描述物体时
使用3种光照元素:
环境光照(Ambient Lighting):ambient材质向量定义在环境光照下这个物体反射的颜色;通常是和物体颜色相同的颜色
漫反射光照(Diffuse Lighting):diffuse材质向量定义了在漫反射光照下物体的颜色。漫反射颜色被设置为(和环境光照一样)需要的物体颜色
镜面光照(Specular Lighting):specular材质向量设置的是物体受到的镜面光照的影响的颜色(或者可能是反射一个物体特定的镜面高光颜色)
shininess影响镜面高光的散射/半径
main.cpp
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include "Camera.h"
GLfloat 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
};
Camera* myCamera = new Camera(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
myCamera->mouseCb(xpos, ypos);
};
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
myCamera->scrollCb(xoffset, yoffset);
}
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
void processInput(GLFWwindow* window) {
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
myCamera->pressKeyW(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
myCamera->pressKeyS(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
myCamera->pressKeyA(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
myCamera->pressKeyD(deltaTime);
}
}
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);//声明全局变量表示光源在场景的坐标
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3* sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// 只需要绑定VBO不用再次设置VBO的数据,因为容器(物体)的VBO数据中已经包含了正确的立方体顶点数据
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
glEnable(GL_DEPTH_TEST);
Shader* testShader = new Shader("test.vert", "test.frag");
//glm::vec3 lightColor(1.0f, 1.0f, 1.0f);//定义一个白色光源
//glm::vec3 toyColor(1.0f, 0.5f, 0.31f);//定义一个珊瑚色物体,吸收除珊瑚色以外的所有颜色,反射珊瑚色
//glm::vec3 result = lightColor * toyColor; // = (1.0f, 0.5f, 0.31f);
可以定义物体的颜色为这个物体从一个光源反射各个颜色分量的多少
//glm::vec3 lightColor(0.0f, 1.0f, 0.0f);//定义绿光
//glm::vec3 toyColor(1.0f, 0.5f, 0.31f);
//glm::vec3 result = lightColor * toyColor;
= (0.0f, 0.5f, 0.0f);没有红蓝色光吸收,只吸收了光线中一半的绿色,反射一半的绿光。呈暗绿色
glm::vec3 lightColor(0.33f, 0.42f, 0.18f);
glm::vec3 toyColor(1.0f, 0.5f, 0.31f);
glm::vec3 result = lightColor * toyColor; // = (0.33f, 0.21f, 0.06f);
//保持灯不受其他光照影响一直明亮,创建另外一套着色器。
Shader* lightShader = new Shader("test.vert", "light.frag");
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
testShader->Use();
glUniform3f(glGetUniformLocation(testShader->getProgram(), "material.ambient"), 1.0f, 0.5f, 0.31f);
glUniform3f(glGetUniformLocation(testShader->getProgram(), "material.diffuse"), 1.0f, 0.5f, 0.31f);
//设置想让物体呈现的颜色
glUniform3f(glGetUniformLocation(testShader->getProgram(), "material.specular"), 0.5f, 0.5f, 0.5f);
glUniform1f(glGetUniformLocation(testShader->getProgram(), "material.shininess"), 32.0f);
glUniform3f(glGetUniformLocation(testShader->getProgram(), "objectColor"), 1.0f, 0.5f, 0.31f);// 设置物体颜色珊瑚红
glUniform3f(glGetUniformLocation(testShader->getProgram(), "lightColor"), 1.0f, 1.0f, 1.0f); // 把光源设置为白色
model = glm::mat4();
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
view = myCamera->getViewMat4();
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));
projection = glm::perspective(glm::radians(myCamera->getFov()), 800.0f / 600.0f, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.position"), lightPos.x, lightPos.y, lightPos.z);
/*glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.ambient"), 0.2f, 0.2f, 0.2f);
glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.diffuse"), 0.5f, 0.5f, 0.5f);*/
glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.specular"), 1.0f, 1.0f, 1.0f);
glm::vec3 lightColor;
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(0.2f);
glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.ambient"), ambientColor.x, ambientColor.y, ambientColor.z);
glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.diffuse"), diffuseColor.x, diffuseColor.y, diffuseColor.z);
glm::vec3 viewPos = myCamera->getCameraPos();
glUniform3f(glGetUniformLocation(testShader->getProgram(), "viewPos"), viewPos.x, viewPos.y, viewPos.z);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(lightVAO);
//平移灯源位置到lightPos
model = glm::mat4();
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
lightShader->Use();
glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// 绘制灯立方体对象
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal; //面的法向量
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos; //片段位置
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
FragPos = vec3(model * vec4(position, 1.0f));
Normal = mat3(transpose(inverse(model))) * normal;
}
片段着色器
#version 330 core
out vec4 color;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 objectColor;
uniform vec3 lightColor;
//物体的材质属性
struct Material
{
vec3 ambient; //在环境光照下这个物体反射的颜色,通常是和物体颜色相同的颜色
vec3 diffuse; //在漫反射光照下物体的颜色
vec3 specular; //物体受到的镜面光照的影响的颜色(或者可能是反射一个物体特定的镜面高光颜色)
float shininess; //影响镜面高光的散射/半径
};
uniform Material material;
uniform vec3 viewPos;
//光的属性
struct Light
{
vec3 position;
vec3 ambient; //环境光通常设置为一个比较低的亮度
vec3 diffuse; //通常设置为我们希望光所具有的颜色;经常是一个明亮的白色
vec3 specular; //通常被设置为vec3(1.0f)类型的全强度发光
};
uniform Light light;
void main()
{
// 环境光
vec3 ambient = light.ambient * material.ambient;
// 漫反射光
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// 镜面高光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
vec3 result = ambient + diffuse + specular;
color = vec4(result, 1.0f);
}