OpenGL天空盒skybox

目录

痛彻的感悟

天空盒可能的难题

天空盒代码


痛彻的感悟

今天考完试才发现自己和别人的差距还挺大的,四五六班下午的考试题目,我很快做了出来,但是自己的班级的考试题目,我竟然一道都没有成功!!!所以我决定把我之前准备的代码公布一下,也希望对一些人有所帮助吧。


天空盒可能的难题

  • SOIL2的配置
  • glm的配置
  • mac的xcode里面还有res资源库的配置
  • 主要参考网站:立方体贴图,往下翻有源码
  • 前面的理论部分参考我的好友博客:码辣香锅

天空盒代码

项目目录概览:(天空盒六张图片可以在上述 立方体贴图 链接下载到)

或者在我的Github上找到GitHub - NaughtyRacoon/GLskybox

 

main.cpp


//main.cpp

#include <iostream>
#include <vector>
using namespace std;
//GLEW
#define GLEW_STATIC
#include <GL/glew.h>

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

//GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/rotate_vector.hpp>//利用旋转所需头文件

#include "SOIL2/SOIL2.h"
#include "SOIL2/stb_image.h"

#include "camera.h"
#include "Shader.h"
#include "light.h"


const GLint WIDTH = 800, HEIGHT = 600;
void KeyCallback(GLFWwindow *window , int key ,int scancode, int action,int mode);//退出函数
void ScrollCallback(GLFWwindow *window,double xOffset,double yOffset);//滚轮移动
void MouseCallback(GLFWwindow *window,double xPos,double yPos);//鼠标移动

void DoMovement();//获得当前这帧下按键处理,每次poll event之后才会有键盘操作

GLuint loadTexture(GLchar* path);
GLuint loadCubemap(vector<const GLchar*> faces);

bool keys[1024];//临时变量存储所有键盘操作
Camera camera(glm::vec3(0.0f,0.0f,2.0f));//实例化,往后看

GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
GLfloat lastX = WIDTH/2.0f;
GLfloat lastY = HEIGHT/2.0f;
bool firstMouse = true;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // must for Mac
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);//不让窗口变动大小

//大写开头是变量
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "Learn OpenGL", nullptr, nullptr);//创建窗口



if (nullptr == window)
{
std::cout<<"Failed to create GLFW window"<<std::endl;
    glfwTerminate();
return -1;
}


    // next two lines are for mac retina display
    int screenWidth, screenHeight;
    glfwGetFramebufferSize( window, &screenWidth, &screenHeight);
    glfwMakeContextCurrent( window );
    glfwSetKeyCallback(window, KeyCallback);
    glfwSetCursorPosCallback(window, MouseCallback);
    glfwSetScrollCallback(window, ScrollCallback);
    glewExperimental = GL_TRUE;
    

if (GLEW_OK != glewInit() )
{
std::cout << "Failed to initialise GLEW" << std::endl;
return -1;
}
    
    
    glEnable(GL_DEPTH_TEST);//深度测试开启
    glDepthFunc(GL_LESS);//小于就改变
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glViewport( 0, 0, screenWidth, screenHeight );


    Shader ourShader = Shader("res/shaders/core.vs","res/shaders/core.fs");
    Shader lightShader = Shader("res/shaders/light.vs","res/shaders/light.fs");
    Shader skyboxShader = Shader("res/shaders/skybox.vs","res/shaders/skybox.fs");

    
   // Light lightModel = Light();


GLfloat cubeVertices[]=
    {
        //position                 //法向量nomal
       -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,
    };
    GLfloat skyboxVertices[] = {
           // Positions
           -1.0f,  1.0f, -1.0f,
           -1.0f, -1.0f, -1.0f,
            1.0f, -1.0f, -1.0f,
            1.0f, -1.0f, -1.0f,
            1.0f,  1.0f, -1.0f,
           -1.0f,  1.0f, -1.0f,
     
           -1.0f, -1.0f,  1.0f,
           -1.0f, -1.0f, -1.0f,
           -1.0f,  1.0f, -1.0f,
           -1.0f,  1.0f, -1.0f,
           -1.0f,  1.0f,  1.0f,
           -1.0f, -1.0f,  1.0f,
     
            1.0f, -1.0f, -1.0f,
            1.0f, -1.0f,  1.0f,
            1.0f,  1.0f,  1.0f,
            1.0f,  1.0f,  1.0f,
            1.0f,  1.0f, -1.0f,
            1.0f, -1.0f, -1.0f,
      
           -1.0f, -1.0f,  1.0f,
           -1.0f,  1.0f,  1.0f,
            1.0f,  1.0f,  1.0f,
            1.0f,  1.0f,  1.0f,
            1.0f, -1.0f,  1.0f,
           -1.0f, -1.0f,  1.0f,
     
           -1.0f,  1.0f, -1.0f,
            1.0f,  1.0f, -1.0f,
            1.0f,  1.0f,  1.0f,
            1.0f,  1.0f,  1.0f,
           -1.0f,  1.0f,  1.0f,
           -1.0f,  1.0f, -1.0f,
     
           -1.0f, -1.0f, -1.0f,
           -1.0f, -1.0f,  1.0f,
            1.0f, -1.0f, -1.0f,
            1.0f, -1.0f, -1.0f,
           -1.0f, -1.0f,  1.0f,
            1.0f, -1.0f,  1.0f
       };
    GLfloat vertices[]=
        {
            //position           //color
           -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,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,1.0f,0.0f,
            0.5f, 0.5f,-0.5f,     1.0f,1.0f,0.0f,
            0.5f,-0.5f,-0.5f,     1.0f,1.0f,0.0f,
            0.5f,-0.5f,-0.5f,     1.0f,1.0f,0.0f,
            0.5f,-0.5f, 0.5f,     1.0f,1.0f,0.0f,
            0.5f, 0.5f, 0.5f,     1.0f,1.0f,0.0f,
            
            -0.5f,-0.5f,-0.5f,    1.0f,0.0f,1.0f,
             0.5f,-0.5f,-0.5f,    1.0f,0.0f,1.0f,
             0.5f,-0.5f, 0.5f,    1.0f,0.0f,1.0f,
             0.5f,-0.5f, 0.5f,    1.0f,0.0f,1.0f,
            -0.5f,-0.5f, 0.5f,    1.0f,0.0f,1.0f,
            -0.5f,-0.5f,-0.5f,    1.0f,0.0f,1.0f,
            
            -0.5f,0.5f,-0.5f,  0.0f,1.0f,1.0f,
             0.5f,0.5f,-0.5f,  0.0f,1.0f,1.0f,
             0.5f,0.5f, 0.5f,  0.0f,1.0f,1.0f,
             0.5f,0.5f, 0.5f,  0.0f,1.0f,1.0f,
            -0.5f,0.5f, 0.5f,  0.0f,1.0f,1.0f,
            -0.5f,0.5f,-0.5f,  0.0f,1.0f,1.0f
        };
    
    GLuint VAO,VBO;
    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    
    //绑定 VAO 和 VBO
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER,VBO);//告诉显卡需要预留空间
    
    //传输数据
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);//static多次读不改数据,dynamic多次读并且修改
    
    //设置VAO
    //location=0的变量,每次读三个浮点数,赋值到position,每隔三个浮点数取一个当作位置信息
    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,6*sizeof(GLfloat),(GLvoid *)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,6*sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
    glEnableVertexAttribArray(1);

    //下面是解绑操作
    glBindBuffer(GL_ARRAY_BUFFER,0);        //VBO解绑
    glBindVertexArray(0);                   //VAO解绑

    
    
    // Setup cube VAO
        GLuint cubeVAO, cubeVBO;
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &cubeVBO);
        glBindVertexArray(cubeVAO);
        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
        glBindVertexArray(0);
    
    
    // Setup skybox VAO
       GLuint skyboxVAO, skyboxVBO;
       glGenVertexArrays(1, &skyboxVAO);
       glGenBuffers(1, &skyboxVBO);
       glBindVertexArray(skyboxVAO);
       glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
       glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
       glEnableVertexAttribArray(0);
       glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
       glBindVertexArray(0);
    
    
    
    vector<const GLchar*> faces;
       faces.push_back("res/images/right.jpg");
       faces.push_back("res/images/left.jpg");
       faces.push_back("res/images/top.jpg");
       faces.push_back("res/images/bottom.jpg");
       faces.push_back("res/images/back.jpg");
       faces.push_back("res/images/front.jpg");
       GLuint skyboxTexture = loadCubemap(faces);
   
    
    
//draw loop 绘制循环
while (!glfwWindowShouldClose (window))
{

    GLfloat currentTime = glfwGetTime();
    deltaTime = currentTime - lastTime;
    lastTime = currentTime;
    
    glViewport(0, 0, screenWidth, screenHeight);
    glfwPollEvents();
    DoMovement();

    
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
      
    // Draw scene as normal
    ourShader.use();
    glm::mat4 model;
    glm::mat4 view = camera.GetViewMatrix();
    glm::mat4 projection = glm::perspective(camera.GetZoom(), (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
    glUniformMatrix4fv(glGetUniformLocation(ourShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
    glUniformMatrix4fv(glGetUniformLocation(ourShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(glGetUniformLocation(ourShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
    glUniform3f(glGetUniformLocation(ourShader.Program, "cameraPos"), camera.GetPosition().x, camera.GetPosition().y, camera.GetPosition().z);
    
   
    
    
    // Cubes
    glBindVertexArray(cubeVAO);
    glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
    
    // Draw skybox as last
    glDepthFunc(GL_LEQUAL);
    skyboxShader.use();
    view = glm::mat4(glm::mat3(camera.GetViewMatrix()));
    glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
    
    // skybox cube
    glBindVertexArray(skyboxVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
    glfwSwapBuffers (window);

}

glfwTerminate();
glDeleteVertexArrays(1,&skyboxVAO);
glDeleteBuffers(1,&skyboxVBO);
    glDeleteVertexArrays(1,&VAO);
    glDeleteBuffers(1,&VBO);

return 0;

}

void KeyCallback(GLFWwindow *window,int key,int scancode,int action,int mode)
{
    if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
    if(key>=0 && key<1024){
        if(action==GLFW_PRESS){
            keys[key]=true;
        }else if(action==GLFW_RELEASE)
        {
            keys[key]=false;
        }
    }
}

void DoMovement()
{
    if(keys[GLFW_KEY_W] ){
        camera.ProcessKeyboard(FORWARD, deltaTime);
    }
    if(keys[GLFW_KEY_S] ){
        camera.ProcessKeyboard(BACKWORD, deltaTime);
    }
    if(keys[GLFW_KEY_A] ){
        camera.ProcessKeyboard(LEFT, deltaTime);
    }
    if(keys[GLFW_KEY_D] ){
        camera.ProcessKeyboard(RIGHT, deltaTime);
    }
}

void MouseCallback(GLFWwindow *window,double xPos,double yPos)
{
    //取消第一次变换,让图形一开始就出现在屏幕上
    if (firstMouse) {
        lastX = xPos;
        lastY = yPos;
        firstMouse = false;
    }
    GLfloat xOffset = xPos - lastX;
    GLfloat yOffset = lastY - yPos;
    
    lastX = xPos;
    lastY = yPos;
    
    camera.ProcessMouseMovement(xOffset, yOffset);
    
    
}



void ScrollCallback(GLFWwindow *window,double xOffset,double yOffset)
{

    camera.ProcessMouseScroll(yOffset);
    
}



GLuint loadCubemap(vector<const GLchar*> faces)
{
    GLuint textureID;
    glGenTextures(1, &textureID);
    glActiveTexture(GL_TEXTURE0);

    int width,height;
    unsigned char* image;

    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    for(GLuint i = 0; i < faces.size(); i++)
    {
        image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);
        glTexImage2D(
            GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
            GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image
        );
    }
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    return textureID;
}
GLuint loadTexture(GLchar* path)
{
    //Generate texture ID and load texture data
    GLuint textureID;
    glGenTextures(1, &textureID);
    int width,height;
    unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
    // Assign texture to ID
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);

    // Parameters
    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);
    glBindTexture(GL_TEXTURE_2D, 0);
    SOIL_free_image_data(image);
    return textureID;
}

light.h


#ifndef Light_h
#define Light_h

#include <GL/glew.h>

GLfloat vertices_light[] =
{
    
    //position
   -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
   -0.5f, 0.5f,-0.5f,
   -0.5f,-0.5f,-0.5f,
    
    -0.5f,-0.5f,0.5f,
    0.5f,-0.5f,0.5f,
    0.5f,0.5f,0.5f,
    0.5f,0.5f,0.5f,
    -0.5f,0.5f,0.5f,
    -0.5f,-0.5f,0.5f,
    
    -0.5f,0.5f,0.5f,
    -0.5f,0.5f,-0.5f,
    -0.5f,-0.5f,-0.5f
    -0.5f,-0.5f,-0.5f
    -0.5f,-0.5f,0.5f,
    -0.5f,0.5f,0.5f,
    
    0.5f,0.5f,0.5f,
    0.5f,0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,0.5f,
    0.5f,0.5f,0.5f,
    
    -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,0.5f,
    0.5f,-0.5f,0.5f,
    -0.5f,-0.5f,0.5f,
    -0.5f,-0.5f,-0.5f
    
    -0.5f,0.5f,-0.5f,
    0.5f,0.5f,-0.5f,
    0.5f,0.5f,0.5f,
    0.5f,0.5f,0.5f,
    -0.5f,0.5f,0.5f,
    -0.5f,0.5f,-0.5f
};
class Light
{
public:
    Light()
    {
        this->update();
    }
    void Draw(Shader &shader)
    {
        glBindVertexArray(this->VAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
    }
private:
    GLuint VAO,VBO;
    void update()
    {
        glGenVertexArrays(1,&this->VAO);
        glGenBuffers(1,&this->VBO);
        //connect the VAO and VBO
        glBindVertexArray(VAO);
        glBindBuffer(GL_ARRAY_BUFFER,this->VBO);
        glBufferData(GL_ARRAY_BUFFER,sizeof(vertices_light),vertices_light,GL_STATIC_DRAW);

        glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(GLfloat),(GLvoid *)0);
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER,0);
        glBindVertexArray(0);
    }
};

#endif

mesh.h

#pragma once

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;

#include <GL/glew.h> 
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>


struct Vertex {
    glm::vec3 Position;
    glm::vec3 Normal;
    glm::vec2 TexCoords;
};

struct Texture {
    GLuint id;
    string type;
    aiString path;
};

class Mesh {
public:

    vector<Vertex> vertices;
    vector<GLuint> indices;
    vector<Texture> textures;

    Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures)
    {
        this->vertices = vertices;
        this->indices = indices;
        this->textures = textures;

        // Now that we have all the required data, set the vertex buffers and its attribute pointers.
        this->setupMesh();
    }

    // Render the mesh
    void Draw(Shader shader)
    {
        // Bind appropriate textures
        GLuint diffuseNr = 1;
        GLuint specularNr = 1;
        for(GLuint i = 0; i < this->textures.size(); i++)
        {
            glActiveTexture(GL_TEXTURE0 + i); // Active proper texture unit before binding
            // Retrieve texture number (the N in diffuse_textureN)
            stringstream ss;
            string number;
            string name = this->textures[i].type;
            if(name == "texture_diffuse")
                ss << diffuseNr++; // Transfer GLuint to stream
            else if(name == "texture_specular")
                ss << specularNr++; // Transfer GLuint to stream
            number = ss.str();
            // Now set the sampler to the correct texture unit
            glUniform1i(glGetUniformLocation(shader.Program, (name + number).c_str()), i);
            // And finally bind the texture
            glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
        }
        
        // Also set each mesh's shininess property to a default value (if you want you could extend this to another mesh property and possibly change this value)
        glUniform1f(glGetUniformLocation(shader.Program, "material.shininess"), 16.0f);

        // Draw mesh
        glBindVertexArray(this->VAO);
        glDrawElements(GL_TRIANGLES, this->indices.size(), GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        // Always good practice to set everything back to defaults once configured.
        for (GLuint i = 0; i < this->textures.size(); i++)
        {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, 0);
        }
    }

private:
    /*  Render data  */
    GLuint VAO, VBO, EBO;

    /*  Functions    */
    // Initializes all the buffer objects/arrays
    void setupMesh()
    {
        // Create buffers/arrays
        glGenVertexArrays(1, &this->VAO);
        glGenBuffers(1, &this->VBO);
        glGenBuffers(1, &this->EBO);

        glBindVertexArray(this->VAO);
        // Load data into vertex buffers
        glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
        // A great thing about structs is that their memory layout is sequential for all its items.
        // The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
        // again translates to 3/2 floats which translates to a byte array.
        glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex), &this->vertices[0], GL_STATIC_DRAW);

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint), &this->indices[0], GL_STATIC_DRAW);

        // Set the vertex attribute pointers
        // Vertex Positions
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
        // Vertex Normals
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Normal));
        // Vertex Texture Coords
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, TexCoords));

        glBindVertexArray(0);
    }
};


model.h

#pragma once
// Std. Includes
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std;
// GL Includes
#include <GL/glew.h> // Contains all the necessery OpenGL includes
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "SOIL2/SOIL2.h"
#include "SOIL2/stb_image.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

#include "mesh.h"

GLint TextureFromFile(const char* path, string directory);

class Model
{
public:
    /*  Functions   */
    // Constructor, expects a filepath to a 3D model.
    Model(GLchar* path)
    {
        this->loadModel(path);
    }

    // Draws the model, and thus all its meshes
    void Draw(Shader shader)
    {
        for(GLuint i = 0; i < this->meshes.size(); i++)
            this->meshes[i].Draw(shader);
    }
    
private:
    /*  Model Data  */
    vector<Mesh> meshes;
    string directory;
    vector<Texture> textures_loaded;    // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.

    /*  Functions   */
    // Loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
    void loadModel(string path)
    {
        // Read file via ASSIMP
        Assimp::Importer importer;
        const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
        // Check for errors
        if(!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
        {
            cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
            return;
        }
        // Retrieve the directory path of the filepath
        this->directory = path.substr(0, path.find_last_of('/'));

        // Process ASSIMP's root node recursively
        this->processNode(scene->mRootNode, scene);
    }

    // Processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
    void processNode(aiNode* node, const aiScene* scene)
    {
        // Process each mesh located at the current node
        for(GLuint i = 0; i < node->mNumMeshes; i++)
        {
            // The node object only contains indices to index the actual objects in the scene.
            // The scene contains all the data, node is just to keep stuff organized (like relations between nodes).
            aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
            this->meshes.push_back(this->processMesh(mesh, scene));
        }
        // After we've processed all of the meshes (if any) we then recursively process each of the children nodes
        for(GLuint i = 0; i < node->mNumChildren; i++)
        {
            this->processNode(node->mChildren[i], scene);
        }

    }

    Mesh processMesh(aiMesh* mesh, const aiScene* scene)
    {
        // Data to fill
        vector<Vertex> vertices;
        vector<GLuint> indices;
        vector<Texture> textures;

        // Walk through each of the mesh's vertices
        for(GLuint i = 0; i < mesh->mNumVertices; i++)
        {
            Vertex vertex;
            glm::vec3 vector; // We declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
            // Positions
            vector.x = mesh->mVertices[i].x;
            vector.y = mesh->mVertices[i].y;
            vector.z = mesh->mVertices[i].z;
            vertex.Position = vector;
            // Normals
            vector.x = mesh->mNormals[i].x;
            vector.y = mesh->mNormals[i].y;
            vector.z = mesh->mNormals[i].z;
            vertex.Normal = vector;
            // Texture Coordinates
            if(mesh->mTextureCoords[0]) // Does the mesh contain texture coordinates?
            {
                glm::vec2 vec;
                // A vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
                // use models where a vertex can have multiple texture coordinates so we always take the first set (0).
                vec.x = mesh->mTextureCoords[0][i].x;
                vec.y = mesh->mTextureCoords[0][i].y;
                vertex.TexCoords = vec;
            }
            else
                vertex.TexCoords = glm::vec2(0.0f, 0.0f);
            vertices.push_back(vertex);
        }
        // Now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
        for(GLuint i = 0; i < mesh->mNumFaces; i++)
        {
            aiFace face = mesh->mFaces[i];
            // Retrieve all indices of the face and store them in the indices vector
            for(GLuint j = 0; j < face.mNumIndices; j++)
                indices.push_back(face.mIndices[j]);
        }
        // Process materials
        if(mesh->mMaterialIndex >= 0)
        {
            aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
            // We assume a convention for sampler names in the shaders. Each diffuse texture should be named
            // as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
            // Same applies to other texture as the following list summarizes:
            // Diffuse: texture_diffuseN
            // Specular: texture_specularN
            // Normal: texture_normalN

            // 1. Diffuse maps
            vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
            textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
            // 2. Specular maps
            vector<Texture> specularMaps = this->loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
            textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
        }
        
        // Return a mesh object created from the extracted mesh data
        return Mesh(vertices, indices, textures);
    }

    // Checks all material textures of a given type and loads the textures if they're not loaded yet.
    // The required info is returned as a Texture struct.
    vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
    {
        vector<Texture> textures;
        for(GLuint i = 0; i < mat->GetTextureCount(type); i++)
        {
            aiString str;
            mat->GetTexture(type, i, &str);
            // Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
            GLboolean skip = false;
            for(GLuint j = 0; j < textures_loaded.size(); j++)
            {
                if(std::strcmp(textures_loaded[j].path.C_Str(), str.C_Str()) == 0)
                {
                    textures.push_back(textures_loaded[j]);
                    skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
                    break;
                }
            }
            if(!skip)
            {   // If texture hasn't been loaded already, load it
                Texture texture;
                texture.id = TextureFromFile(str.C_Str(), this->directory);
                texture.type = typeName;
                texture.path = str;
                textures.push_back(texture);
                this->textures_loaded.push_back(texture);  // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
            }
        }
        return textures;
    }
};




GLint TextureFromFile(const char* path, string directory)
{
     //Generate texture ID and load texture data
    string filename = string(path);
    filename = directory + '/' + filename;
    GLuint textureID;
    glGenTextures(1, &textureID);
    int width,height;
    unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
    // Assign texture to ID
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);

    // Parameters
    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);
    glBindTexture(GL_TEXTURE_2D, 0);
    SOIL_free_image_data(image);
    return textureID;
}

camera.h


#ifndef camera_h
#define camera_h

#include <vector>
#define GLEW_STATIC
#include <GL/glew.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
enum Camera_Movement//解决朝向问题
{
    FORWARD,
    BACKWORD,
    LEFT,
    RIGHT
};
const GLfloat YAW         = -90.0f;   //从外往里视角,水平角
const GLfloat PITCH       = 0.0f;     //俯仰角
const GLfloat ZOOM        = 45.0f;    //视域,控制缩放
const GLfloat SPEED       = 6.0f;     //设置初始速度
const GLfloat SENSITIVITY = 0.25f;    //灵敏度

class Camera
{
public:
    //camera位置信息
    Camera(glm::vec3 position = glm::vec3(0.0f,0.0f,0.0f),glm::vec3 up = glm::vec3(0.0f,1.0f,0.0f),GLfloat yaw=YAW,GLfloat pitch = PITCH):front(glm::vec3(0.0f,0.0f,-1.0f)),zoom(ZOOM),movementSpeed(SPEED),mouseSensitivity(SENSITIVITY)
    {
        this->position = position;
        this->worldUP = up;
        this->yaw = yaw;
        this->pitch = pitch;
        this->updateCameraVectors();
        
    }
    glm::mat4 GetViewMatrix()//获得私有变量的值
    {
        return glm::lookAt(this->position,this->position + this->front,this->up);
    }
    GLfloat GetZoom()  //获得私有变量的值
    {
        return this->zoom;
    }
    glm::vec3 GetPosition()
    {
        return  this->position;
    }
    void ProcessKeyboard(Camera_Movement direction,GLfloat deltaTime)
    {
        GLfloat velocity = this->movementSpeed * deltaTime;
        if (direction == FORWARD){
            this->position+=this->front*velocity;
        }
        if (direction == BACKWORD){
            this->position-=this->front*velocity;
        }
        if (direction == LEFT){
            this->position-=this->right*velocity;
        }
        if (direction == RIGHT){
            this->position+=this->right*velocity;
        }
    }
    
    
    void ProcessMouseScroll(GLfloat yOffset)
    {
        if ( this->zoom >= 1.0f && this->zoom <= 45.0f )
        {
            this->zoom += yOffset;
        }
        if ( this->zoom <= 1.0f )
        {
            this->zoom = 1.0f;
        }
        if ( this->zoom >= 45.0f )
        {
            this->zoom = 45.0f;
        }
    }
    
    void ProcessMouseMovement(GLfloat xOffset,GLfloat yOffset)
    {
        //灵敏度调节
        xOffset *= this->mouseSensitivity;
        yOffset *= this->mouseSensitivity;
        
        this->yaw += xOffset;
        this->pitch += yOffset;
        this->updateCameraVectors();//变化完更新相机指针
        
        
    }
private:
    GLfloat yaw;
    GLfloat pitch;
    GLfloat zoom;
    GLfloat movementSpeed;
    GLfloat mouseSensitivity;
    
    glm::vec3 position;
    glm::vec3 front;
    glm::vec3 right;
    glm::vec3 up;
    glm::vec3 worldUP;
    void updateCameraVectors()
    {
        glm::vec3 front;
        front.x=cos(glm::radians(this->pitch)) * cos(glm::radians(this->yaw));
        front.y=sin(glm::radians(this->pitch));
        front.z=cos(glm::radians(this->pitch)) * sin(glm::radians(this->yaw));
        this->front = glm::normalize(front);
        
        this->right=glm::normalize(glm::cross(this->front,this->worldUP));
        
        this->up = glm::normalize(glm::cross(this->right,this->front));
    }
};

#endif /* camera_h */

Shader.h


#pragma once

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include <GL/glew.h>
#include <GLFW/glfw3.h>

class Shader
{
    GLuint vertex,fragment;
public:
    GLuint Program;
    Shader(const GLchar *vertexPath,const GLchar *fragmentPath)
    {
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        vShaderFile.exceptions(std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::badbit);
        
        try {
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream,fShaderStream;
            vShaderStream<<vShaderFile.rdbuf();
            fShaderStream<<fShaderFile.rdbuf();
            vShaderFile.close();
            fShaderFile.close();
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
            
        } catch (std::ifstream::failure e) {
            std::cout<<"ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ"<<std::endl;
        }
        
        const GLchar *vShaderCode = vertexCode.c_str();
        const GLchar *fShaderCode = fragmentCode.c_str();
        GLint success;
        GLchar infoLog[512];
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex,1,&vShaderCode,NULL);
        glCompileShader(vertex);
        glGetShaderiv(vertex,GL_COMPILE_STATUS,&success);
        if (!success) {
            glGetShaderInfoLog(vertex,512,NULL,infoLog);
            std::cout<<"ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"<<
            infoLog<<std::endl;
        }
        
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment,1,&fShaderCode,NULL);
        glCompileShader(fragment);
        
        glGetShaderiv(fragment,GL_COMPILE_STATUS,&success);
        if (!success) {
            glGetShaderInfoLog(fragment,512,NULL,infoLog);
            std::cout<<"ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n"<<
            infoLog<<std::endl;
        }
        this->Program= glCreateProgram();
        glAttachShader(this->Program,vertex);
        glAttachShader(this->Program,fragment);
        glLinkProgram(this->Program);
        
        glGetProgramiv(this->Program,GL_LINK_STATUS,&success);
        if (!success) {
            glGetProgramInfoLog(this->Program,512,NULL,infoLog);
            std::cout<<"ERROR::SHADER::PROGRAM::LINKING_FAILED\n"<<infoLog<<std::endl;
        }
    }
    
    ~Shader()
    {
        glDetachShader(this->Program,vertex);
        glDetachShader(this->Program,fragment);
        glDeleteShader(vertex);
        glDeleteShader(fragment);
        glDeleteProgram(this->Program);
    }
    
    void use()
    {
        glUseProgram(this->Program);
    }
};

core.vs

#version 330 core
layout(location = 0) in vec3 position;
//layout(location = 1) in vec3 ourColor;
layout(location = 1) in vec3 normal;

//out vec3 vertexColor;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 transform;//顶点位置修改
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * transform * vec4(position,1.0f);
    FragPos =vec3 (transform * vec4(position,1.0f));
//    vertexColor = ourColor;
    Normal = mat3(transpose(inverse(transform)))*normal;

}

core.fs

#version 330 core
out vec4 color;
//in vec3 vertexColor;
in vec3 Normal;
in vec3 FragPos;

//uniform运行过程中从CPU传给我们的
uniform float time;
uniform vec3 LightPos;
uniform vec3 ViewPos;

struct Material
{
    float diffuse;
    float specular;
    
};
uniform Material material;

void main()
{
//color = vec4(vertexColor,1.0f);
    vec3 lightDirection = normalize(LightPos-FragPos);//光源方向
    vec3 viewDirection = normalize(ViewPos-FragPos);//视野方向
    vec3 norm = normalize(Normal);
    
    //ambient环境部分
//    vec3 ambient = 0.5 * vertexColor;
    
    //diffuse
    float diff = material.diffuse * max(dot(norm,lightDirection),0.0f);
    //vec3 diffuse = diff * vertexColor;
    
    //specular
    vec3 halfAngle = normalize(viewDirection + lightDirection);
    float spec = material.specular * pow(max (dot(norm,halfAngle),0.0f),64.0f);
    //vec3 specular = spec * vertexColor;
    
    color = vec4(1.0f,0.0f,0.0f,1.0f);
    
  
}



light.vs

#version 330 core
layout(location = 0) in vec3 position;
uniform mat4 transform;//顶点位置修改
uniform mat4 view;
uniform mat4 projection;
void main()
{
    gl_Position = projection * view * transform * vec4(position,1.0f);
}


light.fs

#version 330 core
out vec4 color;
void main()
{
color = vec4(1.0f,1.0f,1.0f,1.0f);
  
}




skybox.vs

#version 330 core
layout (location = 0) in vec3 position;
out vec3 TexCoords;

uniform mat4 projection;
uniform mat4 view;

void main()
{
    gl_Position =   projection * view * vec4(position, 1.0);
    TexCoords = position;
}

skybox.fs

#version 330 core
in vec3 TexCoords;
out vec4 color;

uniform samplerCube skybox;

void main()
{
    color = texture(skybox, TexCoords);
}

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