OpenGL 笔记2

结构体的uniform设置的名称 "xxx.xxx" 

uniform是数组则使"xxx[n]"


光源

光源的设置 直射光、点光源、聚光源

代码中主要就是传必要的值给shader

#ifndef LIGHT_H
#define LIGHT_H

#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#include "Shader.h"


class DirectionLight {
	
public:
	glm::vec3 direction;
	glm::vec3 color;
	float intensity;

	DirectionLight(glm::vec3 direction,glm::vec3 color,float intensity) {
		this->direction = direction;
		this->color = color;
		this->intensity = intensity;
	}

	void ApplyLightToShader(Shader shader) {

		shader.SetVec3("directLight.lightDir", direction);
		shader.SetVec3("directLight.lightColor", color);
		shader.SetFloat("directLight.intensity", intensity);
	}
	
};

class PointLight {
public:
	glm::vec3 pos;
	glm::vec3 color;
	float intensity;
	float constant;
	float linear;
	float quadratic;

	PointLight(glm::vec3 pos, glm::vec3 color, float intensity,glm::vec3 clq) {
		this->pos = pos;
		this->color = color;
		this->intensity = intensity;
		this->constant = clq.x;
		this->linear = clq.y;
		this->quadratic = clq.z;
	}

	void ApplyLightToShader(Shader shader,char* name ) {
		
		std::string lightName(name);
		shader.SetVec3((lightName +".lightPos").c_str(), pos);
		shader.SetVec3((lightName + ".lightColor").c_str(),color);
		shader.SetFloat((lightName + ".intensity").c_str(), intensity);
		shader.SetFloat((lightName + ".constant").c_str(),constant );
		shader.SetFloat((lightName + ".linear").c_str(), linear);
		shader.SetFloat((lightName + ".quadratic").c_str(), quadratic);
		
		
	}
};

class SpotLight {

public:
	glm::vec3 direction;
	glm::vec3 pos;
	glm::vec3 color;
	float innerCutOff;
	float outerCutOff;
	float intensity;

	SpotLight(glm::vec3 direction, glm::vec3 pos, glm::vec3 color, float innerCutOff, float outerCutOff, float intensity) {
		this->direction = direction;
		this->pos = pos;
		this->color = color;
		this->innerCutOff = innerCutOff;
		this->outerCutOff = outerCutOff;
		this->intensity = intensity;
	}

	void AlppyLightToShader(Shader shader) 
	{
		shader.SetVec3("spotLight.lightDir", direction);
		shader.SetVec3("spotLight.lightPos", pos);
		shader.SetVec3("spotLight.lightCol", color);
		shader.SetFloat("spotLight.innerCutOff", innerCutOff);
		shader.SetFloat("spotLight.outerCutOff", outerCutOff);
		shader.SetFloat("spotLight.intensity", intensity);

	}

};


#endif

shader中计算 ps:不知道是不是个人问题,这里点光源的最大值必须和实际传入的数量相同,(比如这里是四个点光源,就一定要传入四个点光源的数据)不然整个物体都是黑色的,按理说用的是+=,如果默认0的话应该不会有影响啊- -||。 

#version 330 core

struct Material{
	vec3 ambient;
	sampler2D albedoTex;
	sampler2D specularTex;
	float gloss;
};
struct DirectLight{
	vec3 lightColor;
	vec3 lightDir;
	float intensity;
};
struct PointLight{
	vec3 lightColor;
	vec3 lightPos;
	float intensity;
	float constant;
	float linear;
	float quadratic;
};
struct SpotLight{
	vec3 lightDir;
	vec3 lightPos;
	vec3 lightCol;
	float innerCutOff;
	float outerCutOff;
	float intensity;
};

#define MAX_POINT_LIGHTS 4

in vec3 worldPos;
in vec3 worldNormal;
in vec2 texCoord;

out vec4 FragColor;

uniform Material mat;
uniform DirectLight directLight;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform vec3 cameraPos;


vec3 CalcDirectLight(DirectLight light,vec3 normal,vec3 viewDir){
	vec3 lightDir=normalize(-light.lightDir);
	vec3 reflectDir=reflect(-lightDir,normal);
	
	vec3 albedo=texture(mat.albedoTex,texCoord).rgb;
	vec3 specularCol=texture(mat.specularTex,texCoord).rgb;
	
	vec3 ambient=albedo*mat.ambient;
	vec3 diffuse=light.lightColor*albedo*max(0,dot(normal,lightDir));
	vec3 specular=light.lightColor*specularCol*pow(max(0,dot(reflectDir,viewDir)),mat.gloss);
	
	return (ambient+diffuse+specular)*light.intensity;
	
}
vec3 CalcPointLight(PointLight light,vec3 normal,vec3 viewDir,vec3 worldPos){

	vec3 lightVector=light.lightPos-worldPos;
	vec3 lightDir=normalize(lightVector);
	vec3 reflectDir=reflect(-lightDir,normal);
	
	vec3 albedo=texture(mat.albedoTex,texCoord).rgb;
	vec3 specularCol=texture(mat.specularTex,texCoord).rgb;
	
	vec3 diffuse=light.lightColor*albedo*max(0,dot(normal,lightDir));
	vec3 specular=light.lightColor*specularCol*pow(max(0,dot(reflectDir,viewDir)),mat.gloss);
	
	
	float distance=length(lightVector);
	float attenuation=1.0f/(light.constant+light.linear*distance+light.quadratic*pow(distance,2));
	
	return (diffuse+specular)*attenuation*light.intensity;
}
vec3 CalcSpotLight(SpotLight light,vec3 normal,vec3 viewDir,vec3 worldPos){
	vec3 lightVector=light.lightPos-worldPos;
	vec3 lightDir=normalize(lightVector);
	
	float theta     = dot(lightDir, normalize(-light.lightDir));
	float epsilon   = light.innerCutOff - light.outerCutOff;//outerCutOff和innerCutOff都是cos值
	float attenuation = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);    
	
	vec3 reflectDir=reflect(-lightDir,normal);
	vec3 albedo=texture(mat.albedoTex,texCoord).rgb;
	vec3 specularCol=texture(mat.specularTex,texCoord).rgb;
	vec3 diffuse=light.lightCol*albedo*max(0,dot(normal,lightDir));
	vec3 specular=light.lightCol*specularCol*pow(max(0,dot(reflectDir,viewDir)),mat.gloss);
	
	return (diffuse+specular)*attenuation*light.intensity;
}	


void main()
{
	vec3 normal=normalize(worldNormal);
	vec3 viewDir=normalize(cameraPos-worldPos);
	
	vec3 finalColor=CalcDirectLight(directLight,normal,viewDir);
	
	for(int i=0;i<MAX_POINT_LIGHTS;i++){
		finalColor+=CalcPointLight(pointLights[i],normal,viewDir,worldPos);
	}
	finalColor+=CalcSpotLight(spotLight,normal,viewDir,worldPos);
    FragColor =vec4(finalColor,1);
   
}

模型载入

使用资源加载库Assimp加载模型->将资源转为我们自己的数据结构->顶点属性数据绑定VAO、VBO、EBO->其余资源(如贴图)载入并传至shader->渲染

自定义的mesh和model

#ifndef MESH_H
#define MESH_H

#include <glad/glad.h> 
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Shader.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;

struct Vertex {
	glm::vec3 Position;
	glm::vec3 Normal;
	glm::vec2 TexCoords;
	glm::vec3 Tangent;
	glm::vec3 Bitangent;
};
struct Texture {
	unsigned int id;
	string type;
	string path;
};

class Mesh {
public:
	vector<Vertex> vertexs;
	vector<unsigned int> indices;
	vector<Texture> textures;
	Mesh(vector<Vertex> vertexs, vector<unsigned int> indices, vector<Texture> textures) {
		this->vertexs = vertexs;
		this->indices = indices;
		this->textures = textures;
		SetupMesh();
	}
	void DrawMesh(Shader shader) {
		//设置纹理 约定名称为texture_diffuse/specular/normal/heightN
		unsigned int diffuseNr = 1, specularNr = 1, normalNr = 1, heightNr = 1;
		for (unsigned int i = 0; i < textures.size(); i++)
		{
			glActiveTexture(GL_TEXTURE0 + i);
			string number, name;
			name = textures[i].type;
			if (name == "texture_diffuse") number = to_string(diffuseNr++);
			if (name == "texture_specular") number = to_string(specularNr++);
			if (name == "texture_normal")number = to_string(normalNr++);
			if (name == "texture_height")number = to_string(heightNr++);

			glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
			glBindTexture(GL_TEXTURE_2D, textures[i].id);
		}
		//绘制网格
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
		//重置默认
		glBindVertexArray(0);
		glActiveTexture(GL_TEXTURE0);
	}
private:
	unsigned int VAO, VBO, EBO;
	void SetupMesh() {
		glGenVertexArrays(1, &VAO);
		glGenBuffers(1, &VBO);
		glGenBuffers(1, &EBO);

		glBindVertexArray(VAO);

		glBindBuffer(GL_ARRAY_BUFFER, VBO);
		glBufferData(GL_ARRAY_BUFFER, vertexs.size() * sizeof(Vertex), &vertexs[0], GL_STATIC_DRAW);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);

		
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);

		glEnableVertexAttribArray(1);
		glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,Normal));
		
		glEnableVertexAttribArray(2);
		glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));

		glEnableVertexAttribArray(3);
		glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
		
		glEnableVertexAttribArray(4);
		glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));

		glBindVertexArray(0);
	}
};





#endif
#ifndef MODEL_H
#define MODEL_H

#include <glad/glad.h> 

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "Mesh.h"
#include "Shader.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std;

class Model {
public:

	vector<Mesh> meshs;
	string directory;
	vector<Texture> textures_loaded;//每张纹理只存一次
	Model(char* path) {
		loadModel(path);
	}

	void Draw(Shader shader) {

		for (unsigned int i = 0; i < meshs.size(); i++)
		{
			meshs[i].DrawMesh(shader);
		}
	}

private:

	void loadModel(string path) {
		Assimp::Importer importer;
		//第二个参数为对导入模型的额外处理,分别是三角化和反转y轴
		const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
		if(!scene||scene->mFlags==AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
			cout << "ERROR::ASSIMP::" << importer.GetErrorString() << endl;
			return;
		}
		directory = path.substr(0, path.find_last_of('/'));
		processNode(scene->mRootNode,scene);
	}

	void processNode(aiNode *node, const aiScene *scene) {
		//节点中存储的是网格数组的序列,网格数组在scene中
		for (unsigned int i = 0; i < node->mNumMeshes; i++)
		{
			aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
			Mesh a = processMesh(mesh, scene);
			meshs.push_back(a);
		}

		//继续递归遍历
		for (unsigned int i = 0; i < node->mNumChildren; i++) {
			processNode(node->mChildren[i],scene);
		}
	}

	Mesh processMesh(aiMesh *mesh, const aiScene *scene) {
		//将aiMesh转为我们自己的mesh类型 normal tangent bitangent 不一定有,最好检查一下
		vector<Vertex> vertexs;
		for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
			Vertex vertex;
			glm::vec3 vector;
			vector.x = mesh->mVertices[i].x;
			vector.y = mesh->mVertices[i].y;
			vector.z = mesh->mVertices[i].z;
			vertex.Position = vector;

			vector.x = mesh->mNormals[i].x;
			vector.y = mesh->mNormals[i].y;
			vector.z = mesh->mNormals[i].z;
			vertex.Normal = vector;

			//我们只用第一层的uv
			if (mesh->mTextureCoords[0])
			{
				glm::vec2 uv;
				uv.x = mesh->mTextureCoords[0][i].x;
				uv.y = mesh->mTextureCoords[0][i].y;
				vertex.TexCoords = uv;
			}
			else
			{
				vertex.TexCoords = glm::vec2(0, 0);
			}
			if (mesh->HasTangentsAndBitangents()) {
				vector.x = mesh->mTangents[i].x;
				vector.y = mesh->mTangents[i].y;
				vector.z = mesh->mTangents[i].z;
				vertex.Tangent = vector;
				vector.x = mesh->mBitangents[i].x;
				vector.y = mesh->mBitangents[i].y;
				vector.z = mesh->mBitangents[i].z;

				vertex.Tangent = vector;
			}
			else
			{
				vertex.Tangent = glm::vec3(0);

				vertex.Bitangent = glm::vec3(0);
			}
			
			
			vertexs.push_back(vertex);

		}

		vector<unsigned int >indices;
		for (unsigned int i = 0; i < mesh->mNumFaces; i++)
		{
			aiFace face = mesh->mFaces[i];
			for (unsigned int j = 0; j < face.mNumIndices; j++)
			{
				indices.push_back(face.mIndices[j]);
			}
		}

		vector<Texture> textures;
		aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];

		vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
		textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());

		vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
		textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());

		vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_NORMALS, "texture_normal");
		textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());

		vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_height");
		textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());

		return Mesh(vertexs, indices, textures);
	}

	vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type,
		string typeName) {
		vector<Texture> textures;
		for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
		{
			aiString str;
			mat->GetTexture(type, i, &str);
			bool isLoaded=false;
			for (unsigned int j = 0; j < textures_loaded.size(); j++)
			{
				if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0) {
					textures.push_back(textures_loaded[j]);
					isLoaded = true;
					break;
				}
			}
			if (!isLoaded)
			{
				Texture texture;
				texture.id = TextureFromFile(str.C_Str(), directory);
				texture.type = typeName;
				texture.path = str.C_Str();
				textures.push_back(texture);
			}
		}
		return textures;
	}

	unsigned int TextureFromFile(const char *path, const string &directory) {
		string filename = string(path);
		filename = directory + '/' + filename;

		unsigned int textureID;
		glGenTextures(1, &textureID);

		int width, height, nrComponents;
		unsigned char *data = stbi_load(filename.c_str(), &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;
	}
};



#endif

 

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