目录
一、前言
现实世界一个物体通常由多种材质组合而成,如一辆车轮胎和外壳材质不同,而将整个物体的材质定义为一个整体是不合理的。本节引入漫反射、镜面光贴图。
二、漫反射贴图
漫反射贴图是对物体的每个片段单独设置为漫反射颜色(与纹理一样),使用一张覆盖物体的图像,能够逐片段索引其独立的颜色值。
漫反射贴图表现了物体所有的漫反射颜色的纹理图像。
漫反射贴图和纹理是一样的原理,在Material结构体中定义sampler2D采样器来替代漫反射颜色。同时Material移除了环境光材质颜色向量,因为环境光颜色在几乎所有情况下都等于漫反射颜色。
sampler2D是不透明类型,只能声明为uniform变量。
2.1 片段着色器
将在片段着色器中需要纹理坐标,所以声明一个额外的输入变量,然后从纹理中采样片段的漫反射颜色值即可。
#version 330 core
struct Material{
sampler2D diffuse;//漫反射纹理贴图
vec3 specular;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 Normal; //法向量:垂直于顶点表面的向量
in vec3 FragPos; //片段位置向量:世界坐标系下
in vec2 TexCoords;
uniform vec3 lightPos; //光源位置向量
uniform vec3 viewPos; //观察者位置向量
uniform vec3 lightColor;
uniform Material material;
uniform Light light;
void main()
{
// 环境光照
vec3 ambient =light.ambient*texture(material.diffuse,TexCoords).rgb;
// 漫反射
vec3 norm = normalize(Normal);//世界坐标系法向量归一化,单位向量
vec3 lightDir = normalize(lightPos - FragPos);//计算光源入射向量
float diff = max(dot(norm, lightDir), 0.0); //计算光源对当前片段影响
vec3 diffuse = light.diffuse*diff * texture(material.diffuse,TexCoords).rgb ;
// 镜面反射 + 反光强度Shininess(镜面高光散射半径)
vec3 viewDir = normalize(viewPos - FragPos);//观察者位置到物体位置,视线向量
vec3 reflectDir = reflect(-lightDir, norm); //计算沿着法线轴的反射向量
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);//反射光强度:视线方向与反射方向的点乘
vec3 specular = light.specular*(spec * material.specular);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}
2.2 顶点着色器
将图片以纹理的方式传递到顶点着色器纹理输入:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model*vec4(aPos,1.0));
Normal = mat3(transpose(inverse(model)))*aNormal;
TexCoords = aTexCoords;
}
镜面光贴图和漫反射贴图非常类似,要对镜面光贴图使用一个不同的纹理单元,然后在渲染之前先把它绑定到合适的纹理单元上即可,参考纹理贴两个图。
..........
// shader configuration
// --------------------
lightingShader.use();
lightingShader.setInt("material.diffuse", 0);
lightingShader.setInt("material.specular", 1);
.......
// bind diffuse map
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
// bind specular map
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularMap);
所有源码如下:
#include <iostream>
#include <string>
#include "glad.h"
#include "GL/glfw3.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "Camera.h"
//全局变量
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
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 deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
float 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,
0.5f, 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, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 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, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 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, 1.0f, 0.0f, 0.0f, 1.0f, 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, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 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, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
//回调函数
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
//float cameraSpeed = 0.05f; // adjust accordingly
float cameraSpeed = 2.5f * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
//cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
//cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
//cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
//cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}
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);
}
//3.0监听鼠标移动事件
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
//仿止第一次进入窗口,鼠标位置较远,产生跳变
if (firstMouse) // 这个bool变量初始时是设定为true的
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // 注意这里是相反的,因为y坐标是从底部往顶部依次增大的
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
//鼠标回调函数
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
//载入纹理
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;
}
int main()
{
//glfw 初始化
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建窗体
GLFWwindow* pWD = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Lighting", NULL, NULL);
if (pWD == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//注册回调
glfwMakeContextCurrent(pWD);
glfwSetFramebufferSizeCallback(pWD, framebuffer_size_callback);
glfwSetCursorPosCallback(pWD, mouse_callback);
glfwSetScrollCallback(pWD, scroll_callback);
//glfw捕捉鼠标
glfwSetInputMode(pWD, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//使用glad载入OpenGL函数地址
int loadRet = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
if (!loadRet)
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//使能深度测试
glEnable(GL_DEPTH_TEST);
//着色器
Shader lightShader("light.vs", "light.fms");
Shader ObjShader("Obj.vs", "Obj.fms");
//导入物体顶点数据
unsigned int VBO, ObjVAO;
glGenVertexArrays(1, &ObjVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(ObjVAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
/*index: 指定整体顶点属性索引 0 position;size:指定每个顶点属性几个构成部分;type:指定每个部分数据类型*/
/*normalized:指定定点数据值是否需要被标准化(true (-1,1)),访问时直接转化为定点值(false)*/
/*stride:指定数据偏移,步长;设置为0,让OpenGL去决定步长多少;*/
/*pointer:表示位置数据在缓冲中起始位置的偏移量(Offset)*/
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
//导入光源顶点数据
unsigned int LightVAO;
glGenVertexArrays(1, &LightVAO);
glBindVertexArray(LightVAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);//前面数据已经传到内存了
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//导入纹理
unsigned int diffuseMap = loadTexture(std::string("container2.png").c_str());
ObjShader.use();
ObjShader.setInt("material.diffuse", 0);
while (!glfwWindowShouldClose(pWD))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(pWD);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//渲染物体
ObjShader.use();
//ObjShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
ObjShader.setVec3("lightPos", lightPos);
ObjShader.setVec3("viewPos", camera.Position);
//ObjShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f);
//ObjShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f);
ObjShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
ObjShader.setFloat("material.shininess", 32.0f);
ObjShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
ObjShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); // 将光照调暗了一些以搭配场景
ObjShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
//model view projection
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ObjShader.setMat4("model", model);
ObjShader.setMat4("view", view);
ObjShader.setMat4("projection", projection);
// 绑定漫反射图(纹理)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glBindVertexArray(ObjVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//渲染 光源 (画)
lightShader.use();
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
lightShader.setMat4("model", model);
lightShader.setMat4("view", view);
lightShader.setMat4("projection", projection);
glBindVertexArray(LightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//交换缓冲,获取事件
glfwSwapBuffers(pWD);
glfwPollEvents();
}
glDeleteVertexArrays(1, &LightVAO);
glDeleteVertexArrays(1, &ObjVAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
参考: