Python之OpenGL笔记(16):旋转的光照钢边木箱

一、目的

1、光照下的钢边木箱,学习光照基础、材质及光照贴图。

二、程序运行结果

三、光照基础

1、环境光照(Ambient Lighting):
  即使在黑暗的情况下,世界上也仍然有一些光亮(月亮、一个来自远处的光),所以物体永远不会是完全黑暗的。我们使用环境光照来模拟这种情况,也就是无论如何永远都给物体一些颜色。
  把环境光照添加到场景里非常简单。我们用光的颜色乘以一个(数值)很小常量环境因子,再乘以物体的颜色,然后使用它作为片段的颜色。
2、漫反射光照(Diffuse Lighting):
  模拟一个发光物对物体的方向性影响(Directional Impact)。它是冯氏光照模型最显著的组成部分。面向光源的一面比其他面会更亮。
计算漫反射光照需要法向量(一个垂直于顶点表面的向量)和定向的光线(作为光的位置和片段的位置之间的向量差的方向向量。为了计算这个光线,我们需要光的位置向量和片段的位置向量。)两向量向量进行点乘,来计算光对当前片段的实际的散射影响。结果值再乘以光的颜色,得到散射因子。
3、镜面光照(Specular Lighting):
  模拟有光泽物体上面出现的亮点。镜面光照的颜色,相比于物体的颜色更倾向于光的颜色。先计算视线方向与反射方向的点乘(确保它不是负值),然后得到它的32次幂。这个32是高光的发光值(Shininess)。一个物体的发光值越高,反射光的能力越强,散射得越少,高光点越小。

四、材质

  当描述物体的时候,我们可以这样定义一个材质;ambient材质向量定义了在环境光照下这个物体反射的是什么颜色;通常这是和物体颜色相同的颜色。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)我们需要的物体颜色。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)。最后,shininess影响镜面高光的散射/半径。

五、源代码

"""
glfw_cube05.py
Author: dalong10
Description: Draw 4 Cube, learning OPENGL 
"""
import glutils    #Common OpenGL utilities,see glutils.py
import sys, random, math
import OpenGL
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import numpy 
import numpy as np
import glfw

strVS = """
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;

out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;

uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;

void main()
{
    gl_Position = uPMatrix *  uMVMatrix * vec4(position, 1.0f);
    FragPos = vec3(uMVMatrix * vec4(position, 1.0f));
    Normal = mat3(transpose(inverse(uMVMatrix))) * normal;  
    TexCoords = texCoords;
} 
"""

strFS = """
#version 330 core
struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float     shininess;
};  

struct Light {
    vec3 position;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

in vec3 FragPos;  
in vec3 Normal;  
in vec2 TexCoords;
  
out vec4 color;
  
uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main()
{
    // Ambient
    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
  	
    // Diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(light.position - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));  
    
    // Specular
    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 * vec3(texture(material.specular, TexCoords));
        
    color = vec4(ambient + diffuse + specular, 1.0f);  
} 
"""

class FirstCube:
    def __init__(self, side):
        self.side = side

        # load shaders
        self.program = glutils.loadShaders(strVS, strFS)
        glUseProgram(self.program)
        # attributes
        self.vertIndex = glGetAttribLocation(self.program, b"position")
        self.norIndex = glGetAttribLocation(self.program, b"normal")
        self.texIndex = glGetAttribLocation(self.program, b"texCoords")

        lightPos=[1.2,1.0,2.0]             
        s = side/2.0
        cube_vertices = [
            -s, -s, -s, 
             s, -s, -s,
             s, s, -s,
             s, s, -s,
             -s, s, -s,
             -s, -s, -s,
             
             -s, -s, s, 
             s, -s, s,
             s, s, s,
             s, s, s,
             -s, s, s,
             -s, -s, s,

             -s, s, s, 
             -s, s, -s,
             -s, -s, -s,
             -s, -s, -s,
             -s, -s, s,
             -s, s, s,

             s, s, s, 
             s, s, -s,
             s, -s, -s,
             s, -s, -s,
             s, -s, s,
             s, s, s,

             -s, -s, -s, 
             s, -s, -s,
             s, -s, s,
             s, -s, s,
             -s, -s, s,
             -s, -s, -s,

             -s, s, -s, 
             s, s,-s,
             s, s, s,
             s, s, s,
             -s, s, s,
             -s, s,-s
             ]
        # Normals     
        t=1.0
        cube_normals=[
            0,0,-t, 0,0,-t, 0,0,-t, 0,0,-t, 0,0,-t, 0,0,-t,  
            0,0,t,  0,0, t, 0,0, t, 0,0, t, 0,0, t, 0,0, t,  
            -t,0,0, -t,0,0, -t,0,0, -t,0,0, -t,0,0, -t,0,0, 
            t,0,0,  t,0,0,  t,0,0,  t,0,0,  t,0,0,  t,0,0,  
            0,-t,0, 0,-t,0, 0,-t,0, 0,-t,0, 0,-t,0, 0,-t,0, 
            0,t,0,  0,t,0,  0,t,0,  0,t,0,  0,t,0,  0,t,0
            ]       
        # texture coords
        quadT = [
            0,0, t,0, t,t, t,t, 0,t, 0,0, 
            0,0, t,0, t,t, t,t, 0,t, 0,0, 
            t,0, t,t, 0,t, 0,t, 0,0, t,0, 
            t,0, t,t, 0,t, 0,t, 0,0, t,0,  
            0,t, t,t, t,0, t,0, 0,0, 0,t, 
            0,t, t,t, t,0, t,0, 0,0, 0,t
            ]               
        # set up vertex array object (VAO)
        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)
            
        # set up VBOs
        vertexData = numpy.array(cube_vertices, numpy.float32)
        self.vertexBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW)
        
        noData = numpy.array(cube_normals, numpy.float32)
        self.normalsBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.normalsBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(noData), noData,GL_STATIC_DRAW)

        tcData = numpy.array(quadT, numpy.float32)
        self.tcBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.tcBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(tcData), tcData,GL_STATIC_DRAW)
        # enable arrays
        glEnableVertexAttribArray(self.vertIndex)
        glEnableVertexAttribArray(self.norIndex)
        glEnableVertexAttribArray(self.texIndex)
        # Position attribute
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0,None)        
        # Normals attribute
        glBindBuffer(GL_ARRAY_BUFFER, self.normalsBuffer)        
        glVertexAttribPointer(self.norIndex, 3, GL_FLOAT, GL_FALSE, 0,None)
        # TexCoord attribute
        glBindBuffer(GL_ARRAY_BUFFER, self.tcBuffer)        
        glVertexAttribPointer(self.texIndex, 2, GL_FLOAT, GL_FALSE, 0,None)
        
        # unbind VAO
        glBindVertexArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)    

    def render(self,pMatrix,mvMatrix,texid,texid2,a,b,c,scale,r):  
        self.texid = texid
        self.texid2 = texid2
        # enable texture
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.texid)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.texid2)
        # use shader
        glUseProgram(self.program)
        
        glUniformMatrix4fv(glGetUniformLocation(self.program, 'uPMatrix'), 
                          1, GL_FALSE, pMatrix)       
        # set modelview matrix
        glUniformMatrix4fv(glGetUniformLocation(self.program, 'uMVMatrix'), 
                          1, GL_FALSE, mvMatrix)

        glUniform1i(glGetUniformLocation(self.program, "material.diffuse"),  0)
        glUniform1i(glGetUniformLocation(self.program, "material.specular"),  1)
        
        lightPosLoc = glGetUniformLocation(self.program, "light.position")
        glUniform3f(lightPosLoc,   1.2, 1.0, 2.0)
        # Set lights properties
        glUniform3f(glGetUniformLocation(self.program, "light.ambient"),  0.2, 0.2, 0.2)
        glUniform3f(glGetUniformLocation(self.program, "light.diffuse"),  0.5, 0.5, 0.5)
        glUniform3f(glGetUniformLocation(self.program, "light.specular"), 1.0, 1.0, 1.0)
        # Set material properties
        glUniform1f(glGetUniformLocation(self.program, "material.shininess"), 32.0)
        
        # bind VAO
        glBindVertexArray(self.vao)
        glEnable(GL_DEPTH_TEST)
        # draw
        glDrawArrays(GL_TRIANGLES, 0, 36)
        # unbind VAO
        glBindVertexArray(0)

if __name__ == '__main__':
    import sys
    import glfw
    import OpenGL.GL as gl
    camera = glutils.Camera([0.0, 0.0, 3.0],
                             [0.0, 0.0, 0.0],
                             [0.0, 1.0, 0.0])
    def on_key(window, key, scancode, action, mods):
        if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
            glfw.set_window_should_close(window,1)

    # Initialize the library
    if not glfw.init():
        sys.exit()

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(300, 300, "draw Light Cube ", None, None)
    if not window:
        glfw.terminate()
        sys.exit()

    # Make the window's context current
    glfw.make_context_current(window)

    # Install a key handler
    glfw.set_key_callback(window, on_key)
    PI = 3.14159265358979323846264
    texid = glutils.loadTexture("container2.png")
    texid2 = glutils.loadTexture("container2_specular.png")
    # Loop until the user closes the window
    a=0
    firstCube0 = FirstCube(1.0)
    while not glfw.window_should_close(window):
        # Render here
        width, height = glfw.get_framebuffer_size(window)
        ratio = width / float(height)
        gl.glViewport(0, 0, width, height)       
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(-ratio, ratio, -1, 1, 1, -1)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glClearColor(0.0,0.0,4.0,0.0)  
        camera.eye=[5*math.sin(a*PI/180.0),0,5*math.cos(a*PI/180.0)]              
        pMatrix = glutils.perspective(100.0, ratio, 0.1, 100.0)
        # modelview matrix
        mvMatrix = glutils.lookAt(camera.eye, camera.center, camera.up)
        glBindTexture(GL_TEXTURE_2D, texid)              
        i=a 
        firstCube0.render(pMatrix, mvMatrix,texid,texid2,1.2,1.0,2.0 ,0.5,i)
        a=a+1
        if a>360:
            a=0                    
        # Swap front and back buffers
        glfw.swap_buffers(window)       
        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()

六、参考文献

1、learnopengl教程 https://learnopengl-cn.readthedocs.io/zh/latest/02%20Lighting/04%20Lighting%20maps/
2、大龙10简书 https://www.jianshu.com/p/4382b25ad797
3、贴图地址: https://learnopengl.com/img/textures/container2.png,
https://learnopengl.com/img/textures/container2_specular.png

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