OpenGL_Learn12(光照)

 续OpenGL_Learn11(光照)-CSDN博客

1. 镜面高光

和漫反射光照一样,镜面光照也决定于光的方向向量和物体的法向量,但是它也决定于观察方向,例如玩家是从什么方向看向这个片段的。镜面光照决定于表面的反射特性。

我们通过根据法向量翻折入射光的方向来计算反射向量(对称就是R那条线)。然后我们计算反射向量与观察方向的角度差,它们之间夹角越小,镜面光的作用就越大。由此产生的效果就是,我们看向在入射光在表面的反射方向时,会看到一点高光。

只需要修改

cube.vs

增加翻折后的法向量

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =0 ) in vec3 aNormal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    FragPos=vec3(model*vec4(aPos,1.0));
    Normal=mat3(transpose(inverse(model)))*aNormal;
    gl_Position = projection * view  * vec4(FragPos, 1.0);
}

cube.fs

 增加一个高光因子

#version 330 core
out vec4 FragColor;

in vec3 Normal;
in vec3 FragPos;

uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;

void main()
{
    //ambient
    float ambientStrength=0.1;
    vec3 ambient=ambientStrength*lightColor;

    //diffuse
    vec3 norm=normalize(Normal);
    vec3 lightDir=normalize(lightPos-FragPos);//光的方向向量是光源位置向量与片段位置向量之间的向量差。
    //对norm和lightDir向量进行点乘,计算光源对当前片段实际的漫反射影响
    //两个向量之间的角度越大,漫反射分量就会越小,点乘的几何意义也如此
    float diff=max(dot(norm,lightDir),0.0);
    vec3 diffuse=diff*lightColor;

    //specular
    float specularStrength=0.5;//高光强度
    //漫反射是光源指向片段位置。现在这个是摄像机指向片段位置
    vec3 viewDir=normalize(viewPos-FragPos);
    vec3 reflectDir=reflect(-lightDir,norm);//reflect第一个参数就是要片段指向摄像机位置
    float spec=pow(max(dot(viewDir,reflectDir),0.0),32);
    vec3 specular=specularStrength*spec*lightColor;

    vec3 result=(ambient+diffuse+specular)*objectColor;
    FragColor = vec4(result, 1.0);
}

 main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

// settings
const unsigned int SCR_WIDTH = 1800;
const unsigned int SCR_HEIGHT = 1200;


//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;//不同配置绘制速度不同,所以需要这个属性
float lastFrame = 0.0f;

//lighting
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

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, "Learn", 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;
	}

	//configure gloabl opengl state
	//=============================
	glEnable(GL_DEPTH_TEST);

	//build and compile our shader zprogram
	//=============================
	Shader lightingShader("./cube.vs", "./cube.fs");
    Shader lightingCubeShader("./light_cube.vs", "./light_cube.fs");
	//set up vertex data 

    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
    };

    //第一个
    unsigned int VBO, cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

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

    glBindVertexArray(cubeVAO);

    //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);

    
    //第二个
    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    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);

        // be sure to activate shader when setting uniforms/drawing objects
        lightingShader.use();
        lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("lightPos", lightPos);
        lightingShader.setVec3("viewPos", camera.Position);

        // 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();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        // world transformation
        glm::mat4 model = glm::mat4(1.0f);
        lightingShader.setMat4("model", model);

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


        // also draw the lamp object
        lightingCubeShader.use();
        lightingCubeShader.setMat4("projection", projection);
        lightingCubeShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        lightingCubeShader.setMat4("model", model);

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


        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;

}
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);
}

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. 动态光源位置

目前,我们的光源是静止的,尝试使用sin或cos函数让光源在场景中来回移动。观察光照随时间的改变能让你更容易理解冯氏光照模型。

        //动态修改 光源位置
        lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
        lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
        lightingShader.setVec3("lightPos", lightPos);

 

 基础光照 - LearnOpenGL CN (learnopengl-cn.github.io)

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