LearnOpenGL 光照—光照贴图—练习(放射光贴图)

初始代码

l i g h t   s h a d e r : light\ shader: light shader:

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

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

void main()
{
	gl_Position = projection * view * model * vec4(aPos,1.0);
}

#version 330 core
out vec4 FragColor;

void main()
{
	FragColor = vec4(1.0);  将向量的四个分量全部设置为1.0
}

o b j e c t   s h a d e r : object\ shader: object shader

#version 330 core
layout (location = 0) in vec3 aPos;   // 位置变量的属性位置值为 0 
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

uniform mat4 model;	//模型
uniform mat4 view;	//观察
uniform mat4 projection;	//投影

out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;

void main()
{
	// 注意乘法要从右向左读
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    Normal = mat3(transpose(inverse(model))) * aNormal;
    FragPos = vec3(model * vec4(aPos, 1.0));
    TexCoords = aTexCoords;
}

#version 330 core

struct Material
{
	sampler2D diffuse;
	sampler2D specular;
	float shininess;
};

struct Light
{
	vec3 position;
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
};

in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;

out vec4 FragColor;  

uniform Material material;
uniform Light light;
uniform vec3 viewPos;

void main()
{
	//环境光
	vec3 ambient = light.ambient * vec3(texture(material.diffuse,TexCoords));
	//漫反射
	vec3 norm = normalize(Normal);
	vec3 lightDir = normalize(light.position - FragPos);
	float diff = max(dot(norm,lightDir),0.0);
	vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse,TexCoords));
	//镜面反射
	vec3 viewDir = normalize(viewPos - FragPos);
	vec3 reflectDir = reflect(-lightDir,norm);
	float spec = pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
	vec3 specular = light.specular * spec * vec3(texture(material.specular,TexCoords));
	//最终结果
	vec3 result = ambient + diffuse + specular;
	FragColor = vec4(result,1.0);
}

c p p : cpp: cpp

#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 <iostream>
#include "shader.h"
#include "stb_image.h"
#include "camera.h"
#include "texture.h"
using std::cout;

//窗口回调函数
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	//绘图视口 3D坐标到2D坐标的转换(映射)和这些参数(宽高)有关
	glViewport(0, 0, width, height);
}

//键盘回调
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

//鼠标回调
void mouse_callback(GLFWwindow* window, double xpos, double ypos);

//滚轮回调
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);

//窗口初始大小
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

//物体着色器
const char* vShaderPath = "ShaderFiles/shader.vert";
const char* fShaderPath = "ShaderFiles/shader.frag";
//光源着色器
const char* lightvShaderPath = "ShaderFiles/light_shader.vert";
const char* lightfShaderPath = "ShaderFiles/light_shader.frag";

//混合颜色的插值
float mixValue = 0.2f;
//记录鼠标坐标
float lastX, lastY;
bool firstMouse = true;

//摄像机
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

//光源位置
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

int main()
{
	//glfw初始化
	glfwInit();
	//告诉glfw我们所使用的opengl版本 此处为3.3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	//创建窗口
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		cout << "Failed to create GLFW window\n";
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
	//设置窗口回调函数
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	//键盘回调函数
	glfwSetKeyCallback(window, key_callback);
	//鼠标回调
	glfwSetCursorPosCallback(window, mouse_callback);
	//滚轮回调
	glfwSetScrollCallback(window, scroll_callback);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		cout << "Failed to initialize GLAD\n";
		return -1;
	}

	//开启深度测试
	glEnable(GL_DEPTH_TEST);

	//着色器对象
	Shader shaderProgram = Shader(vShaderPath, fShaderPath);
	Shader lightShaderProgram = Shader(lightvShaderPath, lightfShaderPath);

	float vertices[] = {
		// positions          // normals           // texture coords
		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
		 0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,

		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
		-0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 0.0f,
		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 0.0f,

		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
		 0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,
		 0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 0.0f,
		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
		 0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 0.0f,
		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
	};

	//顶点缓冲对象 VBO
	//顶点数组对象 VAO
	unsigned int VBO, VAO;
	//渲染物体
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//设置顶点属性
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);

	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);

	//光源
	unsigned int lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	//漫反射贴图
	Texture diffuseTexture("diffuseTexture", "Images/container2_diffuse.png");

	//镜面光贴图
	//Texture specularTexture("specuTexture", "Images/container2_specular.png");
	Texture specularTexture("specuTexture", "Images/lighting_maps_specular_color.png");

	//线框模式
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	//这些uniform不会更新 可以放到循环外面
	shaderProgram.use();
	shaderProgram.setInt("material.diffuse", diffuseTexture.getTextureUnitID());
	shaderProgram.setInt("material.specular", specularTexture.getTextureUnitID());
	shaderProgram.setFloat("material.shininess", 64.0f);
	shaderProgram.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
	shaderProgram.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
	shaderProgram.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
	shaderProgram.setVec3("light.position", lightPos);

	while (!glfwWindowShouldClose(window))
	{
		glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		//矩阵运算
		glm::mat4 lightModel(1.0f);
		glm::mat4 view = camera.GetViewMatrix();
		glm::mat4 projection = glm::perspective(glm::radians(camera.Fov), SCR_WIDTH * 1.0f / SCR_HEIGHT, 0.1f, 100.0f);
		//激活着色器
		shaderProgram.use();
		shaderProgram.setVec3("viewPos", camera.Position);
		shaderProgram.setMat4("model", lightModel);
		shaderProgram.setMat4("view", view);
		shaderProgram.setMat4("projection", projection);
		//贴图
		diffuseTexture.use();
		specularTexture.use();

		glBindVertexArray(VAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		//光源着色器
		lightShaderProgram.use();
		lightModel = glm::translate(lightModel, lightPos);
		lightModel = glm::scale(lightModel, glm::vec3(0.2f));
		lightShaderProgram.setMat4("model", lightModel);
		lightShaderProgram.setMat4("view", view);
		lightShaderProgram.setMat4("projection", projection);
		glBindVertexArray(lightVAO);
		glDrawArrays(GL_TRIANGLES, 0, 36);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	//这一步是可选的
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	//glDeleteBuffers(1, &EBO);

	//释放资源
	glfwTerminate();
	return 0;
}

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
	if (action == GLFW_REPEAT || action == GLFW_PRESS)
	{
		if (key == GLFW_KEY_ESCAPE)
		{
			glfwSetWindowShouldClose(window, GL_TRUE);
			return;
		}
		switch (key)
		{
		case GLFW_KEY_UP:
			mixValue += 0.1f;
			if (mixValue >= 1.0f)
				mixValue = 1.0f;
			break;
		case GLFW_KEY_DOWN:
			mixValue -= 0.1f;
			if (mixValue <= 0.0f)
				mixValue = 0.0f;
			break;
		case GLFW_KEY_W:
			camera.ProcessKeyboard(FORWARD);
			break;
		case GLFW_KEY_S:
			camera.ProcessKeyboard(BACKWARD);
			break;
		case GLFW_KEY_A:
			camera.ProcessKeyboard(LEFT);
			break;
		case GLFW_KEY_D:
			camera.ProcessKeyboard(RIGHT);
			break;
		default:
			break;
		}
	}
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouse)
	{
		firstMouse = false;
		lastX = xpos, lastY = ypos;
	}
	camera.ProcessMouseMovement(xpos - lastX, lastY - ypos);
	lastX = xpos;
	lastY = ypos;
}

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

注:若要查看封装的类的代码,请看我的其他博客。

练习一

调整光源的环境光、漫反射和镜面光向量,看看它们如何影响箱子的视觉输出。

shaderProgram.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
shaderProgram.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
shaderProgram.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

增大环境光。

shaderProgram.setVec3("light.ambient", 1.0f, 1.0f, 1.0f);
shaderProgram.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
shaderProgram.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

在这里插入图片描述

增大漫反射光。

shaderProgram.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
shaderProgram.setVec3("light.diffuse", 1.0f, 1.0f, 1.0f);
shaderProgram.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

在这里插入图片描述

增大镜面反射光。

shaderProgram.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
shaderProgram.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
shaderProgram.setVec3("light.specular", 3.0f, 3.0f, 3.0f);

在这里插入图片描述

练习二

尝试在片段着色器中反转镜面光贴图的颜色值,让木头显示镜面高光而钢制边缘不反光(由于钢制边缘中有一些裂缝,边缘仍会显示一些镜面高光,虽然强度会小很多)。

修改object的片段着色器即可:

#version 330 core

struct Material
{
	sampler2D diffuse;
	sampler2D specular;
	float shininess;
};

struct Light
{
	vec3 position;
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
};

in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;

out vec4 FragColor;  

uniform Material material;
uniform Light light;
uniform vec3 viewPos;

void main()
{
	//环境光
	vec3 ambient = light.ambient * vec3(texture(material.diffuse,TexCoords));
	//漫反射
	vec3 norm = normalize(Normal);
	vec3 lightDir = normalize(light.position - FragPos);
	float diff = max(dot(norm,lightDir),0.0);
	vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse,TexCoords));
	//镜面反射
	vec3 viewDir = normalize(viewPos - FragPos);
	vec3 reflectDir = reflect(-lightDir,norm);
	float spec = pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
	//vec3 specular = light.specular * spec * vec3(texture(material.specular,TexCoords));
	vec3 specular = light.specular * spec * (vec3(1.0) - vec3(texture(material.specular,TexCoords)));
	//最终结果
	vec3 result = ambient + diffuse + specular;
	FragColor = vec4(result,1.0);
}

在这里插入图片描述

练习三

使用漫反射贴图创建一个彩色而不是黑白的镜面光贴图,看看结果看起来并不是那么真实了。如果你不会生成的话,可以使用这张彩色的镜面光贴图

//镜面光贴图
//Texture specularTexture("specuTexture", "Images/container2_specular.png");
Texture specularTexture("specuTexture", "Images/lighting_maps_specular_color.png");

在这里插入图片描述
在这里插入图片描述

练习四

添加一个叫做放射光贴图(Emission Map)的东西,它是一个储存了每个片段的发光值(Emission Value)的贴图。发光值是一个包含(假设)光源的物体发光(Emit)时可能显现的颜色,这样的话物体就能够忽略光照条件进行发光(Glow)。游戏中某个物体在发光的时候,你通常看到的就是放射光贴图(比如 机器人的眼,或是箱子上的灯带)。将这个纹理(作者为 creativesam)作为放射光贴图添加到箱子上,产生这些字母都在发光的效果。
在这里插入图片描述
在这里插入图片描述
首先修改object的片段着色器:

#version 330 core

struct Material
{
	sampler2D diffuse;
	sampler2D specular;
	float shininess;
};

struct Light
{
	vec3 position;
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
};

in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;

out vec4 FragColor;  

uniform Material material;
uniform Light light;
uniform vec3 viewPos;
uniform sampler2D EmissionMap;

void main()
{
	//环境光
	vec3 ambient = light.ambient * vec3(texture(material.diffuse,TexCoords));
	//漫反射
	vec3 norm = normalize(Normal);
	vec3 lightDir = normalize(light.position - FragPos);
	float diff = max(dot(norm,lightDir),0.0);
	vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse,TexCoords));
	//镜面反射
	vec3 viewDir = normalize(viewPos - FragPos);
	vec3 reflectDir = reflect(-lightDir,norm);
	float spec = pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
	vec3 specular = light.specular * spec * vec3(texture(material.specular,TexCoords));
	//放射光
	vec3 emission = texture(EmissionMap,TexCoords).xyz;
	//最终结果
	vec3 result = ambient + diffuse + specular + emission;
	FragColor = vec4(result,1.0);
}

然后在main.cpp中修改以下几处代码:

//放射光贴图
Texture emissionTexture("emissionTexture", "Images/emission_map.jpg");
……
shaderProgram.setInt("EmissionMap", emissionTexture.getTextureUnitID());
……
emissionTexture.use();

其实就是多了一个放射光嘛。

在这里插入图片描述

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