注意完整的mesh与shader文件:
- mesh增加了法线与高度贴图:
// render the mesh
void Draw(Shader shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(static_cast<long long>(diffuseNr++));
else if (name == "texture_specular")
number = std::to_string(static_cast<long long>(specularNr++)); // transfer unsigned int to stream
else if (name == "texture_normal")
number = std::to_string(static_cast<long long>(normalNr++)); // transfer unsigned int to stream
else if (name == "texture_height")
number = std::to_string(static_cast<long long>(heightNr++)); // transfer unsigned int to stream
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
- model增加了两个贴图的传值
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
{
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// Walk through each of the mesh's vertices
for (unsigned int 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);
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
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 (unsigned int 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 (unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
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 = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
- model中在push的时候打印纹理信息:
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.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
cout << "textures_loaded.push_back ID:" << texture.id << " type:" << texture.type << " parth:" << texture.path << endl;
}
环境映射
- 我们现在将整个环境映射到了一个纹理对象上了,能利用这个信息的不仅仅只有天空盒。通过使用环境的立方体贴图,我们可以给物体反射和折射的属性。这样使用环境立方体贴图的技术叫做环境映射(Environment Mapping),其中最流行的两个是反射(Reflection)和折射(Refraction)。
反射
-
反射这个属性表现为物体(或物体的一部分)反射它周围环境,即根据观察者的视角,物体的颜色或多或少等于它的环境。镜子就是一个反射性物体:它会根据观察者的视角反射它周围的环境。
-
我们根据观察方向向量I¯和物体的法向量N¯,来计算反射向量R¯。
-
GLSL内建的reflect函数来计算这个反射向量。最终的R¯向量将会作为索引/采样立方体贴图的方向向量,返回环境的颜色值。最终的结果是物体看起来反射了天空盒。
-
注意这里的position和cameraPos就是例子代码中的FragPosition和ViewPosion
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 Position;
uniform vec3 cameraPos;
uniform samplerCube skybox;
void main()
{
vec3 I = normalize(Position - cameraPos);
vec3 R = reflect(I, normalize(Normal));
FragColor = vec4(texture(skybox, R).rgb, 1.0);
}
- 我们先计算了观察/摄像机方向向量I,并使用它来计算反射向量R,之后我们将使用R来从天空盒立方体贴图中采样。注意,我们现在又有了片段的插值Normal和Position变量,所以我们需要更新一下顶点着色器。
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 Normal;
out vec3 Position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
Normal = mat3(transpose(inverse(model))) * aNormal;
Position = vec3(model * vec4(aPos, 1.0));
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
- 例子代码:只改变了片段着色器的代码
// FragColor = vec4(result,1.0);
vec3 I = normalize(FragPos - viewPos);
vec3 R = reflect(I, normalize(Normal));
FragColor = vec4(texture(skybox, R).rgb, 1.0);
折射
- 环境映射的另一种形式是折射,它和反射很相似。折射是光线由于传播介质的改变而产生的方向变化。在常见的类水表面上所产生的现象就是折射,光线不是直直地传播,而是弯曲了一点。将你的半只胳膊伸进水里,观察出来的就是这种效果。
折射是通过斯涅尔定律(Snell’s Law)来描述的,使用环境贴图的话看起来像是这样:
- 同样,我们有一个观察向量I¯,一个法向量N¯,而这次是折射向量R¯。可以看到,观察向量的方向轻微弯曲了。弯折后的向量R¯将会用来从立方体贴图中采样。
void main()
{
float ratio = 1.00 / 1.52;
vec3 I = normalize(Position - cameraPos);
vec3 R = refract(I, normalize(Normal), ratio);
FragColor = vec4(texture(skybox, R).rgb, 1.0);
}
增加模型上不同纹理的反射渲染
- main函数在补全shader和mesh的函数之后,添加绑定skybox用于进行反射渲染的值。注意设定成31是因为肯定不会被占用,使用的时候是先激活后绑定
注意之前用的纹理获取是什么样的,这里注意mesh.H中的纹理单元先激活后绑定glBindTexture(GL_TEXTURE_2D, textures[i].id)
unsigned int cubemapTexture = loadCubemap(faces);
//在mesh.h中先激活后进行绑定
void Draw(Shader shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(static_cast<long long>(diffuseNr++));
else if (name == "texture_specular")
number = std::to_string(static_cast<long long>(specularNr++)); // transfer unsigned int to stream
else if (name == "texture_normal")
number = std::to_string(static_cast<long long>(normalNr++)); // transfer unsigned int to stream
else if (name == "texture_height")
number = std::to_string(static_cast<long long>(heightNr++)); // transfer unsigned int to stream
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
- 激活一个纹理单元,所以应该用31,注意纹理值(cubemapTexture)要和skybox绑定
//ourModel.Draw(cubeShader);
glActiveTexture(GL_TEXTURE31); //激活一个纹理单元,第31个肯定不会被占用
modelShader.setInt("skybox", 31); //设定值31号位置为skybox
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);//纹理值必须要绑定
- 添加反射光渲染
uniform samplerCube skybox;
//增加纹理的光反射渲染
vec3 CalcReflectLight()
{
vec3 result = vec3(0.0,0.0,0.0);
vec3 I = normalize(FragPos - viewPos);
vec3 R = reflect(I, normalize(Normal));
return texture(skybox, R).rgb;
}
- 主函数上设定渲染后的材质光
void main()
{
//材质光
vec3 reflect1 = vec3(texture(texture_height1,TexCoords));
- 去掉手电筒光源之后的result
vec3 result = vec3(0.0,0.0,0.0);
result += CalcReflectLight()*reflect1.r;
result += CalcPointLight(light);
FragColor = vec4(result,1.0);
- 效果