多光源(Multiple Lights)
多光源渲染技术概览
1. 光源数据结构统一化
struct Light {int type; // 0=定向光, 1=点光源, 2=聚光灯vec3 position;vec3 direction;vec3 ambient;vec3 diffuse;vec3 specular;float constant;float linear;float quadratic;float cutOff;float outerCutOff;
};
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
2. 统一光照计算函数
vec3 CalculateLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 materialDiffuse, vec3 materialSpecular, float shininess) {vec3 lightDir;float attenuation = 1.0;// 计算光线方向和衰减if (light.type == 0) { // 定向光lightDir = normalize(-light.direction);} else { // 点光源或聚光灯lightDir = normalize(light.position - fragPos);float distance = length(light.position - fragPos);attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));}// 聚光灯强度float intensity = 1.0;if (light.type == 2) {float theta = dot(lightDir, normalize(-light