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out vec3 fragPos;//当前片段坐标
out vec3 normal; //当前片段法向量
uniform vec3 lightPos;//光源位置
void main()
{
float specularStrength = 0.5f;
vec3 norm = normalize(normal); // 归一化
vec3 viewDir = normalize(viewPos - FragPos); //视线方向向量
vec3 reflectDir = reflect(-lightDir, norm); //镜面反射光向量
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
//视线方向向量与镜面反射光向量点乘的32次幂,这个32是高光的发光值(Shininess)。一个物体的发光值越高,反射光的能力越强,散射得越少,高光点越小。
vec3 specular = specularStrength * spec * lightColor; //镜面光最终强度
vec3 result = specular * objectColor;
color = vec4(result, 1.0f);
}
第二部分实践
java部分与坐标系统是一致的,都有利用触摸来旋转的功能。主要是C++不一样。
这里新引入一种绘画方法:glDrawArrays
//提供绘制功能,从数组数据中提取数据渲染基本图元
//GL_TRIANGLES:把每三个顶点作为一个独立的三角形,顶点3n-2、3n-1和3n定义了第n个三角形,总共绘制N/3个三角形
glDrawArrays(GL_TRIANGLES, 0, 36);
提供了很多顶点坐标然后通过这种绘制,将3个顶点绘制成一个三角形,一个正方形两个三角形,一个立方体是六个正方形。因此绘制一个立方体需要36个顶点数据。
顶点着色器
#version 300 es
precision mediump float;//默认float 片段着色器需要指定
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec2 a_texCoord;
layout(location = 2) in vec3 a_normal;
uniform mat4 u_MVPMatrix;//坐标变化矩阵
uniform mat4 u_ModelMatrix;//光照模型
uniform vec3 lightPos;//光照坐标
uniform vec3 lightColor;//光照颜色
uniform vec3 viewPos;//观察者坐标
out vec2 v_texCoord;//输出到片段着色器的纹理坐标
out vec3 ambient;//环境光
out vec3 diffuse;//散光
out vec3 specular;//反射
void main()
{
gl_Position = u_MVPMatrix * a_position;
vec3 fragPos = vec3(u_ModelMatrix * a_position);
// Ambient环境光
float ambientStrength = 0.1;
ambient = ambientStrength * lightColor;
// Diffuse散光
float diffuseStrength = 0.5;
vec3 unitNormal = normalize(vec3(u_ModelMatrix * vec4(a_normal, 1.0)));
vec3 lightDir = normalize(lightPos - fragPos);
float diff = max(dot(unitNormal, lightDir), 0.0);
diffuse = diffuseStrength * diff * lightColor;
// Specular镜面
float specularStrength = 0.9;
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, unitNormal);
float spec = pow(max(dot(unitNormal, reflectDir), 0.0), 16.0);
specular = specularStrength * spec * lightColor;
v_texCoord = a_texCoord;
}
片段着色器
#version 300 es
precision mediump float;
layout(location = 0) out vec4 outColor;
in vec2 v_texCoord;
in vec3 ambient;
in vec3 diffuse;
in vec3 specular;
uniform sampler2D s_TextureMap;
void main()
{
vec4 objectColor = texture(s_TextureMap, v_texCoord);
vec3 finalColor = (ambient + diffuse + specular) * vec3(objectColor);
outColor = vec4(finalColor, 1.0);;
}
Basiclighting.h
//
// Created by CreatWall_zhouwen on 2023/5/10.
//
#ifndef SEVENBASICLIGHTING_BASICLIGHTING_H
#define SEVENBASICLIGHTING_BASICLIGHTING_H
#include <GLES3/gl3.h>
#include <detail/type_mat.hpp>
#include <detail/type_mat4x4.hpp>
#define MATH_PI 3.1415926535897932384626433832802
class Basiclighting {
public:
Basiclighting(){
program = 0;
vertexShaderHandle = 0;
fragShaderHandle = 0;
m_ModelMatrix = glm::mat4(0.0f);
m_AngleX = 0;
m_AngleY = 0;
m_ScaleX = 1.0f;
m_ScaleY = 1.0f;
m_ModelMatrix = glm::mat4(0.0f);
};
~Basiclighting(){};
void CreateProgram(const char *ver, const char *frag);
void Draw();
void getTexturedata(unsigned char *data, int width, int height);
static Basiclighting* GetInstance();
static void DestroyInstance();
void OnSurfaceChanged(int width, int height);
void UpdateTransformMatrix(float rotateX, float rotateY, float scaleX, float scaleY);
void UpdateMVPMatrix(glm::mat4 &mvpMatrix, int angleX, int angleY, float ratio);
private:
GLuint program;
GLuint vertexShaderHandle;
GLuint fragShaderHandle;
GLuint m_VaoId;//存放顶点数据
GLuint m_VboId;//顶点缓冲区
unsigned int m_TextureId;
unsigned char *texturedata;
int texturewidth, textureheight;
int srceenWidth, srceenHeight;//屏幕宽高
GLint m_SamplerLoc;
GLint m_MVPMatLoc;
GLint m_ModelMatrixLoc;
GLint m_LightPosLoc;
GLint m_LightColorLoc;
GLint m_ViewPosLoc;
glm::mat4 m_MVPMatrix;
glm::mat4 m_ModelMatrix;
int m_AngleX;
int m_AngleY;
float m_ScaleX;
float m_ScaleY;
};
#endif //SEVENBASICLIGHTING_BASICLIGHTING_H
Basiclighting.cpp
//
// Created by CreatWall_zhouwen on 2023/5/10.
//
#include "Basiclighting.h"
#include "Util.h"
#include "GLUtil.h"
#include <gtc/matrix_transform.hpp>
Basiclighting* m_pContext = nullptr;
#define TAG "DRAWTEXTURE"
GLfloat vertices[] = {
//position //texture coord //normal
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
};
void Basiclighting::CreateProgram(const char *ver, const char *frag) {
LOGD("CreateProgram Enter");
// 编译链接用于离屏渲染的着色器程序
program = CreateGLProgram(ver, frag, vertexShaderHandle, fragShaderHandle);
if (program == GL_NONE)
{
LOGD("FBOSample::Init m_ProgramObj == GL_NONE");
return;
}
LOGD("CreateGLProgram Success");
m_SamplerLoc = glGetUniformLocation(program, "s_TextureMap");
m_MVPMatLoc = glGetUniformLocation(program, "u_MVPMatrix");
m_ModelMatrixLoc = glGetUniformLocation(program, "u_ModelMatrix");
m_LightPosLoc = glGetUniformLocation(program, "lightPos");
m_LightColorLoc = glGetUniformLocation(program, "lightColor");
m_ViewPosLoc = glGetUniformLocation(program, "viewPos");
//创建VBO
glGenBuffers(1, &m_VboId);
glBindBuffer(GL_ARRAY_BUFFER, m_VboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//创建VAO绑定VAO和纹理
glGenVertexArrays(1, &m_VaoId);
glBindVertexArray(m_VaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_VboId);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (const void *) 0);
![img](https://img-blog.csdnimg.cn/img_convert/354fdcf071ce207fd37952d0a0d192a9.png)
![img](https://img-blog.csdnimg.cn/img_convert/2f621e907965e28e80a699291fab6100.png)
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