十二、光照基础

第一部分概念

OpenGL ES的基础光照模型,目前opengl还无法模拟现实世界的复杂光照效果,但是为了效果上的逼真,还是引入了一些简单的模型来模拟光照效果,

这里介绍冯氏光照模型(Phong Lighting Model)模型,他是由三种元素光组成的,环境光,散射光,镜面光。

环境光:四面八方照射到物体上且各个方向都均匀的光,不依赖于光源位置,没有方向性。

要把环境光照添加到场景里,只需用光的颜色乘以一个(数值)很小常量环境因子,再乘以物体的颜色,然后使用它作为片段的颜色:
void main()
{
    float ambientStrength = 0.1f; //常量环境因子
    vec3 ambient = ambientStrength * lightColor; //环境光强度

    vec3 result = ambient * objectColor;
    color = vec4(result, 1.0f);
}

散射光:散射光表示从物体表面向各个方向均匀反射的光。散射光的强度与入射光的强度及入射角密切相关,所以当光源位置发生变化,散射光效果也会发生明显变化。

out vec3 fragPos;//当前片段坐标
out vec3 normal; //当前片段法向量
uniform vec3 lightPos;//光源位置
void main()
{
    float diffuseStrength = 0.5f; //材质反射系数

	vec3 norm = normalize(normal); // 归一化
	vec3 lightDir = normalize(lightPos - fragPos);//当前片段光源照射方向向量

    float diff = max(dot(norm, lightDir), 0.0);// dot 表示两个向量的点乘
    vec3 diffuse = diffuseStrength * diff * lightColor; //散射光最终强度

    vec3 result = diffuse * objectColor;
    color = vec4(result, 1.0f);
}

镜面光:镜面光是由光滑物体表面反射的方向比较集中的光,镜面光强度不仅依赖于入射光与法向量的夹角,也依赖于观察者的位置。

out vec3 fragPos;//当前片段坐标
out vec3 normal; //当前片段法向量
uniform vec3 lightPos;//光源位置
void main()
{
    float specularStrength = 0.5f;

    vec3 norm = normalize(normal); // 归一化
    vec3 viewDir = normalize(viewPos - FragPos); //视线方向向量 
    vec3 reflectDir = reflect(-lightDir, norm); //镜面反射光向量

    float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); 
    //视线方向向量与镜面反射光向量点乘的32次幂,这个32是高光的发光值(Shininess)。一个物体的发光值越高,反射光的能力越强,散射得越少,高光点越小。
    vec3 specular = specularStrength * spec * lightColor; //镜面光最终强度

    vec3 result = specular * objectColor;
    color = vec4(result, 1.0f);
}

第二部分实践

java部分与坐标系统是一致的,都有利用触摸来旋转的功能。主要是C++不一样。

这里新引入一种绘画方法:glDrawArrays

//提供绘制功能,从数组数据中提取数据渲染基本图元
//GL_TRIANGLES:把每三个顶点作为一个独立的三角形,顶点3n-2、3n-1和3n定义了第n个三角形,总共绘制N/3个三角形
glDrawArrays(GL_TRIANGLES, 0, 36);

提供了很多顶点坐标然后通过这种绘制,将3个顶点绘制成一个三角形,一个正方形两个三角形,一个立方体是六个正方形。因此绘制一个立方体需要36个顶点数据。

顶点着色器

#version 300 es
precision mediump float;//默认float 片段着色器需要指定
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec2 a_texCoord;
layout(location = 2) in vec3 a_normal;
uniform mat4 u_MVPMatrix;//坐标变化矩阵
uniform mat4 u_ModelMatrix;//光照模型
uniform vec3 lightPos;//光照坐标
uniform vec3 lightColor;//光照颜色
uniform vec3 viewPos;//观察者坐标

out vec2 v_texCoord;//输出到片段着色器的纹理坐标
out vec3 ambient;//环境光

out vec3 diffuse;//散光
out vec3 specular;//反射

void main()
{
    gl_Position = u_MVPMatrix * a_position;
    vec3 fragPos = vec3(u_ModelMatrix * a_position);

    // Ambient环境光
    float ambientStrength = 0.1;
    ambient = ambientStrength * lightColor;

    // Diffuse散光
    float diffuseStrength = 0.5;
    vec3 unitNormal = normalize(vec3(u_ModelMatrix * vec4(a_normal, 1.0)));
    vec3 lightDir = normalize(lightPos - fragPos);
    float diff = max(dot(unitNormal, lightDir), 0.0);
    diffuse = diffuseStrength * diff * lightColor;

    // Specular镜面
    float specularStrength = 0.9;
    vec3 viewDir = normalize(viewPos - fragPos);
    vec3 reflectDir = reflect(-lightDir, unitNormal);
    float spec = pow(max(dot(unitNormal, reflectDir), 0.0), 16.0);
    specular = specularStrength * spec * lightColor;

    v_texCoord = a_texCoord;
}

片段着色器

#version 300 es
precision mediump float;
layout(location = 0) out vec4 outColor;

in vec2 v_texCoord;
in vec3 ambient;
in vec3 diffuse;
in vec3 specular;

uniform sampler2D s_TextureMap;
void main()
{
    vec4 objectColor = texture(s_TextureMap, v_texCoord);
    vec3 finalColor = (ambient + diffuse + specular) * vec3(objectColor);
    outColor = vec4(finalColor, 1.0);;
}

Basiclighting.h

//
// Created by CreatWall_zhouwen on 2023/5/10.
//

#ifndef SEVENBASICLIGHTING_BASICLIGHTING_H
#define SEVENBASICLIGHTING_BASICLIGHTING_H

#include <GLES3/gl3.h>
#include <detail/type_mat.hpp>
#include <detail/type_mat4x4.hpp>
#define MATH_PI 3.1415926535897932384626433832802

class Basiclighting {
public:
    Basiclighting(){
        program = 0;
        vertexShaderHandle = 0;
        fragShaderHandle = 0;
        m_ModelMatrix = glm::mat4(0.0f);
        m_AngleX = 0;
        m_AngleY = 0;
        m_ScaleX = 1.0f;
        m_ScaleY = 1.0f;
        m_ModelMatrix = glm::mat4(0.0f);
    };
    ~Basiclighting(){};
    void CreateProgram(const char *ver, const char *frag);
    void Draw();
    void getTexturedata(unsigned char *data, int width, int height);
    static Basiclighting* GetInstance();
    static void DestroyInstance();
    void OnSurfaceChanged(int width, int height);
    void UpdateTransformMatrix(float rotateX, float rotateY, float scaleX, float scaleY);
    void UpdateMVPMatrix(glm::mat4 &mvpMatrix, int angleX, int angleY, float ratio);
private:
    GLuint program;
    GLuint vertexShaderHandle;
    GLuint fragShaderHandle;
    GLuint m_VaoId;//存放顶点数据
    GLuint m_VboId;//顶点缓冲区
    unsigned int m_TextureId;
    unsigned char *texturedata;
    int texturewidth, textureheight;

    int srceenWidth, srceenHeight;//屏幕宽高
    GLint m_SamplerLoc;
    GLint m_MVPMatLoc;
    GLint m_ModelMatrixLoc;
    GLint m_LightPosLoc;
    GLint m_LightColorLoc;
    GLint m_ViewPosLoc;

    glm::mat4 m_MVPMatrix;
    glm::mat4 m_ModelMatrix;
    int m_AngleX;
    int m_AngleY;
    float m_ScaleX;
    float m_ScaleY;
};



#endif //SEVENBASICLIGHTING_BASICLIGHTING_H

Basiclighting.cpp

//
// Created by CreatWall_zhouwen on 2023/5/10.
//

#include "Basiclighting.h"
#include "Util.h"
#include "GLUtil.h"
#include <gtc/matrix_transform.hpp>
Basiclighting* m_pContext = nullptr;
#define TAG "DRAWTEXTURE"

GLfloat vertices[] = {
        //position            //texture coord  //normal
        -0.5f, -0.5f, -0.5f,   0.0f, 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, 1.0f,      0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,   1.0f, 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, 0.0f,      0.0f,  0.0f, -1.0f,

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

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

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

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

void Basiclighting::CreateProgram(const char *ver, const char *frag) {
    LOGD("CreateProgram Enter");
    // 编译链接用于离屏渲染的着色器程序
    program = CreateGLProgram(ver, frag, vertexShaderHandle, fragShaderHandle);
    if (program == GL_NONE)
    {
        LOGD("FBOSample::Init m_ProgramObj == GL_NONE");
        return;
    }
    LOGD("CreateGLProgram Success");
    m_SamplerLoc = glGetUniformLocation(program, "s_TextureMap");
    m_MVPMatLoc = glGetUniformLocation(program, "u_MVPMatrix");
    m_ModelMatrixLoc = glGetUniformLocation(program, "u_ModelMatrix");
    m_LightPosLoc = glGetUniformLocation(program, "lightPos");
    m_LightColorLoc = glGetUniformLocation(program, "lightColor");
    m_ViewPosLoc = glGetUniformLocation(program, "viewPos");

    //创建VBO
    glGenBuffers(1, &m_VboId);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboId);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //创建VAO绑定VAO和纹理
    glGenVertexArrays(1, &m_VaoId);
    glBindVertexArray(m_VaoId);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboId);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (const void *) 0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (const void *) (3* sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (const void *) (5* sizeof(GLfloat)));
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

    glGenTextures(1, &m_TextureId);
    glBindTexture(GL_TEXTURE_2D, m_TextureId);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    //绑定纹理数据
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texturewidth, textureheight, 0, GL_RGB, GL_UNSIGNED_BYTE, texturedata);
    glGenerateMipmap(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
}

void Basiclighting::Draw() {
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    glClearColor(0.2f, 0.9f, 0.3f, 1.0f);
    UpdateMVPMatrix(m_MVPMatrix, m_AngleX, m_AngleY, (float) srceenWidth / srceenHeight);
    glEnable(GL_DEPTH_TEST);//启用深度测试,注意glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);也要进行清除
    glUseProgram(program);
    glBindVertexArray(m_VaoId);

    //设置参数
    glUniformMatrix4fv(m_MVPMatLoc, 1, GL_FALSE, &m_MVPMatrix[0][0]);
    glUniformMatrix4fv(m_ModelMatrixLoc, 1, GL_FALSE, &m_ModelMatrix[0][0]);
    glUniform3f(m_LightColorLoc,  1.0f, 1.0f, 1.0f);
    glUniform3f(m_LightPosLoc,    -2.0f, 0.0f, 2.0f);
    glUniform3f(m_ViewPosLoc,     -3.0f, 0.0f, 3.0f);

    //绑定纹理
    glBindTexture(GL_TEXTURE_2D, m_TextureId);
    glUniform1i(m_SamplerLoc, 0);

    //提供绘制功能,从数组数据中提取数据渲染基本图元
    //GL_TRIANGLES:把每三个顶点作为一个独立的三角形,顶点3n-2、3n-1和3n定义了第n个三角形,总共绘制N/3个三角形
    glDrawArrays(GL_TRIANGLES, 0, 36);

    glBindVertexArray(0);
}



Basiclighting *Basiclighting::GetInstance() {
    if (m_pContext == nullptr)
    {
        m_pContext = new Basiclighting();
    }
    return m_pContext;
}

void Basiclighting::DestroyInstance() {
    if (m_pContext)
    {
        delete m_pContext;
        m_pContext = nullptr;
    }
}

void Basiclighting::getTexturedata(unsigned char *data, int width, int height) {
    texturedata = data;
    texturewidth = width;
    textureheight = height;
}

void Basiclighting::OnSurfaceChanged(int width, int height) {
    glViewport(0, 0, width, height);
    srceenWidth = width;
    srceenHeight = height;
}

void Basiclighting::UpdateTransformMatrix(float rotateX, float rotateY, float scaleX, float scaleY) {
    m_AngleX = static_cast<int>(rotateX);
    m_AngleY = static_cast<int>(rotateY);
    m_ScaleX = scaleX;
    m_ScaleY = scaleY;
}

void Basiclighting::UpdateMVPMatrix(glm::mat4 &mvpMatrix, int angleX, int angleY, float ratio) {
    LOGD("BasicLightingSample::UpdateMVPMatrix angleX = %d, angleY = %d, ratio = %f", angleX,
            angleY, ratio);
    angleX = angleX % 360;
    angleY = angleY % 360;

    //转化为弧度角
    float radiansX = static_cast<float>(MATH_PI / 180.0f * angleX);
    float radiansY = static_cast<float>(MATH_PI / 180.0f * angleY);


    // Projection matrix
    //glm::mat4 Projection = glm::ortho(-ratio, ratio, -1.0f, 1.0f, 0.0f, 100.0f);
    //glm::mat4 Projection = glm::frustum(-ratio, ratio, -1.0f, 1.0f, 4.0f, 100.0f);
    glm::mat4 Projection = glm::perspective(45.0f, ratio, 0.1f, 100.f);

    // View matrix
    glm::mat4 View = glm::lookAt(
            glm::vec3(-3, 0, 3), // Camera is at (0,0,1), in World Space
            glm::vec3(0, 0, 0), // and looks at the origin
            glm::vec3(0, 1, 0)  // Head is up (set to 0,-1,0 to look upside-down)
    );

    // Model matrix
    glm::mat4 Model = glm::mat4(1.0f);
    Model = glm::scale(Model, glm::vec3(m_ScaleX, m_ScaleX, m_ScaleX));
    Model = glm::rotate(Model, radiansX, glm::vec3(1.0f, 0.0f, 0.0f));
    Model = glm::rotate(Model, radiansY, glm::vec3(0.0f, 1.0f, 0.0f));
    Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 0.0f));

    m_ModelMatrix = Model;

    mvpMatrix = Projection * View * Model;
}

在这里插入图片描述

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