OPENGL光照漫反射练习

#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 "Shader.h"
#include <iostream>

using namespace std;

const unsigned int SRC_WIDTH = 800;
const unsigned int SRC_HEIGHT = 600;

glm::vec3 cameraPosition = glm::vec3(0.0f,0.0f,3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);

glm::vec3 lightPosition = glm::vec3(1.0f, 0.0f, 2.0f);
glm::vec3 lightColor = glm::vec3(1.0f,1.0f,1.0f);
glm::vec3 objectColor = glm::vec3(1.0f,0.5f,0.3f);


bool firstMouseClick = true;
float mouseSensortive = 0.1f;
float zoom = 45.0f;
float lastX = SRC_WIDTH / 2.0f;
float lastY = SRC_HEIGHT / 2.0f;
float yaw = -90.0f;
float pitch = 0.0f;

//坐标 和 法向量
const char* cubeVertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec3 aNormal;\n"
"out vec3 FragPos;\n"
"out vec3 Normal;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
"Normal = aNormal;\n"
"FragPos = vec3(model * vec4(aPos,1.0));\n"
//"gl_Position = projection * view * model * vec4(aPos,1.0);\n"
"gl_Position = projection * view * vec4(FragPos, 1.0);\n"
"}\n"
;

//光照方向 = 光源向量减去碎片位置向量(世界坐标系)
//光照方向点积法向量就是漫反射效果
//漫反射效果 + 全反射效果
const char* cubeFragShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 FragPos;\n"
"in vec3 Normal;\n"
"uniform vec3 lightPos;\n"
"uniform vec3 lightColor;\n"
"uniform vec3 objectColor;\n"
"void main(){\n"
"float ambientStrength = 0.1;\n"
"vec3 ambient = ambientStrength * lightColor;\n"
"vec3 norm = normalize(Normal);\n"
"vec3 lightDir = normalize(lightPos - FragPos);\n"
"float diff = max(dot(norm,lightDir),0.0);\n"
"vec3 diffuse = diff * lightColor;\n"
"vec3 result = (ambient + diffuse) * objectColor;\n"
"FragColor = vec4(result,1.0);\n"
"}\n"
;


const char* lightVertexShaderSource = "#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
"gl_Position = projection * view * model * vec4(aPos,1.0);\n"
"}\n"
;

const char* lightFragShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main(){\n"
"FragColor = vec4(1.0);\n"
"}\n"
;

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


int main()
{
	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); // uncomment this statement to fix compilation on OS X
#endif
	GLFWwindow* window = glfwCreateWindow(SRC_WIDTH, SRC_HEIGHT, "Zhongqi", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Create Window Failed" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		return -1;
	}

	glEnable(GL_DEPTH_TEST);

	Shader cubeShader(cubeVertexShaderSource, cubeFragShaderSource);
	Shader lightShader(lightVertexShaderSource,lightFragShaderSource);

	//顶点贴面的法向量 由于是正方体 就在顶点数组给出
	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 cubeVAO, VBO;
	glGenVertexArrays(1, &cubeVAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(cubeVAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(0));
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	unsigned int lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(0));
	glEnableVertexAttribArray(0);



    //渲染操作
	while (!glfwWindowShouldClose(window))
	{
		processInput(window);
		glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		cubeShader.use();
		cubeShader.setVec3("lightPos", lightPosition);
		cubeShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
		cubeShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
		glm::mat4 model;
		glm::mat4 view;
		glm::mat4 projection;
		model = glm::rotate(model, glm::radians(45.0f), glm::vec3(1.0f,1.0f,1.0f));
		projection = glm::perspective(glm::radians(zoom), (float)SRC_WIDTH / (float)SRC_HEIGHT, 0.1f, 100.0f);
		view = glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
		cubeShader.setMat4("model", model);
		cubeShader.setMat4("view", view);
		cubeShader.setMat4("projection", projection);
		glBindVertexArray(cubeVAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);

		lightShader.use();
		lightShader.setMat4("view", view);
		lightShader.setMat4("projection", projection);
		model = glm::mat4();
		model = glm::translate(model, lightPosition);
		model = glm::scale(model, glm::vec3(0.2f));
		lightShader.setMat4("model", model);
		glBindVertexArray(lightVAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);

		glfwSwapBuffers(window);
		glfwPollEvents();

	}

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

	glfwTerminate();
	return 0;

}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	glViewport(0, 0, width, height);
}


void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouseClick)
	{
		lastX = xpos;
		lastY = ypos;
		firstMouseClick = false;
	}

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

	lastX = xpos;
	lastY = ypos;

	xoffset *= mouseSensortive;
	yoffset *= mouseSensortive;

	yaw += xoffset;
	pitch += yoffset;
	if (pitch > 89.0f) pitch = 89.0f;
	if (pitch < -89.0f) pitch = -89.0f;



	glm::vec3 front;
	front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
	front.y = sin(glm::radians(pitch));
	front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));

	cameraFront = glm::normalize(front);

}

void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
} 

效果图




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