【LearnOpenGL学习笔记】——10.材质

1.总结

本节主要是对GLSL顶点属性的传输的一个规范,引入材质(material)这个概念,具体使用均体现在代码中

2.材质

(1)材质结构体

#version 330 core
struct Material {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float shininess;//反光度
}; 

uniform Material material;

(2)光照结构体

struct Light {
    vec3 position;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

3.练习

(1)基本代码

#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
"layout (location = 1) in vec3 aNormal;\n" //定义顶点属性的法线值
"out vec3 Normal;\n"
"out vec3 FragPos;\n"

"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"

"void main()\n"
"{\n"
"FragPos = vec3(model* vec4(aPos,1.0));\n"
"gl_Position = projection * view * model * vec4(aPos, 1.0);\n" //进行顶点变换后设置位置
"Normal = mat3(transpose(inverse(model))) * aNormal;\n"
"}\0";

//Fragment GLSL
const char* colorF =
"#version 330 core\n"
"out vec4 FragColor;\n"

"struct Material{\n"
"   vec3 ambient;\n"
"   vec3 diffuse;\n"
"   vec3 specular;\n"
"   float shininess;\n"
"};\n"

"struct Light {\n"
"   vec3 position;\n"

"   vec3 ambient;\n"
"   vec3 diffuse;\n"
"   vec3 specular;\n"
"};\n"

"in vec3 FragPos;\n"
"in vec3 Normal;\n"

"uniform vec3 viewPos;\n"
"uniform Material material;\n"
"uniform Light light;\n"

"void main()\n"
"{\n"
    //ambient
"   vec3 ambient = light.ambient * material.ambient;\n"

    //diffuse
"   vec3 norm = normalize(Normal);\n"
"   vec3 lightDir = normalize(light.position - FragPos);\n"
"   float diff = max(dot(norm,lightDir), 0.0);\n"
"   vec3 diffuse = light.diffuse * (diff * material.diffuse);\n"

    //specular
"   vec3 viewDir = normalize(viewPos - FragPos);\n"
"   vec3 reflectDir = reflect(-lightDir, norm);\n"
"   float spec = pow(max(dot(viewDir,reflectDir), 0.0), material.shininess);\n"
"   vec3 specular = light.specular * (spec * material.specular);\n"

"   vec3 result = ambient + diffuse + specular;\n"
"   FragColor = vec4(result, 1.0);\n"
"}\n";



//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, "LearnOpenGL10", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    //shader program
    // ---------------------------
    //vertex shader
    unsigned int vertexShader1 = glCreateShader(GL_VERTEX_SHADER);//顶点着色器对象创建
    glShaderSource(vertexShader1, 1, &colorV, NULL);//GLSL设置
    glCompileShader(vertexShader1);//
    //编译检测
    int success1;
    char infolog1[512];
    glGetShaderiv(vertexShader1, GL_COMPILE_STATUS, &success1);//success存储编译结果
    if (!success1) {
        glGetShaderInfoLog(vertexShader1, 512, NULL, infolog1);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infolog1 << std::endl;
    }
    // fragment shader
    unsigned int fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader1, 1, &colorF, NULL);
    glCompileShader(fragmentShader1);
    //编译检测
    glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success1);
    if (!success1)
    {
        glGetShaderInfoLog(fragmentShader1, 512, NULL, infolog1);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infolog1 << std::endl;
    }
    //着色器链接
    unsigned int shaderProgram1 = glCreateProgram();
    glAttachShader(shaderProgram1, vertexShader1);
    glAttachShader(shaderProgram1, fragmentShader1);
    glLinkProgram(shaderProgram1);
    //编译检测
    glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success1);
    if (!success1) {
        glGetProgramInfoLog(shaderProgram1, 512, NULL, infolog1);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infolog1 << std::endl;
    }
    //delete shader
    glDeleteShader(vertexShader1);
    glDeleteShader(fragmentShader1);

    unsigned int vertexShader2 = glCreateShader(GL_VERTEX_SHADER);//顶点着色器对象创建
    glShaderSource(vertexShader2, 1, &lightV, NULL);//GLSL设置
    glCompileShader(vertexShader2);//
    //编译检测
    int success;
    char infolog[512];
    glGetShaderiv(vertexShader2, GL_COMPILE_STATUS, &success);//success存储编译结果
    if (!success) {
        glGetShaderInfoLog(vertexShader2, 512, NULL, infolog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infolog << std::endl;
    }
    // fragment shader
    unsigned int fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader2, 1, &lightF, NULL);
    glCompileShader(fragmentShader2);
    //编译检测
    glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader2, 512, NULL, infolog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infolog << std::endl;
    }
    //着色器链接
    unsigned int shaderProgram2 = glCreateProgram();
    glAttachShader(shaderProgram2, vertexShader2);
    glAttachShader(shaderProgram2, fragmentShader2);
    glLinkProgram(shaderProgram2);
    //编译检测
    glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram2, 512, NULL, infolog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infolog << std::endl;
    }
    //delete shader
    glDeleteShader(vertexShader2);
    glDeleteShader(fragmentShader2);


    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,

    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
    };


    unsigned int VBO, CubeVAO; //EBO;
    glGenVertexArrays(1, &CubeVAO);
    glGenBuffers(1, &VBO);
    //glGenBuffers(1, &EBO);

    glBindVertexArray(CubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    // we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes)
    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);


    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
// --------------------
        float currentFrame = static_cast<float>(glfwGetTime());
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        //开启深度缓冲
        glEnable(GL_DEPTH_TEST);


        //光源位置移动
        //lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
        //lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;

        // activate shader
        glUseProgram(shaderProgram1);
        glUniform3fv(glGetUniformLocation(shaderProgram1, "light.position"), 1, glm::value_ptr(lightPos));
        glUniform3fv(glGetUniformLocation(shaderProgram1, "viewPos"), 1, glm::value_ptr(camera.Position));//以摄像头位置作为视野方向起点

        //light properities
        glm::vec3 lightColor;
        lightColor.x = static_cast<float>(sin(glfwGetTime() * 2.0));
        lightColor.y = static_cast<float>(sin(glfwGetTime() * 0.7));
        lightColor.z = static_cast<float>(sin(glfwGetTime() * 1.3));
        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = lightColor * glm::vec3(0.2f);
        glUniform3fv(glGetUniformLocation(shaderProgram1, "light.ambient"), 1, glm::value_ptr(ambientColor));
        glUniform3fv(glGetUniformLocation(shaderProgram1, "light.diffuse"), 1, glm::value_ptr(diffuseColor));
        //glUniform3fv(glGetUniformLocation(shaderProgram1, "light.ambient"), 1, glm::value_ptr(glm::vec3(1.0f, 1.0f, 1.0f)));
        //glUniform3fv(glGetUniformLocation(shaderProgram1, "light.diffuse"), 1, glm::value_ptr(glm::vec3(1.0f, 1.0f, 1.0f)));
        glUniform3fv(glGetUniformLocation(shaderProgram1, "light.specular"), 1, glm::value_ptr(glm::vec3(1.0f, 1.0f, 1.0f)));

        //material properties
        glUniform3fv(glGetUniformLocation(shaderProgram1, "material.ambient"), 1, glm::value_ptr(glm::vec3(1.0, 0.5, 0.31)));
        glUniform3fv(glGetUniformLocation(shaderProgram1, "material.diffuse"), 1, glm::value_ptr(glm::vec3(1.0, 0.5, 0.31)));
        glUniform3fv(glGetUniformLocation(shaderProgram1, "material.specular"), 1, glm::value_ptr(glm::vec3(0.5, 0.5, 0.5)));
        //glUniform3fv(glGetUniformLocation(shaderProgram1, "material.ambient"), 1, glm::value_ptr(glm::vec3(0.0, 0.1, 0.06)));
        //glUniform3fv(glGetUniformLocation(shaderProgram1, "material.diffuse"), 1, glm::value_ptr(glm::vec3(0.0, 0.50980392, 0.50980392)));
        //glUniform3fv(glGetUniformLocation(shaderProgram1, "material.specular"), 1, glm::value_ptr(glm::vec3(0.50196078, 0.50196078, 0.50196078)));
        //glUniform1f(glGetUniformLocation(shaderProgram1, "material.shininess"), 32.0);

        // view/projection transformations
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram1, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram1, "view"), 1, GL_FALSE, glm::value_ptr(view));

        // world transformation
        glm::mat4 model = glm::mat4(1.0f);
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram1, "model"), 1, GL_FALSE, glm::value_ptr(model));

        // render the cube
        glBindVertexArray(CubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);



        // also draw the lamp object
        glUseProgram(shaderProgram2);
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram2, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram2, "view"), 1, GL_FALSE, glm::value_ptr(view));
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        glUniformMatrix4fv(glGetUniformLocation(shaderProgram2, "model"), 1, GL_FALSE, glm::value_ptr(model));
        //glUniform4fv(glGetUniformLocation(shaderProgram2, "fragColor"), 1, glm::value_ptr(fragColor));

        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &CubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);
    //glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

// 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);
}


// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
    float xpos = static_cast<float>(xposIn);
    float ypos = static_cast<float>(yposIn);

    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(static_cast<float>(yoffset));
}


(2)结果展示
在这里插入图片描述

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