在上一节中,我们提到不同的物体对光有不同的反应,实际上同一物体的部分往往不是同一种材料构成的,比如汽车的车身喷漆之后往往很光亮,车窗会部分反射周围的环境,而轮胎的橡胶部分则比较暗淡。为了更好的模拟现实中的物体接受光照效果,我们应该为物体的不同部分指定不同的材质属性,而不是整个物体共用一个材质。
不同的部分对应不同的材质,这有点类似于根据纹理坐标获取不同的纹素,我们采用与纹理坐标类似的light maps方法。也就是为物体的不同部分指定不同的坐标,这个坐标从light map获取不同的材质属性,对应漫反射有diffuse map,镜面反射有specular map。
以上部分参考OpenGL学习脚印
借用Unity3D中对light mapping的解释
light mapping:对一些静态的物体和光,预先计算存储,不必实时计算,这个过程叫作baking。baking的结果就是一张lightmapping贴图。
漫反射贴图(diffuse mapping)
类似于纹理坐标,要使用diffuse map,我们需要在顶点属性中添加纹理坐标,可以从这里获取。
我们使用LearnOpenGL CN中提供的有钢边框的木箱,并使用我们的LoadImageToGPU()函数来加载纹理
在着色器中,重新定义材质属性为
struct Material{
vec3 ambient;
sampler2D diffuse;
vec3 specular;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
物体材质方面,环境光一般和漫反射相同,只是强度不同,因此计算环境光和漫反射都使用diffuse map,如下所示
#version 330 core
struct Material{
vec3 ambient;
sampler2D diffuse;
vec3 specular;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform vec3 objColor;
uniform vec3 ambientColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 CameraPos;
uniform Material material;
out vec4 FragColor;
void main()
{
vec3 lightDir = normalize(lightPos-FragPos);
vec3 reflectVec = reflect(-lightDir,Normal);
vec3 CameraVec = normalize(CameraPos-FragPos);
//specular
float specularAmount = pow(max(dot(reflectVec,CameraVec),0),material.shininess);
vec3 specular = material.specular * specularAmount * lightColor;
//diffuse
vec3 diffuse =texture(material.diffuse,TexCoord).rgb * max( dot(lightDir,Normal),0) * lightColor;
//ambient
vec3 ambient = texture(material.diffuse,TexCoord).rgb*ambientColor;
FragColor = vec4((diffuse + ambient + specular) * objColor,1.0);
}
更新顶点着色器来以顶点属性的形式接受纹理坐标,并将它们传递到片段着色器中:
#version 330 core
layout (location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location=2) in vec2 aTexCoord;
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;
//out vec2 TexCoord;
//out vec4 vertexColor;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
void main()
{
gl_Position = projMat * viewMat * modelMat * vec4(aPos, 1.0);
FragPos= (modelMat * vec4(aPos.xyz,1.0)).xyz;
Normal = mat3(transpose(inverse(modelMat)))* aNormal;
TexCoord=aTexCoord;
}
main函数
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include"Shader.h"
#include"Camera.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include"Material.h"
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT =600;
#pragma region Camera Declare
Camera camera(glm::vec3(0, 0, 3.0f), glm::radians(-15.0f), glm::radians(180.0f), glm::vec3(0, 1.0f, 0));
#pragma endregion
#pragma region Input Declare
float lastX;
float lastY;
bool firstMouse = true;
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.speedZ = 0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.speedZ = -0.1f;
}
else
{
camera.speedZ = 0;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.speedX = 0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.speedX = -0.1f;
}
else
{
camera.speedX = 0;
}
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
camera.speedY = -0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
camera.speedY = 0.1f;
}
else
{
camera.speedY = 0;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse == true)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float deltaX, deltaY;
deltaX = xpos - lastX;
deltaY = ypos - lastY;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(deltaX, deltaY);
}
#pragma endregion
unsigned int LoadImageToGPU(const char*filename, GLint internalformat, GLenum format, int textureSlot)
{
unsigned int texBuffer;
glGenTextures(1, &texBuffer);
glActiveTexture(GL_TEXTURE0 + textureSlot);
glBindTexture(GL_TEXTURE_2D, texBuffer);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
return texBuffer;
}
int main()
{
#pragma region Open a window
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
#pragma endregion
#pragma region Model Data
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,
0.5f, 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
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
#pragma endregion
#pragma region Init Shader Pragram
Shader *ourShader = new Shader("VertexSource.vert", "fragmentSource.frag");
#pragma region Init Material
Material* myMaterial = new Material(ourShader,
LoadImageToGPU("container2.png",GL_RGBA,GL_RGBA,0),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0, 1.0f, 0),
32.0f);
#pragma endregion
#pragma endregion
#pragma region Init and Load Models to VAO,VBO
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
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);
#pragma endregion
#pragma region Init and Load Texture
/*unsigned int texBufferA;
texBufferA = LoadImageToGPU("container.jpg",GL_RGB,GL_RGB,0);
unsigned int texBufferB;
texBufferB = LoadImageToGPU("awesomeface.png",GL_RGBA, GL_RGBA, 1);*/
#pragma endregion
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
#pragma region Prepare MVP matrices
glm::mat4 modelMat;
glm::mat4 viewMat;
glm::mat4 projMat;
projMat = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
#pragma endregion
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
processInput(window);
// clear srceen
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!
viewMat = camera.GetViewMatrix();
for (unsigned int i = 0; i < 10; i++)
{
//set Model Matrix
modelMat = glm::translate(glm::mat4(1.0f), cubePositions[i]);
//set View and Project Matrices here
//set Material->shader program
ourShader->use();
//set Material->textures
/*glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texBufferA);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texBufferB);*/
//set material->uniforms
/* glUniform1i(glGetUniformLocation(ourShader.ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(ourShader.ID, "ourFace"), 1);*/
unsigned int modelLoc = glGetUniformLocation(ourShader->ID, "modelMat");
unsigned int viewLoc = glGetUniformLocation(ourShader->ID, "viewMat");
unsigned int projectLoc = glGetUniformLocation(ourShader->ID, "projMat");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(modelMat));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(projectLoc, 1, GL_FALSE, glm::value_ptr(projMat));
glUniform3f(glGetUniformLocation(ourShader->ID, "objColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "ambientColor"), 0.5f,0.5f,0.5f);
glUniform3f(glGetUniformLocation(ourShader->ID, "lightPos"), 10.0f, 10.0f, -5.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "lightColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "CameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);
myMaterial->shader->SetUniform3f("material.ambient", myMaterial->ambient);
//myMaterial->shader->SetUniform3f("material.diffuse", myMaterial->diffuse);
myMaterial->shader->SetUniform1f("material.shininess", myMaterial->shininess);
myMaterial->shader->SetUniform3f("material.specular", myMaterial->specular);
myMaterial->shader->SetUniform1i("material.diffuse", 0);
// set Model
glBindVertexArray(VAO);
//Drawcall
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//Clean up,prepare for next render loop
glfwSwapBuffers(window);
glfwPollEvents();
camera.UpdataCameraPos();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
镜面光贴图
假设我们想要一个由钢做成的边架的木制容器,当接受镜面光时,刚架子很亮,而木制部分镜面光比较弱,要达到这一效果,我们可以为钢架子指定较强的强度,而木制部分强度较弱。使用类似于漫反射贴图的specualr map方法。
使用LearnOpenGL CN提供的镜面光贴图
在着色器中使用specualr map和diffuse map完成光照计算过程
#version 330 core
struct Material{
vec3 ambient;
sampler2D diffuse;
sampler2D specular;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform vec3 objColor;
uniform vec3 ambientColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 CameraPos;
uniform Material material;
out vec4 FragColor;
void main()
{
vec3 lightDir = normalize(lightPos-FragPos);
vec3 reflectVec = reflect(-lightDir,Normal);
vec3 CameraVec = normalize(CameraPos-FragPos);
//specular
float specularAmount = pow(max(dot(reflectVec,CameraVec),0),material.shininess);
vec3 specular = texture(material.specular,TexCoord).rgb * specularAmount * lightColor;
//diffuse
vec3 diffuse =texture(material.diffuse,TexCoord).rgb * max( dot(lightDir,Normal),0) * lightColor;
//ambient
vec3 ambient = texture(material.diffuse,TexCoord).rgb*ambientColor;
FragColor = vec4((diffuse + ambient + specular) * objColor,1.0);
}
有所改动的material类
material.h
#pragma once
#include"Shader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
class Material
{
public:
Shader *shader;
unsigned int diffuse;
unsigned int specular;
glm::vec3 ambient;
float shininess;
Material(Shader* _shader, unsigned int _diffuse, unsigned int _specular,glm::vec3 _ambient,float _shininess);
~Material();
};
material.cpp
#include "Material.h"
Material::Material(Shader * _shader, unsigned int _diffuse, unsigned int _specular, glm::vec3 _ambient, float _shininess)
:shader(_shader),
diffuse(_diffuse),
specular(_specular),
ambient(_ambient),
shininess(_shininess)
{
}
Material::~Material()
{
}
main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include"Shader.h"
#include"Camera.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include"Material.h"
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT =600;
#pragma region Camera Declare
Camera camera(glm::vec3(0, 0, 3.0f), glm::radians(-15.0f), glm::radians(180.0f), glm::vec3(0, 1.0f, 0));
#pragma endregion
#pragma region Input Declare
float lastX;
float lastY;
bool firstMouse = true;
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.speedZ = 0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.speedZ = -0.1f;
}
else
{
camera.speedZ = 0;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.speedX = 0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.speedX = -0.1f;
}
else
{
camera.speedX = 0;
}
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
camera.speedY = -0.1f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
camera.speedY = 0.1f;
}
else
{
camera.speedY = 0;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse == true)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float deltaX, deltaY;
deltaX = xpos - lastX;
deltaY = ypos - lastY;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(deltaX, deltaY);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
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;
}
#pragma endregion
unsigned int LoadImageToGPU(const char*filename, GLint internalformat, GLenum format, int textureSlot)
{
unsigned int texBuffer;
glGenTextures(1, &texBuffer);
glActiveTexture(GL_TEXTURE0 + textureSlot);
glBindTexture(GL_TEXTURE_2D, texBuffer);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
return texBuffer;
}
int main()
{
#pragma region Open a window
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
#pragma endregion
#pragma region Model Data
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,
0.5f, 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
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
#pragma endregion
#pragma region Init Shader Pragram
Shader *ourShader = new Shader("VertexSource.vert", "fragmentSource.frag");
#pragma region Init Material
Material* myMaterial = new Material(ourShader,
LoadImageToGPU("container2.png",GL_RGBA,GL_RGBA,Shader::DIFFUSE),
LoadImageToGPU("container2_specular.png", GL_RGBA, GL_RGBA, Shader::SPECULAR),
glm::vec3(0, 1.0f, 0),
32.0f);
#pragma endregion
#pragma endregion
#pragma region Init and Load Models to VAO,VBO
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
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);
#pragma endregion
#pragma region Init and Load Texture
/*unsigned int texBufferA;
texBufferA = LoadImageToGPU("container.jpg",GL_RGB,GL_RGB,0);
unsigned int texBufferB;
texBufferB = LoadImageToGPU("awesomeface.png",GL_RGBA, GL_RGBA, 1);*/
#pragma endregion
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
#pragma region Prepare MVP matrices
glm::mat4 modelMat;
glm::mat4 viewMat;
glm::mat4 projMat;
projMat = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
#pragma endregion
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
processInput(window);
// clear srceen
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!
viewMat = camera.GetViewMatrix();
for (unsigned int i = 0; i < 10; i++)
{
//set Model Matrix
modelMat = glm::translate(glm::mat4(1.0f), cubePositions[i]);
//set View and Project Matrices here
//set Material->shader program
ourShader->use();
//set Material->textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, myMaterial->diffuse);
glActiveTexture(GL_TEXTURE0+1);
glBindTexture(GL_TEXTURE_2D, myMaterial->specular);
//set material->uniforms
/* glUniform1i(glGetUniformLocation(ourShader.ID, "ourTexture"), 0);
glUniform1i(glGetUniformLocation(ourShader.ID, "ourFace"), 1);*/
unsigned int modelLoc = glGetUniformLocation(ourShader->ID, "modelMat");
unsigned int viewLoc = glGetUniformLocation(ourShader->ID, "viewMat");
unsigned int projectLoc = glGetUniformLocation(ourShader->ID, "projMat");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(modelMat));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
glUniformMatrix4fv(projectLoc, 1, GL_FALSE, glm::value_ptr(projMat));
glUniform3f(glGetUniformLocation(ourShader->ID, "objColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "ambientColor"), 0.5f,0.5f,0.5f);
glUniform3f(glGetUniformLocation(ourShader->ID, "lightPos"), 10.0f, 10.0f, -5.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "lightColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "CameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);
myMaterial->shader->SetUniform3f("material.ambient", myMaterial->ambient);
//myMaterial->shader->SetUniform3f("material.diffuse", myMaterial->diffuse);
myMaterial->shader->SetUniform1f("material.shininess", myMaterial->shininess);
//myMaterial->shader->SetUniform3f("material.specular", myMaterial->specular);
myMaterial->shader->SetUniform1i("material.diffuse", Shader::DIFFUSE);
myMaterial->shader->SetUniform1i("material.specular",Shader::SPECULAR);
// set Model
glBindVertexArray(VAO);
//Drawcall
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//Clean up,prepare for next render loop
glfwSwapBuffers(window);
glfwPollEvents();
camera.UpdataCameraPos();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}