OpenGL光照篇--基础光照--10

OpenGL的光照使用的是简化的模型,对现实的情况进行近似,这样处理起来会更容易一些,而且看起来也差不多一样。这些光照模型都是基于我们对光的物理特性的理解。其中一个模型被称为冯氏光照模型(Phong Lighting Model)。

冯氏光照模型的主要结构由3个分量组成:环境(Ambient)、漫反射(Diffuse)和镜面(Specular)光照。
环境光:固定值。
漫反射:需要光源方向和法线,光源方向需要光源位置。
镜面:需要反射方向和视角方向,求反射方向需要光的方向,视角方向需要摄像机位置。

所以shader里代码就是计算出这三个值,加一起就是最终颜色。

程序代码:


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

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

#include <learnopengl/Shader.h>
#include <learnopengl/Camera.h>

#include <iostream>

using namespace std;

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

const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2, lastY = SCR_WIDTH / 2;
bool firstMouse = true;

float deltaTime = 0.0f;
float lastFrame = 0.0f;

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

int main()
{
	//Init
	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

	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hahaha", NULL, NULL);
	if (window == NULL)
	{
		cout << "Failed to create GLFW window !" << endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "Failed to init GLAD !" << endl;
	}

	//configure
	glEnable(GL_DEPTH_TEST);

	//隐藏光标
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	//build and compile shader
	Shader cubeShader("Shaders/Learn9_Cube.vs", "Shaders/Learn9_Cube.fs");
	Shader lightShader("Shaders/Learn9_Light.vs", "Shaders/Learn9_Light.fs");

	//set 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
	};

	//set buffer
	//create cube
	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	//bind
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//set data
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//set pointer:position
	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);

	//create light
	unsigned int lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);
	//再次绑定VBO,不需要设置VBO,上面已经设置了,只需要绑定即可
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//设置灯的立方体顶点属性(对灯来说只有顶点数据),顶点数据里还有uv,但未用,步长还是5
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	//set shader uniform value
	cubeShader.use();//设置uniform值之前要先激活shader
	cubeShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
	cubeShader.setVec3("objectColor", glm::vec3(0.0f, 1.0f, 1.0f));
	cubeShader.setVec3("lightPos",lightPos);
	cubeShader.setVec3("viewPos", camera.Position);

	lightShader.use();
	lightShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
	lightShader.setVec3("objectColor", glm::vec3(1.0f, 1.0f, 1.0f));

	//render loop
	while (!glfwWindowShouldClose(window))
	{
		float currentFrame = glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		//input
		processInput(window);

		//render
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		//set shader uniform value
		cubeShader.use();
		//需要变化的放到循环里设置
		cubeShader.setVec3("viewPos", camera.Position);	
	
		//active shader
		cubeShader.use();

		//create matrix transformations;
		glm::mat4 model = glm::mat4(1.0f);
		glm::mat4 view = glm::mat4(1.0f);
		glm::mat4 projection = glm::mat4(1.0f);

		view = camera.GetViewMatrix();

		projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
		//set matrix
		cubeShader.setMat4("model", model);
		cubeShader.setMat4("view", view);
		cubeShader.setMat4("projection", projection);

		//render boxes
		//bind data
		glBindVertexArray(VAO);

		model = glm::mat4(1.0f);			
		cubeShader.setMat4("model", model);

		//draw
		glDrawArrays(GL_TRIANGLES, 0, 36);

		//光位置立方体
		lightShader.use();
		model = glm::mat4(1.0f);
		model = glm::translate(model, lightPos);
		model = glm::scale(model,glm::vec3(0.5f));
		lightShader.setMat4("model", model);
		lightShader.setMat4("view", view);
		lightShader.setMat4("projection", projection);
		glBindVertexArray(lightVAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);


		//swap buffer
		glfwSwapBuffers(window);
		//call event
		glfwPollEvents();
	}

	//optional:de-allocate all resurces once they've outlived their pupose
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	cubeShader.deleteShader();
	lightShader.deleteShader();

	//terminate clearing all previously allocated GLFW resources
	glfwTerminate();
	return 0;
}

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

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 mouse_callback(GLFWwindow* window, double x, double y)
{
	if (firstMouse)
	{
		lastX = x;
		lastY = y;
		firstMouse = false;
	}

	float xoffset = x - lastX;
	float yoffset = lastY - y;

	lastX = x;
	lastY = y;

	camera.ProcessMouseMovement(xoffset, yoffset);
}



void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	camera.ProcessMouseScroll(yoffset);
}

顶点着色器:

#version 330 core
layout(location=0)in vec3 aPos;
layout(location=1)in vec3 aNormal;

out vec3 normal;
out vec3 fragPos;

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

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

片元着色器:

#version 330 core
out vec4 fragColor;

in vec3 normal;
in vec3 fragPos;

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

void main()
{	
	vec3 worldNormal=normalize(normal);
	vec3 lightDir=normalize(lightPos-fragPos);
	vec3 viewDir=normalize(viewPos-fragPos);

	//环境光
	vec3 ambient=lightColor*0.1;
	//漫反射
	float dif=max(dot(worldNormal,lightDir),0.0);
	vec3 diffuse=lightColor*dif;
	
	//高光
	vec3 reflectDir=reflect(-lightDir,worldNormal);
	float spe=pow(max(dot(viewDir,reflectDir),0.0),32);
	vec3 specular=lightColor*spe*0.5;
	
	vec3 finalColor=(ambient+diffuse+specular)*objectColor;

	fragColor=vec4(finalColor,1.0);
}
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