镜面光照的计算方式参考:https://blog.csdn.net/auccy/article/details/82840881
镜面光照的计算(包含环境光照与漫反射光照)
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * sunColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(sunPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * sunColor;
//spec
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = normalize(reflect(-lightDir,norm));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * sunColor;
vec3 result = (ambient + diffuse+specular) * objectColor;
FragColor = vec4(result, 1.0);
}
完整的demo代码:
#include "stdio.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <soil/SOIL.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "wrapperWindow.h"
#include "wrapperShader.h"
#include "data.h"
#include <windows.h>
const int design_w = 800;
const int design_h = 600;
int main()
{
GLFWwindow *window = wrapperWindow(design_w, design_h).getWindow();
auto objectShader = wrapperShader::createWithFilePath("object.vsh", "object.fsh");
auto lightShader = wrapperShader::createWithFilePath("light.vsh", "light.fsh");
int arr_group_nun = 6;
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeNormalArr), cubeNormalArr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, arr_group_nun* sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
//--
glm::vec3 lightPos = glm::vec3(1.0, 1.2, 2.0);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
objectShader.useShaderProgram();
objectShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
objectShader.setVec3("sunColor", 1.0f, 1.0f, 1.0f);
objectShader.setVec3("sunPos", lightPos);
objectShader.setVec3("viewPos", 0,0,0);
glm::mat4 view;
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
objectShader.setMat4fv("view", view);
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), (float)(design_w*1.0 / design_h), 0.1f, 100.0f);
objectShader.setMat4fv("projection", projection);
glm::mat4 model;
model = glm::rotate(model, /*(float)glfwGetTime()*/10.f*glm::radians(30.0f), glm::vec3(0.5f,0.7f, 0.0f));
objectShader.setMat4fv("model", model);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteBuffers(1, &vao);
glDeleteBuffers(1, &vbo);
glfwTerminate();
return 0;
}
效果图: