文章目录
1.光照
在现实生活中看到某一物体的颜色并不是这个物体真正拥有的颜色,而是它所反射的(Reflected)颜色
2.创建一个光照场景
(1)被照物体:类似前几次,绘制一个立方体,为了简化,先不做纹理映射
(2)光源:绘制一个立方体模拟光照
需要为光源创建一个VAO?
当然也可以让这个灯和其它物体使用同一个VAO,简单地对它的model(模型)矩阵做一些变换就好了,然而如果频繁地对顶点数据和属性指针做出修改,可能会让这些修改影响到灯,因此有必要为灯创建一个新的VAO。
3.例子实现
(1)编译问题:我在进行代码复刻时,一开始使用的是文件读取的方式(一共读取四个文件,创建两个渲染程序)传入GLSL代码,但是在所有代码及逻辑无误的情况下测试几次发现,第二个立方体无法正常显示,报错如下:Attached vertex shader is not compiled. 着色器没有编译
该报错出现在shader_m.h的checkCompileErrors()内,该函数功能是检查着色器编译/链接错误:
通过搜索资料和解答发现,是文本中的version没有被定义(可能文本中有写,但是因为计算机os或其他原因,无法识别version前的#因此无法识别version,导致了GLSL代码读取出错,因此没办法完成着色器编译)。解决方法是将GLSL以字符串的形式写在OpenGL程序中(解答参考—— 为什么片段着色器无法编译?
(2)代码展示:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
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;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// lighting
glm::vec3 lightPos(2.2f, 1.0f, 2.0f);
//ShaderFilePath
const char* colorVPath = "colorV.vs";
const char* colorFPath = "colorF.fs";
const char* lightVPath = "lightV.vs";
const char* lightFPath = "lightF.fs";
const glm::vec4 fragColor = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
//GLSL(OpenGL Shader Language)
const char* colorV =
"#version 330 core\n" //OpenGL版本与模式设置
"layout (location = 0) in vec3 aPos;\n" //定义顶点属性的位置值
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main()\n"
"{\n"
"gl_Position = projection * view * model * vec4(aPos, 1.0);\n" //进行顶点变换后设置位置
"}\0";
//Fragment GLSL
const char* colorF =
"#version 330 core\n"
"out vec4 FragColor;\n"//传出的颜色值
"uniform vec3 objectColor;\n"
"uniform vec3 lightColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(lightColor * objectColor, 1.0f);\n"
"}\0";
//GLSL(OpenGL Shader Language)
const char* lightV =
"#version 330 core\n" //OpenGL版本与模式设置
"layout (location = 0) in vec3 aPos;\n" //定义顶点属性的位置值
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main()\n"
"{\n"
"gl_Position = projection * view * model * vec4(aPos, 1.0);\n" //进行顶点变换后设置位置
"}\0";
//Fragment GLSL
const char* lightF =
"#version 330 core\n"
"out vec4 FragColor;\n"//传出的颜色值
"void main()\n"
"{\n"
" FragColor = vec4(1.0f);\n"
"}\0";
int main()
{
// 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);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL09", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerm