OpenGL_砖块着色案例

效果图:


顶点着色器:

uniform vec3 LightPosition;

const float SpecularContribution=0.3;
const float DiffuseContribution=1.0-SpecularContribution;

varying float LightIntensity;
varying vec2 MCposition;

void main(void)
{
   vec3 ecPosition=vec3(gl_ModelViewMatrix*gl_Vertex);
   vec3 tnorm=normalize(gl_NormalMatrix*gl_Normal);
   vec3 lightVec=normalize(LightPosition-ecPosition);
   vec3 reflectVec=reflect(-lightVec,tnorm);
   vec3 viewVec=normalize(-ecPosition);
   float diffuse=max(dot(lightVec,tnorm),0.0);
   float spec=0.0;
   if(diffuse>0.0){
   spec=max(dot(reflectVec,viewVec),0.0);
   spec=pow(spec,16.0);
   }
   LightIntensity=DiffuseContribution*diffuse+SpecularContribution*spec;
   MCposition=gl_Vertex.xy;
   gl_Position = ftransform();
}

片元着色器:

varying vec2 MCposition;
varying float LightIntensity;

void main(void)
{
   vec3 BrickColor=vec3(0.7,0.3,0.2);
   vec3 MortarColor=vec3(0.85,0.86,0.84);
   vec2  BrickSize=vec2(0.1,0.05638);
   vec2  BrickPct=vec2(0.9,0.85);
   vec3 color;
   vec2 position,useBrick;
   position=MCposition/BrickSize;
   if(fract(position.y*0.5)>0.5) position.x+=0.5;
   position=fract(position);
   useBrick=step(position,BrickPct);
   
   color=mix(MortarColor,BrickColor,useBrick.x*useBrick.y);
   color*=LightIntensity;   
   
   gl_FragColor = vec4( color, 1.0 );
}

执行代码:

<pre name="code" class="cpp">#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include <math.h>
#ifdef _WIN32
	#include <windows.h>
	#include <wingdi.h>
	#define GLUT_DISABLE_ATEXIT_HACK
#endif /* _WIN32 */

#include "glew.h"

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif

extern void shaderAttachFromFile(GLuint,GLenum,const char *);//加载shader方法,请参考我的博客,有相关介绍

static GLuint g_program;
static GLuint g_programCameraPositionLocation;
static GLuint g_programLightPositionLocation;
static GLuint g_programLightColorLocation;

static GLuint g_cylinderBufferId;
static unsigned int g_cylinderNumVertices;

static float g_cameraPosition[3];

#define NUM_LIGHTS 1
static float g_lightPosition[NUM_LIGHTS*3];

//创建圆柱
static void createCylinder(unsigned int divisions)
{
	const int floatsPerVertex=6;
	unsigned int i,size;
	float *v;

	g_cylinderNumVertices=(divisions+1)*2;
	size=floatsPerVertex*g_cylinderNumVertices;

	v=(float *)malloc(sizeof(float)*size);
	for(i=0;i<=divisions;i++)
	{
		float r=((M_PI*2.0f)/(float)divisions)*(float)i;
		unsigned int index1=i*2*floatsPerVertex;
		unsigned int index2=index1+floatsPerVertex;

		/* vertex positions */
		v[index1 + 0] = cosf(r);
		v[index1 + 1] = 1.0f;
		v[index1 + 2] = -sinf(r);
		v[index2 + 0] = cosf(r);
		v[index2 + 1] = -1.0f;
		v[index2 + 2] = -sinf(r);

		/* normals */
		v[index1 + 3] = cosf(r);
		v[index1 + 4] = 0.0f;
		v[index1 + 5] = -sinf(r);
		v[index2 + 3] = v[index1 + 3];
		v[index2 + 4] = v[index1 + 4];
		v[index2 + 5] = v[index1 + 5];
	}
	glGenBuffers(1,&g_cylinderBufferId);
	glBindBuffer(GL_ARRAY_BUFFER,g_cylinderBufferId);
	glBufferData(GL_ARRAY_BUFFER,sizeof(float)*size,v,GL_STATIC_DRAW);
	free(v);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);

	glVertexPointer(3,GL_FLOAT,sizeof(float)*floatsPerVertex,0);
	glNormalPointer(GL_FLOAT,sizeof(float)*floatsPerVertex,(const GLvoid *)(sizeof(float)*3));
}
//初始场景
void sceneInit(void)
{
	GLint result;

	g_program=glCreateProgram();
	shaderAttachFromFile(g_program,GL_VERTEX_SHADER,"brick_v.glsl");
	shaderAttachFromFile(g_program,GL_FRAGMENT_SHADER,"brick_f.glsl");
	glLinkProgram(g_program);
	glGetProgramiv(g_program,GL_LINK_STATUS,&result);
	if(result==GL_FALSE)
	{
		GLint length;
		char *log;
		glGetProgramiv(g_program,GL_INFO_LOG_LENGTH,&length);
		log=(char *)malloc(length);
		glGetProgramInfoLog(g_program,length,&result,log);
		fprintf(stderr,"sceneInit(): Program linking failed: %s\n",log);
		free(log);
		glDeleteProgram(g_program);
		g_program=0;
	}
	/* get uniform locations */
	
	g_programLightPositionLocation = glGetUniformLocation(g_program, "LightPosition");
	
	/* create cylinder */
	createCylinder(36);

	g_lightPosition[0]=-10.0f;
	g_lightPosition[1]=0.0f;
	g_lightPosition[2]=4.0f;

	
	glLoadIdentity();
	glTranslatef(0, 0, -4.0f);
}
//渲染场景
void sceneRender(void)
{
	int i;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	/* enable program and set uniform variables */
	glUseProgram(g_program);
	glUniform3fv(g_programLightPositionLocation, NUM_LIGHTS, g_lightPosition);

	/* render the cylinder */
	glDrawArrays(GL_TRIANGLE_STRIP, 0, g_cylinderNumVertices);

	/* disable program */
	glUseProgram(0);	
}

 

源文件下载地址:在csdn中,下载->高级搜索->ID号输入:sh15285118586->点击搜索。进入后下载相关源文件。


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