile(VertexShader,
VertexFile);<br />
ReadShaderCompile(FragmentShader, FragmentFile);</span></p>
<p><span style="font-size:small;"> ShaderProg = glCreateProgram();<br />
<br />
glAttachShader(ShaderProg, VertexShader);<br />
glAttachShader(ShaderProg, FragmentShader);<br />
<br />
glDeleteShader(VertexShader);<br />
glDeleteShader(FragmentShader);<br />
Link(ShaderProg);<br />
}</span></p>
<p><span style="font-size:small;">void GLSL::ON(){<br />
glUseProgram(ShaderProg);<br />
}</span></p>
<p><span style="font-size:small;">void GLSL::OFF(){<br />
glUseProgram(0);<br />
}</span></p>
<p><span style="font-size:small;">GLSL::~GLSL(){<br />
glDeleteProgram(ShaderProg);<br />
}</span></p>
</td>
</tr></tbody></table><p>main.cpp</p>
<table width="600" border="1" cellspacing="1" cellpadding="1"><tbody><tr><td>
<p><span style="font-size:small;">#pragma comment(linker, "/SUBSYSTEM:WINDOWS
/ENTRY:mainCRTStartup")<br />
#pragma comment(lib, "glew32.lib")<br />
<br />
#include <GL/glew.h><br />
#include <GL/freeglut/freeglut.h><br />
#include "GLSL.h"<br />
#include <math.h></span></p>
<p><span style="font-size:small;">#define PAI 3.141592f</span></p>
<p><span style="font-size:small;">#define WIDTH 640<br />
#define HEIGHT 480</span></p>
<p><span style="font-size:small;">GLSL glsl;<br />
<br />
//回転用<br />
float anglex = 0.0f;<br />
//ライトの位置<br />
GLfloat lightpos[] = { 0.0, 4.0, 0.0, 1.0 };<br />
<br />
float Ambient[] = {0.2f, 0.1f, 0.2f, 1.0f};<br />
float Diffuse[] = {0.8f, 0.0f, 0.0f, 1.0f};<br />
float Specular[]= { 0.4f, 0.4f, 0.4f, 1.0f};//鏡面反射</span></p>
<p><span style="font-size:small;">float AmbientLight[] = { 1.0f, 1.0f, 1.0f,
1.0f};<br />
float DiffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f};<br />
float SpecularLight[] = {1.0f, 1.0f, 1.0f, 1.0f};//鏡面光</span></p>
<p><span style="font-size:small;">float pos[] = {-0.7f, 2.0f,
0.0f};//位置</span></p>
<p><span style="font-size:small;">float constAtt = 1.0;<br />
float linearAtt = 0.0;<br />
float quadraAtt = 0.0;</span></p>
<p><span style="font-size:small;">//影のマテリアル<br />
float shadowDiffuse[] = {0.0f,0.0f,0.0f,0.3f};//影の拡散光<br />
float shadowSpecular[] = {0.0f,0.0f,0.0f,1.0f};//影の鏡面光</span></p>
<p><span style="font-size:small;">void draw(bool flag){</span></p>
<p><span style="font-size:small;"> if(flag) {<br />
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,shadowDiffuse);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,shadowSpecular);<br />
}else{ <br />
glMaterialfv(GL_FRONT,GL_AMBIENT,Ambient);<br />
glMaterialfv(GL_FRONT,GL_DIFFUSE,Diffuse);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,Specular);<br />
glMaterialf(GL_FRONT,GL_SHININESS,8);<br />
}</span></p>
<p><span style="font-size:small;"> glPushMatrix();<br />
glTranslatef(pos[0], pos[1], pos[2]);<br />
glRotatef( anglex, 1.0f, 0.0f, 0.0f);//x軸回転<br />
glutSolidCube(1.0);<br />
glPopMatrix();<br />
}</span></p>
<p><span style="font-size:small;">void drawFloor(float widthX, float widthZ,
int nx, int nz){<br />
int i, j;<br />
//Floor1枚当たりの幅<br />
float wX = widthX / (float)nx;<br />
float wZ = widthZ / (float)nz;</span></p>
<p><span style="font-size:small;"> float diffuse[][4] = {<br />
{ 0.9f, 0.9f, 0.9f, 1.0f}, { 0.1f, 0.1f, 0.1f, 1.0f} };<br />
float ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f};<br />
float specular[]= { 0.5f, 0.5f, 0.5f, 1.0f};</span></p>
<p><span style="font-size:small;">
glMaterialfv(GL_FRONT,GL_AMBIENT,ambient);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,specular);<br />
glMaterialf(GL_FRONT,GL_SHININESS,10);</span></p>
<p><span style="font-size:small;"> glNormal3d(0.0, 1.0, 0.0);<br />
glPushMatrix();<br />
for (j = 0; j < nz; j++) {<br />
float z1 = -widthZ / 2.0f + wZ * j; float z2 = z1 + wZ;<br />
for (i = 0; i < nx; i++) {<br />
float x1 = -widthX / 2.0f + wX * i; float x2 = x1 + wX;</span></p>
<p><span style="font-size:small;"> glMaterialfv(GL_FRONT, GL_DIFFUSE,
diffuse[(i + j) & 1]);<br />
glBegin(GL_QUADS);<br />
glVertex3d(x1, 0.0, z1);<br />
glVertex3d(x1, 0.0, z2);<br />
glVertex3d(x2, 0.0, z2);<br />
glVertex3d(x2, 0.0, z1);<br />
glEnd();<br />
}<br />
}<br />
glPopMatrix();<br />
}</span></p>
<p><span style="font-size:small;"><br />
void CalcShadowMat(float* mat)<br />
{<br />
float ex, ey, ez;//光源の方向<br />
float s; //object中心から光源までの距離<br />
float x, y, z;</span></p>
<p><span style="font-size:small;"> x = lightpos[0] - pos[0];<br />
y = lightpos[1] - pos[1];<br />
z = lightpos[2] - pos[2];</span></p>
<p><span style="font-size:small;"> //光源の方向ベクトル<br />
s = sqrt(x * x + y * y + z * z);<br />
ex = x / s;<br />
ey = y / s;<br />
ez = z / s;</span></p>
<p><span style="font-size:small;"> //shadow matrix<br />
mat[0] = ey;<br />
mat[1] = 0.0f;<br />
mat[2] = 0.0f;<br />
mat[3] = 0.0f;<br />
mat[4] = -ex;<br />
mat[5] = 0.0f;<br />
mat[6] = -ez;<br />
mat[7] = 0.0f;<br />
mat[8] = 0.0f;<br />
mat[9] = 0.0f;<br />
mat[10] = ey;<br />
mat[11] = 0.0f;<br />
mat[12] = 0.0f;<br />
mat[13] = 0.001f * ey;<br />
mat[14] = 0.0f;<br />
mat[15] = ey;<br />
}</span></p>
<p><span style="font-size:small;">void drawShadow()<br />
{<br />
float mat[16];</span></p>
<p><span style="font-size:small;"> glEnable(GL_BLEND);<br />
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);</span></p>
<p><span style="font-size:small;"> glDepthMask(GL_FALSE);<br />
CalcShadowMat( mat);<br />
glPushMatrix();<br />
glMultMatrixf(mat);<br />
draw(true);<br />
glPopMatrix();</span></p>
<p><span style="font-size:small;"> glDepthMask(GL_TRUE);<br />
glDisable(GL_BLEND);<br />
}</span></p>
<p><span style="font-size:small;">void setLight()<br />
{<br />
float lightAmbient0[] = {0.5, 0.5, 0.5, 1.0}; //環境光<br />
float lightDiffuse0[] = {1.0, 1.0, 1.0, 1.0}; //拡散光<br />
float lightSpecular0[] = {1.0, 1.0, 1.0, 1.0};//鏡面光<br />
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient0);<br />
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse0);<br />
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular0);<br />
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);</span></p>
<p><span style="font-size:small;"><br />
constAtt = 0.0f; linearAtt = 0.0f;<br />
quadraAtt = 1.0f / (lightpos[1] * lightpos[1]);</span></p>
<p><span style="font-size:small;"> glLightf(GL_LIGHT0,
GL_CONSTANT_ATTENUATION, constAtt);<br />
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, linearAtt);<br />
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, quadraAtt);</span></p>
<p><span style="font-size:small;"> glEnable(GL_LIGHT0);<br />
glEnable(GL_LIGHTING);<br />
}</span></p>
<p><span style="font-size:small;">void drawLight(void)<br />
{<br />
glDisable(GL_LIGHTING);<br />
glColor3f(0.8f, 0.8f, 0.0f);<br />
glPushMatrix();<br />
glTranslatef(lightpos[0], lightpos[1], lightpos[2]);<br />
glutSolidSphere(0.1f, 10, 10);<br />
glPopMatrix();<br />
glEnable(GL_LIGHTING);<br />
}</span></p>
<p><span style="font-size:small;">void display(void)<br />
{<br />
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);<br />
glViewport(0, 0, WIDTH, HEIGHT);<br />
glMatrixMode(GL_PROJECTION);<br />
glLoadIdentity();<br />
//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)<br />
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);<br />
glMatrixMode(GL_MODELVIEW);<br />
glLoadIdentity();<br />
//視点の設定<br />
gluLookAt(10.0,10.0,-2.0, //カメラの座標<br />
0.0,0.0,0.0, // 注視点の座標<br />
0.0,1.0,0.0); // 画面の上方向を指すベクトル</span></p>
<p><span style="font-size:small;"> //ライトの設定<br />
setLight();<br />
drawLight();</span></p>
<p><span style="font-size:small;"> glsl.ON();</span></p>
<p><span style="font-size:small;"> draw(false);<br />
drawFloor(10.0, 10.0, 10, 10);</span></p>
<p><span style="font-size:small;"> drawShadow();<br />
glsl.OFF(); glutSwapBuffers();<br />
}<br />
void idle(void)<br />
{<br />
anglex+=0.02f;<br />
glutPostRedisplay();<br />
}<br />
void Init(){<br />
glsl.InitGLSL("vertex.shader","flagment.shader");<br />
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);<br />
glEnable(GL_DEPTH_TEST);<br />
glEnable(GL_LIGHTING);<br />
glEnable(GL_LIGHT0);<br />
glEnable(GL_NORMALIZE);<br />
}<br />
int main(int argc, char *argv[])<br />
{<br />
glutInitWindowPosition(100, 100);<br />
glutInitWindowSize(WIDTH, HEIGHT);<br />
glutInit(&argc, argv);<br />
glutCreateWindow("距離減衰");<br />
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);<br />
glutDisplayFunc(display);<br />
glutIdleFunc(idle);<br />
Init();<br />
glutMainLoop();<br />
return 0;<br />
}</span></p>
</td>
</tr></tbody></table><p> </p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p><strong>距離による光の減衰です。</strong></p>
<p><img alt="" src="http://cdn21.atwikiimg.com/opengl?cmd=upload&act=open&pageid=183&file=att.png" /></p>
<p>vertex.shader</p>
<table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td><span style="font-size:small;"> //フラグメントシェーダーに渡す変数<br />
varying vec3 P;//位置ベクトル<br />
varying vec3 N;//法線ベクトル<br />
<br />
void main(void)<br />
{<br />
P = vec3(gl_ModelViewMatrix * gl_Vertex);<br />
N = normalize(gl_NormalMatrix * gl_Normal);<br />
gl_Position = ftransform();<br />
}</span></td>
</tr></tbody></table><p>flagment.shader</p>
<table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td>
<p> <span style="font-size:small;">//頂点シェーダーから受け取る変数<br />
varying vec3 P;//位置ベクトル<br />
varying vec3 N;//法線ベクトル<br />
<br />
void main(void)<br />
{<br />
vec3 L = gl_LightSource[0].position.xyz - P;<br />
float d = length(L);//光源までの距離<br />
//減衰計数<br />
float attenuation = 1.0 / (gl_LightSource[0].constantAttenuation<br />
+ gl_LightSource[0].linearAttenuation * d<br />
+ gl_LightSource[0].quadraticAttenuation * d * d );<br />
L = normalize(L);<br />
N = normalize(N);</span></p>
<p><span style="font-size:small;"> <br />
vec4 ambient = gl_FrontLightProduct[0].ambient;<br />
float dotNL = dot(N, L);<br />
vec4 diffuse = gl_FrontLightProduct[0].diffuse * max(0.0, dotNL);<br />
vec3 V = normalize(-P);<br />
vec3 H = normalize(L + V);<br />
float powNH = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);<br />
if(dotNL <= 0.0) powNH = 0.0;<br />
vec4 specular = gl_FrontLightProduct[0].specular * powNH;<br />
//統合<br />
gl_FragColor = ambient + diffuse + specular;<br />
//減衰率を乗じる<br />
gl_FragColor *= attenuation;<br />
}</span></p>
</td>
</tr></tbody></table><p>GLSL.h</p>
<table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td>
<p>#pragma once<br />
#include <stdio.h><br />
<br />
//GLSLクラス<br />
class GLSL{<br />
public:<br />
GLuint ShaderProg;<br />
GLuint VertexShader, FragmentShader;<br />
void ReadShaderCompile(GLuint Shader, const char *File);//shader
fileを読み込みコンパイルする<br />
void Link( GLuint Prog );//リンクする<br />
void InitGLSL(const char *VertexFile);//GLSLの初期化<br />
void InitGLSL(const char *VertexFile, const char
*FragmentFile);//GLSLの初期化<br />
void ON();//シェーダー描画に切り替え<br />
void OFF();//シェーダー解除<br />
~GLSL();<br />
};<br />
<br />
void GLSL::ReadShaderCompile(GLuint Shader, const char *File){<br />
FILE *fp;<br />
char *buf;<br />
GLsizei size, len;<br />
GLint compiled;<br />
<br />
fopen_s(&fp,File, "rb");<br />
if(!fp) printf("ファイルを開くことができません %s\n", File);<br />
<br />
fseek(fp, 0, SEEK_END);<br />
size = ftell(fp);<br />
<br />
buf = (GLchar *)malloc(size);<br />
if (buf == NULL) {<br />
printf("メモリが確保できませんでした \n");<br />
}<br />
<br />
fseek(fp, 0, SEEK_SET);<br />
fread(buf, 1, size, fp);<br />
glShaderSource(Shader, 1, (const GLchar **)&buf, &size);<br />
free(buf);<br />
fclose(fp);<br />
<br />
glCompileShader(Shader);<br />
glGetShaderiv( Shader, GL_COMPILE_STATUS, &compiled );<br />
<br />
if ( compiled == GL_FALSE )<br />
{<br />
printf( "コンパイルできませんでした!!: %s \n ", File);<br />
glGetProgramiv( Shader, GL_INFO_LOG_LENGTH, &size );<br />
if ( size > 0 )<br />
{<br />
buf = (char *)malloc(size);<br />
glGetShaderInfoLog( Shader, size, &len, buf);<br />
printf(buf);<br />
free(buf);<br />
}<br />
}<br />
}<br />
<br />
void GLSL::Link( GLuint Prog ){<br />
GLsizei size, len;<br />
GLint linked;<br />
char *infoLog ;<br />
<br />
glLinkProgram( Prog );<br />
<br />
glGetProgramiv( Prog, GL_LINK_STATUS, &linked );<br />
<br />
if ( linked == GL_FALSE ){<br />
printf("リンクできませんでした!! \n");<br />
<br />
glGetProgramiv( Prog, GL_INFO_LOG_LENGTH, &size );<br />
if ( size > 0 ){<br />
infoLog = (char *)malloc(size);<br />
glGetProgramInfoLog( Prog, size, &len, infoLog );<br />
printf(infoLog);<br />
free(infoLog);<br />
}<br />
}<br />
}<br />
<br />
void GLSL::InitGLSL(const char *VertexFile){<br />
GLenum err = glewInit();<br />
if (err != GLEW_OK)<br />
{<br />
printf("Error: %s\n", glewGetErrorString(err));<br />
}<br />
printf("VENDOR= %s \n", glGetString(GL_VENDOR));<br />
printf("GPU= %s \n", glGetString(GL_RENDERER));<br />
printf("OpenGL= %s \n", glGetString(GL_VERSION));<br />
printf("GLSL= %s \n", glGetString(GL_SHADING_LANGUAGE_VERSION));<br />
VertexShader = glCreateShader(GL_VERTEX_SHADER);<br />
ReadShaderCompile(VertexShader, VertexFile);<br />
ShaderProg = glCreateProgram();<br />
glAttachShader(ShaderProg, VertexShader);<br />
glDeleteShader(VertexShader);<br />
Link(ShaderProg);<br />
}<br />
<br />
<br />
void GLSL::InitGLSL(const char *VertexFile, const char *FragmentFile){<br />
GLenum err = glewInit();<br />
if (err != GLEW_OK)<br />
{<br />
printf("Error: %s\n", glewGetErrorString(err));<br />
}<br />
printf("VENDOR= %s \n", glGetString(GL_VENDOR));<br />
printf("GPU= %s \n", glGetString(GL_RENDERER));<br />
printf("OpenGL= %s \n", glGetString(GL_VERSION));<br />
printf("GLSL= %s \n", glGetString(GL_SHADING_LANGUAGE_VERSION));<br />
<br />
VertexShader = glCreateShader(GL_VERTEX_SHADER);<br />
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);<br />
<br />
ReadShaderCompile(VertexShader, VertexFile);<br />
ReadShaderCompile(FragmentShader, FragmentFile);<br />
<br />
ShaderProg = glCreateProgram();<br />
<br />
glAttachShader(ShaderProg, VertexShader);<br />
glAttachShader(ShaderProg, FragmentShader);<br />
<br />
glDeleteShader(VertexShader);<br />
glDeleteShader(FragmentShader);<br />
Link(ShaderProg);<br />
}<br />
<br />
void GLSL::ON(){<br />
glUseProgram(ShaderProg);<br />
}<br />
<br />
void GLSL::OFF(){<br />
glUseProgram(0);<br />
}<br />
<br />
GLSL::~GLSL(){<br />
glDeleteProgram(ShaderProg);<br />
}<br />
</p>
<p> </p>
</td>
</tr></tbody></table><p>main.cpp</p>
<table border="1" cellpadding="1" cellspacing="1" width="600"><tbody><tr><td>
<p>#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")<br />
#pragma comment(lib, "glew32.lib")<br />
<br />
#include <GL/glew.h><br />
#include <GL/freeglut/freeglut.h><br />
#include "GLSL.h"<br />
#include <math.h></p>
<p>#define PAI 3.141592f</p>
<p>#define WIDTH 640<br />
#define HEIGHT 480</p>
<p>GLSL glsl;<br />
<br />
//回転用<br />
float anglex = 0.0f;<br />
//ライトの位置<br />
GLfloat lightpos[] = { 0.0, 4.0, 0.0, 1.0 };<br />
<br />
float Ambient[] = {0.2f, 0.1f, 0.2f, 1.0f};<br />
float Diffuse[] = {0.8f, 0.0f, 0.0f, 1.0f};<br />
float Specular[]= { 0.4f, 0.4f, 0.4f, 1.0f};//鏡面反射</p>
<p>float AmbientLight[] = { 1.0f, 1.0f, 1.0f, 1.0f};<br />
float DiffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f};<br />
float SpecularLight[] = {1.0f, 1.0f, 1.0f, 1.0f};//鏡面光</p>
<p>float pos[] = {-0.7f, 2.0f, 0.0f};//位置</p>
<p>float constAtt = 1.0;<br />
float linearAtt = 0.0;<br />
float quadraAtt = 0.0;</p>
<p>//影のマテリアル<br />
float shadowDiffuse[] = {0.0f,0.0f,0.0f,0.3f};//影の拡散光<br />
float shadowSpecular[] = {0.0f,0.0f,0.0f,1.0f};//影の鏡面光</p>
<p>void draw(bool flag){<br />
if(flag) {<br />
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,shadowDiffuse);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,shadowSpecular);<br />
}else{ <br />
glMaterialfv(GL_FRONT,GL_AMBIENT,Ambient);<br />
glMaterialfv(GL_FRONT,GL_DIFFUSE,Diffuse);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,Specular);<br />
glMaterialf(GL_FRONT,GL_SHININESS,8);<br />
}<br />
glPushMatrix();<br />
glTranslatef(pos[0], pos[1], pos[2]);<br />
glRotatef( anglex, 1.0f, 0.0f, 0.0f);//x軸回転<br />
glutSolidCube(1.0);<br />
glPopMatrix();<br />
}</p>
<p>void drawFloor(float widthX, float widthZ, int nx, int nz){<br />
int i, j;<br />
//Floor1枚当たりの幅<br />
float wX = widthX / (float)nx;<br />
float wZ = widthZ / (float)nz;</p>
<p> float diffuse[][4] = {<br />
{ 0.9f, 0.9f, 0.9f, 1.0f}, { 0.1f, 0.1f, 0.1f, 1.0f} };<br />
float ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f};<br />
float specular[]= { 0.5f, 0.5f, 0.5f, 1.0f};</p>
<p> glMaterialfv(GL_FRONT,GL_AMBIENT,ambient);<br />
glMaterialfv(GL_FRONT,GL_SPECULAR,specular);<br />
glMaterialf(GL_FRONT,GL_SHININESS,10);</p>
<p> glNormal3d(0.0, 1.0, 0.0);<br />
glPushMatrix();<br />
for (j = 0; j < nz; j++) {<br />
float z1 = -widthZ / 2.0f + wZ * j; float z2 = z1 + wZ;<br />
for (i = 0; i < nx; i++) {<br />
float x1 = -widthX / 2.0f + wX * i; float x2 = x1 + wX;</p>
<p> glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse[(i + j) & 1]);<br />
glBegin(GL_QUADS);<br />
glVertex3d(x1, 0.0, z1);<br />
glVertex3d(x1, 0.0, z2);<br />
glVertex3d(x2, 0.0, z2);<br />
glVertex3d(x2, 0.0, z1);<br />
glEnd();<br />
}<br />
}<br />
glPopMatrix();<br />
}</p>
<p>void CalcShadowMat(float* mat){<br />
float ex, ey, ez;//光源の方向<br />
float s; //object中心から光源までの距離<br />
float x, y, z;<br />
x = lightpos[0] - pos[0];<br />
y = lightpos[1] - pos[1];<br />
z = lightpos[2] - pos[2];<br />
//光源の方向ベクトル<br />
s = sqrt(x * x + y * y + z * z);<br />
ex = x / s;<br />
ey = y / s;<br />
ez = z / s;<br />
//shadow matrix<br />
mat[0] = ey;<br />
mat[1] = 0.0f;<br />
mat[2] = 0.0f;<br />
mat[3] = 0.0f;<br />
mat[4] = -ex;<br />
mat[5] = 0.0f;<br />
mat[6] = -ez;<br />
mat[7] = 0.0f;<br />
mat[8] = 0.0f;<br />
mat[9] = 0.0f;<br />
mat[10] = ey;<br />
mat[11] = 0.0f;<br />
mat[12] = 0.0f;<br />
mat[13] = 0.001f * ey;<br />
mat[14] = 0.0f;<br />
mat[15] = ey;<br />
}</p>
<p>void drawShadow(){<br />
float mat[16];<br />
glEnable(GL_BLEND);<br />
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);<br />
glDepthMask(GL_FALSE);<br />
CalcShadowMat( mat);<br />
glPushMatrix();<br />
glMultMatrixf(mat);<br />
draw(true);<br />
glPopMatrix();<br />
glDepthMask(GL_TRUE);<br />
glDisable(GL_BLEND);<br />
}</p>
<p>void setLight(){<br />
float lightAmbient0[] = {0.5, 0.5, 0.5, 1.0}; //環境光<br />
float lightDiffuse0[] = {1.0, 1.0, 1.0, 1.0}; //拡散光<br />
float lightSpecular0[] = {1.0, 1.0, 1.0, 1.0};//鏡面光<br />
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient0);<br />
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse0);<br />
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular0);<br />
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);<br />
constAtt = 0.0f; linearAtt = 0.0f;<br />
quadraAtt = 1.0f / (lightpos[1] * lightpos[1]);<br />
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, constAtt);<br />
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, linearAtt);<br />
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, quadraAtt);<br />
glEnable(GL_LIGHT0);<br />
glEnable(GL_LIGHTING);<br />
}</p>
<p>void drawLight(void){<br />
glDisable(GL_LIGHTING);<br />
glColor3f(0.8f, 0.8f, 0.0f);<br />
glPushMatrix();<br />
glTranslatef(lightpos[0], lightpos[1], lightpos[2]);<br />
glutSolidSphere(0.1f, 10, 10);<br />
glPopMatrix();<br />
glEnable(GL_LIGHTING);<br />
}</p>
<p>void display(void){<br />
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);<br />
glViewport(0, 0, WIDTH, HEIGHT);<br />
glMatrixMode(GL_PROJECTION);<br />
glLoadIdentity();<br />
//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)<br />
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);<br />
glMatrixMode(GL_MODELVIEW);<br />
glLoadIdentity();<br />
//視点の設定<br />
gluLookAt(10.0,10.0,-2.0, //カメラの座標<br />
0.0,0.0,0.0, // 注視点の座標<br />
0.0,1.0,0.0); // 画面の上方向を指すベクトル<br />
//ライトの設定<br />
setLight();<br />
drawLight();<br />
glsl.ON();<br />
draw(false);<br />
drawFloor(10.0, 10.0, 10, 10);<br />
drawShadow();<br />
glsl.OFF(); glutSwapBuffers();<br />
}<br />
void idle(void){<br />
anglex+=2.0f;<br />
Sleep(1);<br />
glutPostRedisplay();<br />
}<br />
void Init(){<br />
glsl.InitGLSL("vertex.shader","flagment.shader");<br />
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);<br />
glEnable(GL_DEPTH_TEST);<br />
glEnable(GL_LIGHTING);<br />
glEnable(GL_LIGHT0);<br />
glEnable(GL_NORMALIZE);<br />
}<br />
void main(int argc, char *argv[]){<br />
glutInitWindowPosition(100, 100);<br />
glutInitWindowSize(WIDTH, HEIGHT);<br />
glutInit(&argc, argv);<br />
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);<br />
glutCreateWindow("距離減衰");<br />
glutDisplayFunc(display);<br />
glutIdleFunc(idle);<br />
Init();<br />
glutMainLoop();<br />
return;<br />
}</p>
</td>
</tr></tbody></table><p> </p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>