learnopengl箱子阶段代码

#main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include "shader.h"
#include"stb_image.h"
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include"camera.h"
#include <iostream>
#include"model.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(const char* path);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
//camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float mixValue = 0.2f;
//
float deltaTime = 0.0f;
float lastFram = 0.0f;
//lighting1
glm::vec3 lightPos(1.2f, 1.0f, 1.2f);
//lighting2
glm::vec3 lightPos2(1.5f, 1.0f, 1.2f);

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        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);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);


    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    
    // build and compile our shader program
    // ------------------------------------
    glEnable(GL_DEPTH_TEST);
   
    //
    Shader  cubeShader("cubevertexShader.glsl", "cubefragmentShader.glsl");
    Shader  lightShader("lightvertexShader.glsl", "lightfragmentShader.glsl"); //光源1位置
    Shader  lightShader2("light2vertexShader.glsl", "light2fragmentShader.glsl");
    
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -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
    };
    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)
    };
    // positions of the point lights
    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, lightVAO,EBO;
    glGenVertexArrays(1, &lightVAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    glBindVertexArray(lightVAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    //

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // color attribute



    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    // glBindVertexArray(0);
    // 
    // 
    //光源
    unsigned int cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3 , GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(5 * sizeof(float)));

    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
    glEnableVertexAttribArray(0);
    //
    unsigned int lightVAO2;
    glGenVertexArrays(1, &lightVAO2);
    glBindVertexArray(lightVAO2);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    //
    unsigned int diffuseMap = loadTexture("container2.png");
    unsigned int specularMap = loadTexture("container2_specular.png");
    unsigned int emissionMap = loadTexture("matrix.jpg");
    cubeShader.use();
    cubeShader.setInt("material.diffuse", 0);
    cubeShader.setInt("material.specular", 1);
    cubeShader.setInt("material2.diffuse", 2);
    Model ourModel("nanosuit.obj");

    

    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        float currentFram = glfwGetTime();
        deltaTime = currentFram - lastFram;
        lastFram = currentFram;

        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glClear(GL_COLOR_BUFFER_BIT);
        lightShader.setFloat("mixValue", mixValue);
        //
        //lightPos = glm::vec3(sin(glfwGetTime()), 1.0f, 1.2f);
        cubeShader.use();
        cubeShader.setVec3("viewPos", camera.Position);
        cubeShader.setFloat("material.shininess", 32.0f);
        //
        cubeShader.setVec3("dirLight.position", -0.2f,-1.0f,-3.0f);
        cubeShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        cubeShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        cubeShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
        // point light 1
        cubeShader.setVec3("pointLights[0].position", pointLightPositions[0]);
        cubeShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        cubeShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        cubeShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        cubeShader.setFloat("pointLights[0].constant", 1.0f);
        cubeShader.setFloat("pointLights[0].linear", 0.09f);
        cubeShader.setFloat("pointLights[0].quadratic", 0.032f);
        // point light 2
        cubeShader.setVec3("pointLights[1].position", pointLightPositions[1]);
        cubeShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        cubeShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        cubeShader.setFloat("pointLights[1].constant", 1.0f);
        cubeShader.setFloat("pointLights[1].linear", 0.09f);
        cubeShader.setFloat("pointLights[1].quadratic", 0.032f);
        // point light 3
        cubeShader.setVec3("pointLights[2].position", pointLightPositions[2]);
        cubeShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        cubeShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        cubeShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        cubeShader.setFloat("pointLights[2].constant", 1.0f);
        cubeShader.setFloat("pointLights[2].linear", 0.09f);
        cubeShader.setFloat("pointLights[2].quadratic", 0.032f);
        // point light 4
        cubeShader.setVec3("pointLights[3].position", pointLightPositions[3]);
        cubeShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        cubeShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        cubeShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        cubeShader.setFloat("pointLights[3].constant", 1.0f);
        cubeShader.setFloat("pointLights[3].linear", 0.09f);
        cubeShader.setFloat("pointLights[3].quadratic", 0.032f);
        // spotLight
        cubeShader.setVec3("spotLight.position", camera.Position);
        cubeShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        cubeShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        cubeShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
        cubeShader.setFloat("spotLight.constant", 1.0f);
        cubeShader.setFloat("spotLight.linear", 0.09f);
        cubeShader.setFloat("spotLight.quadratic", 0.032f);
        cubeShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
        cubeShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));

        //material propertiex

        cubeShader.setVec3("material.specular", 0.628281f, 0.555802f, 0.366065f);
        
        //cubeShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        cubeShader.setMat4("projection", projection);
        cubeShader.setMat4("view", view);
        glm::mat4 model = glm::mat4(1.0f);
        cubeShader.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);
        for (unsigned int i = 0; i < 10; i++)
        {
            // calculate the model matrix for each object and pass it to shader before drawing
            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));
            cubeShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }
        //
        lightShader.use();
        lightShader.setMat4("projection", projection);
        lightShader.setMat4("view", view);
        glBindVertexArray(lightVAO);
        for (unsigned int i = 0; i < 4; i++)
        {
            model = glm::mat4(1.0f);
            model = glm::translate(model, pointLightPositions[i]);
            model = glm::scale(model, glm::vec3(0.2f));
            lightShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }
        //
        lightShader2.use();
        lightShader2.setMat4("projection", projection);
        lightShader2.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos2);
        model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        lightShader2.setMat4("model", model);
        glBindVertexArray(lightVAO2);
        //glDrawArrays(GL_TRIANGLES, 0, 36);



        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &lightVAO);
    glDeleteVertexArrays(1, &lightVAO2);
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
    {
        mixValue += 0.001f;
        if (mixValue >= 1.0f)
        {
            mixValue = 1.0f;
        }
    }
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
    {
        mixValue -= 0.001f;
        if (mixValue <= 0.0f)
        {
            mixValue = 0.0f;
        }
    }
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);

}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
    float xpos = static_cast<float>(xposIn);
    float ypos = static_cast<float>(yposIn);

    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(static_cast<float>(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;
}

cubevertexShader.glsl

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
layout (location = 2) in vec3 aNormal; 

out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;


void main()
{
    FragPos = vec3(model * vec4(aPos,1.0));
	Normal = mat3(transpose(inverse(model))) * aNormal;
	TexCoords = aTexCoords;
	gl_Position = projection * view * model * vec4(aPos, 1.0);
	
	
}

cubefragmentShader.glsl

#version 330 core
out vec4 aColor;

struct Material{
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
};
struct DirLight{
    vec3 direction;
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};
//点光源
struct PointLight {
    vec3 position;

    float constant;
    float linear;
    float quadratic;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};  
struct SpotLight {
    vec3 position;
    vec3 direction;
    float cutOff;
    float outerCutOff;
  
    float constant;
    float linear;
    float quadratic;
  
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;       
};
#define NR_POINT_LIGHTS 4
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;
//
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

void main()
{
    // 属性
    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);

    // 第一阶段:定向光照
    vec3 result = CalcDirLight(dirLight, norm, viewDir);
    // 第二阶段:点光源
    for(int i = 0; i < NR_POINT_LIGHTS; i++)
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
    // 第三阶段:聚光
    result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    

     aColor = vec4(result, 1.0);
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    vec3 lightDir = normalize(-light.direction);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 合并结果
    vec3 ambient  = light.ambient  * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse  = light.diffuse  * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    return (ambient + diffuse + specular);
}
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 衰减
    float distance    = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + 
                 light.quadratic * (distance * distance));    
    // 合并结果
    vec3 ambient  = light.ambient  * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse  = light.diffuse  * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient  *= attenuation;
    diffuse  *= attenuation;
    specular *= attenuation;
    return (ambient + diffuse + specular);
}
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // diffuse shading
    float diff = max(dot(normal, lightDir), 0.0);
    // specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // attenuation
    float distance = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
    // spotlight intensity
    float theta = dot(lightDir, normalize(-light.direction)); 
    float epsilon = light.cutOff - light.outerCutOff;
    float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
    // combine results
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient *= attenuation * intensity;
    diffuse *= attenuation * intensity;
    specular *= attenuation * intensity;
    return (ambient + diffuse + specular);
}

lightvertexShader.glsl

#version 330 core
layout (location = 0) in vec3 aPos;
//纹理layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{  
     gl_Position = projection * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0); // just add a - to the y position
    //纹理TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

lightfragmentShader.glsl

#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixValue;
//in vec3 ourPos;

void main()
{
   //纹理FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord),mixValue);
   FragColor = vec4(1.0); // set alle 4 vector values to 1.0
}

camera.h

#ifndef CAMERA_H
#define CAMERA_H
#include<glad/glad.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<vector>
enum Camera_Movement {
	FORWARD,
	BACKWARD,
	LEFT,
	RIGHT
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;

class Camera
{
public:
	glm::vec3 Position;
	glm::vec3 Front;
	glm::vec3 Up;
	glm::vec3 Right;
	glm::vec3 WorldUp;
	float Yaw;
	float Pitch;
	float MovementSpeed;
	float MouseSensitivity;
	float Zoom;
	Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
	{
		Position = position;
		WorldUp = up;
		Yaw = yaw;
		Pitch = pitch;
		updateCameraVectors();
	}
	glm::mat4 GetViewMatrix()
	{
		return glm::lookAt(Position, Position + Front, Up);
	}
	void ProcessKeyboard(Camera_Movement direction, float deltaTime)
	{
		float velocity = MovementSpeed * deltaTime;
		if (direction == FORWARD)
			Position += Front * velocity;
		if (direction == BACKWARD)
			Position -= Front * velocity;
		if (direction == LEFT)
			Position -= Right * velocity;
		if (direction == RIGHT)
			Position += RIGHT * velocity;
	}
	void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
	{
		xoffset *= MouseSensitivity;
		yoffset *= MouseSensitivity;

		Yaw += xoffset;
		Pitch += yoffset;

		// make sure that when pitch is out of bounds, screen doesn't get flipped
		if (constrainPitch)
		{
			if (Pitch > 89.0f)
				Pitch = 89.0f;
			if (Pitch < -89.0f)
				Pitch = -89.0f;
		}

		// update Front, Right and Up Vectors using the updated Euler angles
		updateCameraVectors();
	}

	// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
	void ProcessMouseScroll(float yoffset)
	{
		Zoom -= (float)yoffset;
		if (Zoom < 1.0f)
			Zoom = 1.0f;
		if (Zoom > 45.0f)
			Zoom = 45.0f;
	}
private:
	void updateCameraVectors()
	{
		// calculate the new Front vector
		glm::vec3 front;
		front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		front.y = sin(glm::radians(Pitch));
		front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		Front = glm::normalize(front);
		// also re-calculate the Right and Up vector
		Right = glm::normalize(glm::cross(Front, WorldUp));  // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
		Up = glm::normalize(glm::cross(Right, Front));
	}
};
#endif // !CAMERA_H

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char* fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use()
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string& name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string& name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string& name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }
    void setVec2(const std::string& name, const glm::vec2& value) const
    {
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec2(const std::string& name, float x, float y) const
    {
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string& name, const glm::vec3& value) const
    {
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec3(const std::string& name, float x, float y, float z) const
    {
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string& name, const glm::vec4& value) const
    {
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec4(const std::string& name, float x, float y, float z, float w) const
    {
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string& name, const glm::mat2& mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string& name, const glm::mat3& mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string& name, const glm::mat4& mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(unsigned int shader, std::string type)
    {
        int success;
        char infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif

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