OpenGL-PBR篇--Lighting-40

这一节是上一节的代码实现
学习链接:中文-------英语原文

源码:源码

顶点着色器:

#version 330 core
layout(location=0)in vec3 aPos;
layout(location=1)in vec3 aNormal;
layout(location=2)in vec2 aTexCoords;

out vec3 WorldPos;
out vec2 TexCoords;
out vec3 Normal;

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

uniform bool invertedNormals;

void main()
{	
	vec4 viewPos=model*vec4(aPos,1.0);
	WorldPos=viewPos.xyz;
	TexCoords=aTexCoords;
	
	Normal=transpose(inverse(mat3(model)))*aNormal;
	
	gl_Position=projection*view*viewPos;
}

片元着色器:

#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;

// material parameters
uniform sampler2D albedoMap;
uniform sampler2D normalMap;
uniform sampler2D metallicMap;
uniform sampler2D roughnessMap;
uniform sampler2D aoMap;

// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];

uniform vec3 camPos;

const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
// Don't worry if you don't get what's going on; you generally want to do normal 
// mapping the usual way for performance anways; I do plan make a note of this 
// technique somewhere later in the normal mapping tutorial.
vec3 getNormalFromMap()
{
    vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0;

    vec3 Q1  = dFdx(WorldPos);
    vec3 Q2  = dFdy(WorldPos);
    vec2 st1 = dFdx(TexCoords);
    vec2 st2 = dFdy(TexCoords);

    vec3 N   = normalize(Normal);
    vec3 T  = normalize(Q1*st2.t - Q2*st1.t);
    vec3 B  = -normalize(cross(N, T));
    mat3 TBN = mat3(T, B, N);

    return normalize(TBN * tangentNormal);
}
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
    float a = roughness*roughness;
    float a2 = a*a;
    float NdotH = max(dot(N, H), 0.0);
    float NdotH2 = NdotH*NdotH;

    float nom   = a2;
    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    denom = PI * denom * denom;

    return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
    float r = (roughness + 1.0);
    float k = (r*r) / 8.0;

    float nom   = NdotV;
    float denom = NdotV * (1.0 - k) + k;

    return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
    float NdotV = max(dot(N, V), 0.0);
    float NdotL = max(dot(N, L), 0.0);
    float ggx2 = GeometrySchlickGGX(NdotV, roughness);
    float ggx1 = GeometrySchlickGGX(NdotL, roughness);

    return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
    return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
// ----------------------------------------------------------------------------
void main()
{		
    vec3 albedo     = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
    float metallic  = 1;//texture(metallicMap, TexCoords).r;
    float roughness = 0.2;//texture(roughnessMap, TexCoords).r;
    float ao        = texture(aoMap, TexCoords).r;

    vec3 N = getNormalFromMap();
    vec3 V = normalize(camPos - WorldPos);

    // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 
    // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)    
    vec3 F0 = vec3(0.04); 
    F0 = mix(F0, albedo, metallic);

    // reflectance equation
    vec3 Lo = vec3(0.0);
    for(int i = 0; i < 4; ++i) 
    {
        // calculate per-light radiance
        vec3 L = normalize(lightPositions[i] - WorldPos);
        vec3 H = normalize(V + L);
        float distance = length(lightPositions[i] - WorldPos);
        float attenuation = 1.0 / (distance * distance);
        vec3 radiance = lightColors[i] * attenuation;

        // Cook-Torrance BRDF
        float NDF = DistributionGGX(N, H, roughness);   
        float G   = GeometrySmith(N, V, L, roughness);      
        vec3 F    = fresnelSchlick(max(dot(H, V), 0.0), F0);
           
        vec3 numerator    = NDF * G * F; 
        float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
        vec3 specular = numerator / denominator;
        
        // kS is equal to Fresnel
        vec3 kS = F;
        // for energy conservation, the diffuse and specular light can't
        // be above 1.0 (unless the surface emits light); to preserve this
        // relationship the diffuse component (kD) should equal 1.0 - kS.
        vec3 kD = vec3(1.0) - kS;
        // multiply kD by the inverse metalness such that only non-metals 
        // have diffuse lighting, or a linear blend if partly metal (pure metals
        // have no diffuse light).
        kD *= 1.0 - metallic;	  

        // scale light by NdotL
        float NdotL = max(dot(N, L), 0.0);        

        // add to outgoing radiance Lo
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;  // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
    }   
    
    // ambient lighting (note that the next IBL tutorial will replace 
    // this ambient lighting with environment lighting).
    vec3 ambient = vec3(0.03) * albedo * ao;
    
    vec3 color = ambient + Lo;

    // HDR tonemapping
    color = color / (color + vec3(1.0));
    // gamma correct
    color = pow(color, vec3(1.0/2.2)); 

    FragColor = vec4(color, 1.0);
}

程序

#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 <learnopengl/model.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);
unsigned int loadTexture(const char* path);
void renderSphere();

// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_SAMPLES, 4);
	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, "LearnOpenGL", NULL, NULL);
	glfwMakeContextCurrent(window);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	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 global opengl state
	// -----------------------------
	glEnable(GL_DEPTH_TEST);

	// build and compile shaders
	// -------------------------
	Shader shader("Shaders/Learn39_PBR.vs", "Shaders/Learn39_PBR.fs");



	shader.use();
	shader.setInt("albedoMap", 0);
	shader.setInt("normalMap", 1);
	shader.setInt("metallicMap", 2);
	shader.setInt("roughnessMap", 3);
	shader.setInt("aoMap", 4);

	unsigned int albedo = loadTexture("Images/pbr/Albedo.png");
	unsigned int normal = loadTexture("Images/pbr/Normal.png");
	unsigned int metallic = loadTexture("Images/pbr/Metallic.psd");
	unsigned int roughness = loadTexture("Images/pbr/Metallic.psd");
	unsigned int ao = loadTexture("Images/pbr/AO.jpg");

	// lights
	// ------
	glm::vec3 lightPositions[] = {
		glm::vec3(-10.0f,  10.0f, 10.0f),
		glm::vec3(10.0f,  10.0f, 10.0f),
		glm::vec3(-10.0f, -10.0f, 10.0f),
		glm::vec3(10.0f, -10.0f, 10.0f),
	};
	glm::vec3 lightColors[] = {
		glm::vec3(300.0f, 300.0f, 300.0f),
		glm::vec3(300.0f, 300.0f, 300.0f),
		glm::vec3(300.0f, 300.0f, 300.0f),
		glm::vec3(300.0f, 300.0f, 300.0f)
	};
	int nrRows = 7;
	int nrColumns = 7;
	float spacing = 2.5;

	// initialize static shader uniforms before rendering
	// --------------------------------------------------
	glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
	shader.use();
	shader.setMat4("projection", projection);

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// per-frame time logic
		// --------------------
		float currentFrame = 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);

		shader.use();
		glm::mat4 view = camera.GetViewMatrix();
		shader.setMat4("view", view);
		shader.setVec3("camPos", camera.Position);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, albedo);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, normal);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, metallic);
		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_2D, roughness);
		glActiveTexture(GL_TEXTURE4);
		glBindTexture(GL_TEXTURE_2D, ao);

		// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
		glm::mat4 model = glm::mat4(1.0f);
		for (int row = 0; row < nrRows; ++row)
		{
			shader.setFloat("metallic", (float)row / (float)nrRows);
			for (int col = 0; col < nrColumns; ++col)
			{
				// we clamp the roughness to 0.05 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
				// on direct lighting.
				shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));

				model = glm::mat4(1.0f);
				model = glm::translate(model, glm::vec3(
					(col - (nrColumns / 2)) * spacing,
					(row - (nrRows / 2)) * spacing,
					0.0f
				));
				shader.setMat4("model", model);
				renderSphere();
			}
		}

		// render light source (simply re-render sphere at light positions)
		// this looks a bit off as we use the same shader, but it'll make their positions obvious and 
		// keeps the codeprint small.
		for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
		{
			glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
			newPos = lightPositions[i];
			shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
			shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);

			model = glm::mat4(1.0f);
			model = glm::translate(model, newPos);
			model = glm::scale(model, glm::vec3(0.5f));
			shader.setMat4("model", model);
			renderSphere();
		}

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

	// 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 xpos, double ypos)
{
	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(yoffset);
}

// renders (and builds at first invocation) a sphere
// -------------------------------------------------
unsigned int sphereVAO = 0;
unsigned int indexCount;
void renderSphere()
{
	if (sphereVAO == 0)
	{
		glGenVertexArrays(1, &sphereVAO);

		unsigned int vbo, ebo;
		glGenBuffers(1, &vbo);
		glGenBuffers(1, &ebo);

		std::vector<glm::vec3> positions;
		std::vector<glm::vec2> uv;
		std::vector<glm::vec3> normals;
		std::vector<unsigned int> indices;

		const unsigned int X_SEGMENTS = 64;
		const unsigned int Y_SEGMENTS = 64;
		const float PI = 3.14159265359;
		for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
		{
			for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
			{
				float xSegment = (float)x / (float)X_SEGMENTS;
				float ySegment = (float)y / (float)Y_SEGMENTS;
				float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
				float yPos = std::cos(ySegment * PI);
				float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);

				positions.push_back(glm::vec3(xPos, yPos, zPos));
				uv.push_back(glm::vec2(xSegment, ySegment));
				normals.push_back(glm::vec3(xPos, yPos, zPos));
			}
		}

		bool oddRow = false;
		for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
		{
			if (!oddRow) // even rows: y == 0, y == 2; and so on
			{
				for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
				{
					indices.push_back(y * (X_SEGMENTS + 1) + x);
					indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
				}
			}
			else
			{
				for (int x = X_SEGMENTS; x >= 0; --x)
				{
					indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
					indices.push_back(y * (X_SEGMENTS + 1) + x);
				}
			}
			oddRow = !oddRow;
		}
		indexCount = indices.size();

		std::vector<float> data;
		for (unsigned int i = 0; i < positions.size(); ++i)
		{
			data.push_back(positions[i].x);
			data.push_back(positions[i].y);
			data.push_back(positions[i].z);
			if (normals.size() > 0)
			{
				data.push_back(normals[i].x);
				data.push_back(normals[i].y);
				data.push_back(normals[i].z);
			}
			if (uv.size() > 0)
			{
				data.push_back(uv[i].x);
				data.push_back(uv[i].y);
			}
		}
		glBindVertexArray(sphereVAO);
		glBindBuffer(GL_ARRAY_BUFFER, vbo);
		glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
		unsigned int stride = (3 + 2 + 3) * sizeof(float);
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
		glEnableVertexAttribArray(1);
		glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
		glEnableVertexAttribArray(2);
		glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
	}

	glBindVertexArray(sphereVAO);
	glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
	unsigned int textureID;
	glGenTextures(1, &textureID);

	int width, height, nrComponents;
	unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
	if (data)
	{
		GLenum format;
		if (nrComponents == 1)
			format = GL_RED;
		else if (nrComponents == 3)
			format = GL_RGB;
		else if (nrComponents == 4)
			format = GL_RGBA;

		glBindTexture(GL_TEXTURE_2D, textureID);
		glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		stbi_image_free(data);
	}
	else
	{
		std::cout << "Texture failed to load at path: " << path << std::endl;
		stbi_image_free(data);
	}

	return textureID;
}
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