LearnOpenGL-CN笔记(二)

光照

颜色
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/1.colors.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/1.colors.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/1.light_cube.fs");

    float vertices[] = {
        -0.5f, -0.5f, -0.5f,
        0.5f, -0.5f, -0.5f,
        0.5f,  0.5f, -0.5f,
        0.5f,  0.5f, -0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f, -0.5f,  0.5f,
        0.5f, -0.5f,  0.5f,
        0.5f,  0.5f,  0.5f,
        0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,

        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,

        0.5f,  0.5f,  0.5f,
        0.5f,  0.5f, -0.5f,
        0.5f, -0.5f, -0.5f,
        0.5f, -0.5f, -0.5f,
        0.5f, -0.5f,  0.5f,
        0.5f,  0.5f,  0.5f,

        -0.5f, -0.5f, -0.5f,
        0.5f, -0.5f, -0.5f,
        0.5f, -0.5f,  0.5f,
        0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f,  0.5f, -0.5f,
        0.5f,  0.5f, -0.5f,
        0.5f,  0.5f,  0.5f,
        0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f,
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        lightingShader.use();
        lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}
基础光照
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/2.1.basic_lighting.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/2.1.basic_lighting.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/2.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/2.1.light_cube.fs");

    float vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        lightingShader.use();
        lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("lightPos", lightPos.x, lightPos.y, lightPos.z);
        lightingShader.setVec3("viewPos", camera.Position.x, camera.Position.y, camera.Position.z);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}
材质
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.materials.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.materials.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.fs");

    float vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::vec3 lightPos_ = lightPos;
        lightPos_.x += sin(currentFrame) * 1.0f;
        lightPos_.y += cos(currentFrame) * 1.0f;

        lightColor.x = sin(glfwGetTime() * 2.0f);
        lightColor.y = sin(glfwGetTime() * 0.7f);
        lightColor.z = sin(glfwGetTime() * 1.3f);

        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2);

        lightingShader.use();

        lightingShader.setVec3("material.ambient", ambientColor.x, ambientColor.y, ambientColor.z);
        lightingShader.setVec3("material.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
        lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
        lightingShader.setFloat("material.shininess", 32.0f);

        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

        lightingShader.setVec3("lightPos", lightPos_.x, lightPos_.y, lightPos_.z);
        lightingShader.setVec3("viewPos", camera.Position.x, camera.Position.y, camera.Position.z);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        lightCubeShader.setVec3("lightColor", lightColor.x, lightColor.y, lightColor.z);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos_);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}
光照贴图
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.lighting_maps.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.lighting_maps.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.fs");

    float vertices[] = {
            // positions          // normals           // texture coords
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -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,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
            -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,  0.0f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 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,  1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 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, -1.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,

            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int diffuseMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                          "container2.png");

    unsigned int specularMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_specular.png");

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::vec3 lightPos_ = lightPos;
        lightPos_.x += sin(currentFrame) * 1.0f;
        lightPos_.y += cos(currentFrame) * 1.0f;

        lightColor.x = sin(glfwGetTime() * 2.0f) / 2 + 0.5;
        lightColor.y = sin(glfwGetTime() * 0.7f) / 2 + 0.5;
        lightColor.z = sin(glfwGetTime() * 1.3f) / 2 + 0.5;

        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2);

        lightingShader.use();

        lightingShader.setVec3("material.ambient", ambientColor.x, ambientColor.y, ambientColor.z);
//        lightingShader.setVec3("material.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("material.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);
        lightingShader.setFloat("material.shininess", 32.0f);

        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
//        lightingShader.setVec3("light.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("light.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);

        lightingShader.setVec3("lightPos", lightPos_.x, lightPos_.y, lightPos_.z);
        lightingShader.setVec3("viewPos", camera.Position.x, camera.Position.y, camera.Position.z);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        lightCubeShader.setVec3("lightColor", lightColor.x, lightColor.y, lightColor.z);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos_);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}

unsigned int loadTexture(char const *path) {
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);

    if(data) {
        GLenum format;
        if(nrComponents == 1)
            format = GL_RED;
        else if(nrComponents == 3)
            format = GL_RGB;
        else if(nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}
放射光贴图
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.lighting_maps.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/4.1.lighting_maps.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.fs");

    float vertices[] = {
            // positions          // normals           // texture coords
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -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,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
            -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,  0.0f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 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,  1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 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, -1.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,

            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int diffuseMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                          "container2.png");

    unsigned int specularMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_specular.png");

    unsigned int emissionMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_emission.jpg");

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    lightingShader.setInt("material.emission", 2);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::vec3 lightPos_ = lightPos;
        lightPos_.x += sin(currentFrame) * 1.0f;
        lightPos_.y += cos(currentFrame) * 1.0f;

        lightColor.x = sin(glfwGetTime() * 2.0f) / 2 + 0.5;
        lightColor.y = sin(glfwGetTime() * 0.7f) / 2 + 0.5;
        lightColor.z = sin(glfwGetTime() * 1.3f) / 2 + 0.5;

        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2);

        lightingShader.use();

        lightingShader.setVec3("material.ambient", ambientColor.x, ambientColor.y, ambientColor.z);
//        lightingShader.setVec3("material.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("material.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);
        lightingShader.setFloat("material.shininess", 32.0f);

        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
//        lightingShader.setVec3("light.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("light.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);

        lightingShader.setVec3("lightPos", lightPos_.x, lightPos_.y, lightPos_.z);
        lightingShader.setVec3("viewPos", camera.Position.x, camera.Position.y, camera.Position.z);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, emissionMap);

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        lightCubeShader.setVec3("lightColor", lightColor.x, lightColor.y, lightColor.z);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos_);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}

unsigned int loadTexture(char const *path) {
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);

    if(data) {
        GLenum format;
        if(nrComponents == 1)
            format = GL_RED;
        else if(nrComponents == 3)
            format = GL_RGB;
        else if(nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}
手电筒效果

.vs记得处理一下旋转后的箱子法线,此处debug3小时

#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor;

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/5.1.light_casters.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/5.1.light_casters.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.fs");

    float vertices[] = {
            // positions          // normals           // texture coords
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -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,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
            -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,  0.0f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 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,  1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 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, -1.0f,  0.0f,  0.0f, 1.0f,
            0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,

            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
            0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
            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,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
    };

    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f),
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int diffuseMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                          "container2.png");

    unsigned int specularMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_specular.png");

    unsigned int emissionMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_emission.jpg");

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    lightingShader.setInt("material.emission", 2);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::vec3 lightPos_ = lightPos;
//        lightPos_.x += sin(currentFrame) * 1.0f;
//        lightPos_.y += cos(currentFrame) * 1.0f;

//        lightColor.x = sin(glfwGetTime() * 2.0f) / 2 + 0.5;
//        lightColor.y = sin(glfwGetTime() * 0.7f) / 2 + 0.5;
//        lightColor.z = sin(glfwGetTime() * 1.3f) / 2 + 0.5;
        lightColor.x = lightColor.y = lightColor.z = 1.0f;

        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2);

        lightingShader.use();

        lightingShader.setVec3("material.ambient", ambientColor.x, ambientColor.y, ambientColor.z);
//        lightingShader.setVec3("material.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("material.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);
        lightingShader.setFloat("material.shininess", 32.0f);

        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

        lightingShader.setFloat("light.constant", 1.0f);
        lightingShader.setFloat("light.linear", 0.09f);
        lightingShader.setFloat("light.quadratic", 0.032f);
//        lightingShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
//        lightingShader.setVec3("light.diffuse", diffuseColor.x, diffuseColor.y, diffuseColor.z);
//        lightingShader.setVec3("light.specular", diffuseColor.x, diffuseColor.y, diffuseColor.z);

//        lightingShader.setVec3("light.position", lightPos_.x, lightPos_.y, lightPos_.z);
        lightingShader.setVec3("light.position", camera.Position.x, camera.Position.y, camera.Position.z);
        lightingShader.setVec3("light.direction", camera.Front.x, camera.Front.y, camera.Front.z);
        lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("light.outCutOff", glm::cos(glm::radians(20.0f)));

        lightingShader.setVec3("viewPos", camera.Position.x, camera.Position.y, camera.Position.z);

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

//        glm::mat4 model = glm::mat4(1.0f);
//        lightingShader.setMat4("model", model);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);
//        glBindTexture(GL_TEXTURE_2D, diffuseMap);

        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, emissionMap);

        glBindVertexArray(cubeVAO);

        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

//        glDrawArrays(GL_TRIANGLES, 0, 36);
//
        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        lightCubeShader.setVec3("lightColor", lightColor.x, lightColor.y, lightColor.z);
        glm::mat4 model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos_);
        model = glm::scale(model, glm::vec3(0.2f));
        lightCubeShader.setMat4("model", model);

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}

unsigned int loadTexture(char const *path) {
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);

    if(data) {
        GLenum format;
        if(nrComponents == 1)
            format = GL_RED;
        else if(nrComponents == 3)
            format = GL_RGB;
        else if(nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}
多光源
#include <glad/glad.h>
#include <glfw3.h>
#include <iostream>
#include "Shader.h"
#include "Camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
float firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

//glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);

int main() {
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "RenderTest", nullptr, nullptr);

    if(window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    glEnable(GL_DEPTH_TEST);

    Shader lightingShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/6.multiple_lights.vs",
                          "/Users/apathetically/CLionProjects/RenderTest/shader_file/6.multiple_lights.fs");
    Shader lightCubeShader("/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.vs",
                           "/Users/apathetically/CLionProjects/RenderTest/shader_file/3.1.light_cube.fs");

    float vertices[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -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,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
        -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,  0.0f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 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,  1.0f,  0.0f,  0.0f,  1.0f, 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,  0.0f,  0.0f,  0.0f, 1.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 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, -1.0f,  0.0f,  0.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
        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,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
        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,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
    };

    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f),
    };

    glm::vec3 pointLightPositions[] = {
        glm::vec3( 0.7f,  0.2f,  2.0f),
        glm::vec3( 2.3f, -3.3f, -4.0f),
        glm::vec3(-4.0f,  2.0f, -12.0f),
        glm::vec3( 0.0f,  0.0f, -3.0f)
    };

    unsigned int VBO, cubeVAO;

    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int lightCubeVAO;

    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int diffuseMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                          "container2.png");

    unsigned int specularMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_specular.png");

    unsigned int emissionMap = loadTexture("/Users/apathetically/CLionProjects/RenderTest/resources/textures/"
                                           "container2_emission.jpg");

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    lightingShader.setInt("material.emission", 2);

    while(!glfwWindowShouldClose(window)) {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        lightingShader.use();
        lightingShader.setVec3("viewPos", camera.Position);
        lightingShader.setFloat("material.shininess", 32.0f);

        // directional light
        lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
        lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
        // point light 1
        lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
        lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[0].constant", 1.0f);
        lightingShader.setFloat("pointLights[0].linear", 0.09);
        lightingShader.setFloat("pointLights[0].quadratic", 0.032);
        // point light 2
        lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
        lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[1].constant", 1.0f);
        lightingShader.setFloat("pointLights[1].linear", 0.09);
        lightingShader.setFloat("pointLights[1].quadratic", 0.032);
        // point light 3
        lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
        lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[2].constant", 1.0f);
        lightingShader.setFloat("pointLights[2].linear", 0.09);
        lightingShader.setFloat("pointLights[2].quadratic", 0.032);
        // point light 4
        lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
        lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[3].constant", 1.0f);
        lightingShader.setFloat("pointLights[3].linear", 0.09);
        lightingShader.setFloat("pointLights[3].quadratic", 0.032);
        // spotLight
        lightingShader.setVec3("spotLight.position", camera.Position);
        lightingShader.setVec3("spotLight.direction", camera.Front);
        lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("spotLight.constant", 1.0f);
        lightingShader.setFloat("spotLight.linear", 0.09);
        lightingShader.setFloat("spotLight.quadratic", 0.032);
        lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
                                                (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);


        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, emissionMap);

        glBindVertexArray(cubeVAO);

        for(unsigned int i = 0;i < 10;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

//        glDrawArrays(GL_TRIANGLES, 0, 36);
//
        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);
        lightCubeShader.setVec3("lightColor", lightColor.x, lightColor.y, lightColor.z);
        glBindVertexArray(lightCubeVAO);
        for(unsigned int i = 0;i < 4;i ++) {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, pointLightPositions[i]);
            model = glm::scale(model, glm::vec3(0.2f));
            lightCubeShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow *window) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
        camera.ProcessKeyboard(UP, deltaTime);
    if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
        camera.ProcessKeyboard(DOWN, deltaTime);
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
    if(firstMouse) {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
    camera.ProcessMouseScroll(yoffset);
}

unsigned int loadTexture(char const *path) {
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);

    if(data) {
        GLenum format;
        if(nrComponents == 1)
            format = GL_RED;
        else if(nrComponents == 3)
            format = GL_RGB;
        else if(nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

在这里插入图片描述

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