CS 476: Computer Graphics Class Exercise - Lambertian Shading (1.5 Points)

Graphics content developed by Chris Tralie. Module autograding ecosystem designed by Chris Tralie and Bill Mongan.


Exercise Goals

The goals of this exercise are:
  1. Explore how Lambertian illumination can be implemented with vertex shaders
  2. Explore how ideas from physics/optics can be implemented in code
Fill in the vertex shader to complete per-vertex Lambertian illumination (also known as Gouraud Lambertian illumination). Most of the code has been completed for you, but you need to construct the vector from the vertex position in world coordinates to the light position. Then, you need to take the dot product of a normalized version of this vector and the normal direction NT at the surface to compute your diffuse coefficient. If the coefficient is less than 0, you should clamp it at 0

Scene

{ "name":"localilluminationscene", "materials":{ "green":{ "ka":[0.0, 0.4, 0.0], "kd":[0.0, 1.0, 0.0], "ks":[0.8, 0.0, 0.0] }, "red":{ "kd":[1.0, 0.0, 0.0], "ka":[0.5, 0.0, 0.0] }, "yellow":{ "kd":[1.0, 1.0, 0.0], "ka":[0.5, 0.5, 0.0] } }, "lights":[ { "pos":[0, 2, 0], "color":[1, 1, 1] } ], "cameras":[ { "pos": [0.00, 1.50, 5.00], "rot": [0.00, 0.00, 0.00, 1.00] } ], "children":[ { "transform":[1, 0, 0, 0, 0, 1, 0, 0.5, 0, 0, 1, 0, 0, 0, 0, 1], "shapes":[ { "type":"box", "length":1, "width":1, "height":1, "center":[0, 0, 0], "material":"red" } ] }, { "transform":[20, 0, 0, 0, 0, 20, 0, 0, 0, 0, 20, 0, 0, 0, 0, 1], "shapes":[ { "type":"mesh", "filename":"../assets/js/ggslac/meshes/square.off", "material":"green" } ] }, { "transform":[2, 0, 0, -2.5, 0, 2, 0, 1, 0, 0, 2, 0, 0, 0, 0, 1], "shapes":[ { "type":"mesh", "filename":"../assets/js/ggslac/meshes/homer.off", "material":"yellow" } ] }, { "transform":[2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], "shapes":[ { "type":"sphere", "radius":0.5, "center":[0, 0, -10], "material":"green" } ] } ] }

Vertex Shader

precision mediump float; #define MAX_LIGHTS 10 struct Light { vec3 pos; vec3 color; vec3 atten; }; // Material properties uniform vec3 uKa; // Ambient color for material uniform vec3 uKd; // Diffuse color for material uniform vec3 uKs; // Specular color for material uniform float uShininess; // Specular exponent for material // Transformation/projection matrices uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform mat4 tMatrix; uniform mat3 uNMatrix; // Light properties uniform int numLights; uniform Light lights[MAX_LIGHTS]; // Camera properties uniform vec3 uEye; // Per-vertex attributes attribute vec3 vPos; attribute vec3 vNormal; attribute vec3 vColor; // Stuff to send to fragment shader varying vec3 color; void main(void) { // Transformed position of vertex in homogenous coordinates vec4 tpos = tMatrix*vec4(vPos, 1.0); // Transformed normal of vertex vec3 NT = normalize(uNMatrix*vNormal); // Viewing window position, taking into consideration the camera gl_Position = uPMatrix*uMVMatrix*tpos; vec3 LPos = lights[0].pos; // Position of light vec3 VPos = tpos.xyz; // Position of the vertex in world coordinates // Diffuse coefficient // TODO: Change the diffuse coefficient to be the dot product between // the normal NT and the *normalized* direction from the vertex to the light vec3 dummy = vec3(0.0, 0.0, 0.0); float kdCoeff = dot(NT, dummy); color = uKa + lights[0].color*(kdCoeff*uKd*vColor); }

Fragment Shader

precision mediump float; varying vec3 color; void main(void) { gl_FragColor = vec4(color, 1.0); }

Enter your Ursinus netid before clicking Check/Submit. This is not your ID number or your email. For example, my netid is ctralie (non Ursinus students can simply enter their name to perform the correctness check, but they won't get an e-mail record or any form of credit)

Netid
Clicking Check/Submit below will check your work and, if it passes, will submit your work automatically. You must be connected to the VPN for submission to be successful! You will receive a copy of your code via e-mail, so you'll know that it was submitted if you receive that e-mail!