[C++] [OpenGL] 体积

参考

[OpenGL] 体积光效果实现
额,有些没看懂,所以我换了一种方法。

片段着色器代码

#version 460 core

in vec3 v_position;
in vec3 v_normal;
in vec3 v_texCoord;

out vec4 o_color;

uniform sampler3D u_texture;
uniform vec3 u_camera_position;

void main()
{
    const vec3 light_position = vec3(0.0,0.0,0.0);
    const float ambient = 0.1;
    //普通的点光
    const float constant = 1.0;
    const float linear = 0.2;
    const float quadratic = 0.2;
	
	//普通的光照
    vec3 light_direction = normalize(v_position - light_position);
    float diffuse1 = max(dot(-light_direction,v_normal),0.0);
    float diffuse2 = max(dot(-light_direction,-v_normal),0.0);
	
	//普通的衰减
    float distance = length(v_position - light_position);
    float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
    
    //每隔0.01就计算一次
    float num = distance / 0.01 + 1;
    //总计
    float count = 0.0;
    //射线
    vec3 ray = v_position - u_camera_position;
    for(float i = 0;i <= num;i++)
    {
    	//计算位置
        vec3 position = u_camera_position + ray * (i / num);
        float d = length(position - light_position);
        //效果差不多就行吧
        float a = ambient + 1.0 / (1.0 / linear * d) + 1.0 / (1.0 / quadratic * d * d);
        count += clamp(a / num,0.0,1.0);
    }
    count = clamp(count,0.0,1.0);

    vec4 object_color = texture(u_texture,v_texCoord) * (ambient + diffuse1 + diffuse2) * attenuation;
    //给alpha单独施加衰减是因为我想要顺便营造雾化的效果
    vec4 count_color1 = vec4(vec3(1.0,1.0,1.0) * count,1.0 / attenuation);
    vec4 count_color2 = vec4(vec3(1.0,1.0,1.0) * count,1.0);
    o_color = object_color * count_color1 + count_color2;
}

运行结果

在这里插入图片描述
看着还行

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