以下是着色器及主函数,换了shader.h之后更改uniform数据明显代码数量减少
为了显示的比较真实,箱子的纹理一共贴了两层,金属框和木头,因为只有金属才会反光,所以只对金属的纹理做了光照
效果如下图
#define GLEW_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include
#include
#include
#include
#include
#include
#include"shader.h"
#include
using namespace std;
bool keys[1024];
//视角
GLfloat pitch = 0.0f;
GLfloat yaw = -90.0f;
GLfloat lastx = 400.0f;
GLfloat lasty = 300.0f;
GLfloat fov = 45.0f;
GLfloat deltaTime = 0.0f; // Time between current frame and last frame
GLfloat lastFrame = 0.0f; // Time of last frame
bool firstMouse = true;
glm::vec3 cameraPos = glm::vec3(0.0f, 0.7f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -2.0f);//方向向量=原点-pos
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void do_moment();
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void roll_callback(GLFWwindow* window, double xoffset, double yoffset);
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_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "light", nullptr, nullptr);
if (window == NULL)
{
cout << "Fail to create such window!" << endl;
glfwTerminate();
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glfwSetScrollCallback(window, roll_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glewExperimental = GL_TRUE;
glewInit();
GLfloat 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