CP13:
全部合并成头文件,实现进一步抽象简洁
一个摄像机GLFWCamera.h
一个读取材质LoadShader.h
一个FrameWindow
cmake_minimum_required(VERSION 3.5) project(Triangle) set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD_REQUIRED ON) # OPENGL find_package(OpenGL REQUIRED) include_directories(${OpenGL_INCLUDE_DIRS}) link_directories(${OpenGL_LIBRARY_DIRS}) add_definitions(${OpenGL_DEFINITIONS}) if(NOT OPENGL_FOUND) message(ERROR " OPENGL not found!") endif(NOT OPENGL_FOUND) # GLEW set(GLEW_HOME D:/plugin_dev/libs/glew-2.1.0) include_directories(${GLEW_HOME}/include) link_directories(${GLEW_HOME}/lib/Release/x64) # GLFW set(GLFW_HOME D:/plugin_dev/libs/glfw-3.3.1.bin.WIN64) include_directories(${GLFW_HOME}/include/) link_directories(${GLFW_HOME}/lib-vc2019) # STB include_directories(D:/plugin_dev/libs/stb) # GLM include_directories(D:/plugin_dev/libs/GLM_include) # output excutable dir set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) add_executable(Triangle main.cpp LoadShader.h GLFWCamera.h FrameWindow.h) target_link_libraries(Triangle glew32s glfw3 opengl32)
#ifndef WINDOW_H #define WINDOW_H #undef GLFW_DLL #include <GLFW/glfw3.h> #define GLEW_STATIC #include <GL/glew.h> class FrameWindow { public: FrameWindow(int width,int height,const char*title="OpenGL"); virtual ~FrameWindow(); GLFWwindow *getWindow(); private: GLFWwindow *window; int w; int h; }; FrameWindow::FrameWindow(int width,int height,const char*title){ w = width; h = height; glfwInit(); window = glfwCreateWindow(width,height,title,NULL,NULL); glfwMakeContextCurrent(window); glewInit(); } FrameWindow::~FrameWindow(){ glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow * FrameWindow::getWindow(){ return window; } #endif // WINDOW_H
#ifndef LOADSHADER_H #define LOADSHADER_H #include <GL/glew.h> #include <iostream> #include <fstream> #include <string> #include <sstream> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> using namespace std; struct LoadShader { LoadShader()=default; LoadShader(const char*vertPath, const char* fragPath){ load(vertPath,fragPath); } string _readFile(const char *path){ ifstream stream; stringstream ss; stream.exceptions(ifstream::badbit); try { stream.open(path); // open file ss << stream.rdbuf(); // get strings from file } catch (ifstream::failure e) { cout << "ERROR::OPEN FILE:" << path << endl; } // close file handle stream.close(); // get str() from stringstream string shaderCode = ss.str(); return shaderCode; } void _loadVertexShader(const char *path){ // read shader code auto handle = _readFile(path); const char * shaderCode = handle.c_str(); // Vertex shader vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &shaderCode, NULL ); glCompileShader( vertexShader ); GLint success; GLchar infoLog[512]; glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &success ); if ( !success ) { glGetShaderInfoLog( vertexShader, 512, NULL, infoLog ); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED " << infoLog << std::endl; } } void _loadFragmentShader(const char *path){ // read shader code auto handle = _readFile(path); const char * shaderCode = handle.c_str(); // Vertex shader fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &shaderCode, NULL ); glCompileShader( fragmentShader ); GLint success; GLchar infoLog[512]; glGetShaderiv( fragmentShader, GL_COMPILE_STATUS, &success ); // Get Compile status if ( !success ) { glGetShaderInfoLog( fragmentShader, 512, NULL, infoLog ); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED " << infoLog << std::endl; } } void load(const char* vertShaderPath, const char* fragShaderPath){ _loadVertexShader(vertShaderPath); _loadFragmentShader(fragShaderPath); // create shader program and check it GLint success; GLchar infoLog[512]; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram,vertexShader); glAttachShader(shaderProgram,fragmentShader); glLinkProgram(shaderProgram ); glGetProgramiv( shaderProgram, GL_LINK_STATUS, &success ); // Get Link Status if (!success) { glGetProgramInfoLog( shaderProgram, 512, NULL, infoLog ); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED " << infoLog << std::endl; } // Delete the shaders as they're linked into our program now and no longer necessery glDeleteShader( vertexShader ); glDeleteShader( fragmentShader ); } void use(){ glUseProgram(shaderProgram); } void setBool(const char *name, bool value) const { glUniform1i(glGetUniformLocation(shaderProgram, name), (int)value); } void setInt(const char *name, int value) const { glUniform1i(glGetUniformLocation(shaderProgram,name), value); } // ------------------------------------------------------------------------ void setFloat(const char *name, float value) const { glUniform1f(glGetUniformLocation(shaderProgram, name), value); } // ------------------------------------------------------------------------ void setVec2(const char *name, const glm::vec2 &value) const { glUniform2fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]); } void setVec2(const char *name, float x, float y) const { glUniform2f(glGetUniformLocation(shaderProgram,name), x, y); } // ------------------------------------------------------------------------ void setVec3(const char *name, const glm::vec3 &value) const { glUniform3fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]); } void setVec3(const char *name, float x, float y, float z) const { glUniform3f(glGetUniformLocation(shaderProgram,name), x, y, z); } // ------------------------------------------------------------------------ void setVec4(const char *name, const glm::vec4 &value) const { glUniform4fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]); } void setVec4(const char *name, float x, float y, float z, float w) { glUniform4f(glGetUniformLocation(shaderProgram,name), x, y, z, w); } void setMat2(const char*name, const glm::mat2 &mat) const { glUniformMatrix2fv(glGetUniformLocation(shaderProgram, name), 1, GL_FALSE,glm::value_ptr(mat)); } void setMat3(const char*name, const glm::mat3 &mat){ GLuint location = glGetUniformLocation(shaderProgram, name); glUniformMatrix3fv(location,1, GL_FALSE, &mat[0][0]); } void setMat4(const char *name , const glm::mat4 &mat){ GLuint location = glGetUniformLocation(shaderProgram, name); glUniformMatrix4fv(location,1, GL_FALSE, glm::value_ptr(mat)); } GLuint shaderProgram; GLuint vertexShader; GLuint fragmentShader; }; #endif // LOADSHADER_H
#ifndef GLFWCAMERA_H #define GLFWCAMERA_H #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> class GLFWCamera{ public: GLFWCamera(); ~GLFWCamera(){} enum CAMERA_MOVEMENT{ FORWARD, // Camera move to front -> key:W BACKWARD, // Camera move to back -> key:S LEFT, // Camera move to left -> key:A RIGHT // Camera move to right -> key:D }; public: glm::vec3 pos; glm::vec3 front; glm::vec3 up; // Euler Angles float yaw; float pitch; // Camera options float movementSpeed; float mouseSensitivity; float fov; void processFov(float yoffset){ if(fov >= 1.0f && fov <= 45.0f){ fov -= yoffset; } if(fov <=1.0f){ fov = 1.0f; } if(fov >= 45.0f){ fov = 45.0f; } } // build the matrix for lookAt glm::mat4 GetViewMatrix(){ return glm::lookAt(pos , pos + front , up); } // process -Rotate the view- void processMouseMove(float xoffset, float yoffset); // process -W S A D- void processKeyboardMove(float delta, CAMERA_MOVEMENT moveDir); void updateFront(){ glm::vec3 tempfront; tempfront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); tempfront.y = sin(glm::radians(pitch)); tempfront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); this->front = glm::normalize(tempfront); } }; GLFWCamera::GLFWCamera(){ pos = glm::vec3(0.0f,0.0f,3.0f); up = glm::vec3(0.0f,1.0f,0.0f); front = glm::vec3(0.0f,0.0f,-1.0f); yaw = -90.0f; pitch = 0.0f; fov = 45.0f; movementSpeed = 2.5f; mouseSensitivity = 0.1f; } void GLFWCamera::processMouseMove(float xoffset, float yoffset) { xoffset *= mouseSensitivity; yoffset *= mouseSensitivity; yaw += xoffset; pitch += yoffset; // make sure that when pitch is out of bounds, screen doesn't get flipped if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; this->updateFront(); } void GLFWCamera::processKeyboardMove(float delta, CAMERA_MOVEMENT moveDir) { float vel = movementSpeed * delta; switch (moveDir) { case FORWARD: { pos += vel * front; break; } case BACKWARD: { pos -= vel * front; break; } case LEFT: { pos -= glm::normalize(glm::cross(front, up)) * vel; break; } case RIGHT: { pos += glm::normalize(glm::cross(front, up)) * vel; } default: break; } } #endif // GLFWCAMERA_H
#define GLEW_STATIC // GLEW #include <GL/glew.h> #include <cstdlib> #undef GLFW_DLL // GLFW #include <GLFW/glfw3.h> #include <iostream> #include "LoadShader.h" #include "GLFWCamera.h" #include "FrameWindow.h" #define STB_IMAGE_IMPLEMENTATION #include <stb_image.h> #include <cmath> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> const unsigned int SRC_WIDTH = 1400; const unsigned int SRC_HEIGHT = 720; static GLuint VAO,VBO,EBO; static LoadShader shader; void init(); void display(); void showFPS(GLFWwindow *); void processInput(GLFWwindow *window); void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse void scroll_callback(GLFWwindow *window, double xoffset, double yoffset); // camera static GLFWCamera *camera; static float lastX = float(SRC_WIDTH) / 2.0f; static float lastY = float(SRC_HEIGHT) / 2.0f; static bool firstMouse = true; // timing static float deltaTime = 0.0f; // time between current frame and last frame static float lastFrame = 0.0f; // world space positions of our cubes static glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; void init(){ camera = new GLFWCamera; float vertices[] = { -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }; glEnable(GL_DEPTH_TEST); GLuint indices[6] = { 0, 1, 3, // FIRST TRIANGLE 1, 2, 3 // SECOND TRIANGLE }; shader.load("shader.vert","shader.frag"); shader.use(); glCreateVertexArrays(1, &VAO); glCreateBuffers(1, &VBO); glCreateBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW); glCreateBuffers(1, &EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glNamedBufferStorage(EBO, sizeof(indices), indices , 0); // VERTEX POINTS ATTRIBUTES glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); // POS at location 0 glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); // ST at location 1 glEnableVertexAttribArray(1); cout << "GEN Texture "; // loading one texture GLuint textureID; glCreateTextures(GL_TEXTURE_2D,1 , &textureID); glBindTexture(GL_TEXTURE_2D,textureID); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, nrChannels; stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis. unsigned char *data = stbi_load("wendy.png", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } cout << "FREE IMAGE "; stbi_image_free(data); } void display(){ // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f, 1000.0f); glm::mat4 view = camera->GetViewMatrix(); // Send projection and view matrix to shader shader.setMat4("projection", projection); shader.setMat4("view", view); for (unsigned int i = 0; i < 10; i++) { // RULE : RST // FIRST WE ROTATION glm::mat4 tempRot = glm::mat4(1.0f); tempRot = glm::rotate(tempRot, float(glfwGetTime()*0.5f + float(i) ),glm::vec3(1.00f,0.0f,0.0f)); // then translate glm::mat4 tempTrans = glm::mat4(1.0f); tempTrans = glm::translate(tempTrans,cubePositions[i]); // final combine one matrix glm::mat4 model = glm::mat4(1.0f); model = tempTrans * tempRot; // send to opengl shader.setMat4("model",model); glDrawArrays(GL_TRIANGLES,0,36); } } int main() { glfwInit(); FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT); glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback); glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback); glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback); init(); // RENDER-------------- while(!glfwWindowShouldClose(FrameWindow.getWindow())){ processInput(FrameWindow.getWindow()); display(); glfwSwapBuffers(FrameWindow.getWindow()); glfwPollEvents(); } delete camera; return 0; } 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); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT); } // ROTATE VIEW DIR void mouse_callback(GLFWwindow* window, double xpos, double ypos){ int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT); int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT); if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS) { 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->processMouseMove(xoffset,yoffset); } if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){ firstMouse = true; } } void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){ camera->processFov(yoffset); }
CP14:
没按教程的材质写,但是套路一样,用的BLINN高光。而且规范使用物理渲染中的命名。
同样白色立方体为灯光。本案例灯光只是个傀儡,负责位置的刷新,这个位置是在C++定义传输到 其他立方体uniform上。做blinn和diffuse要用到。
灯光材质:
// LightShader.vert #version 450 core layout ( location = 0 ) in vec4 vPosition; // c++ pos uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(){ gl_Position = projection * view * model * vPosition; } //--------------------------------------------------------- // LightShader.frag #version 450 core out vec4 FragColor; void main() { FragColor = vec4(1.0); // set alle 4 vector values to 1.0 }
物体表面材质:
SurfaceShader.vert: 注暂时没用到Light结构体的东西,因为感觉没啥用。原文章只是简单的乘运算。
#version 450 core // INCOMING DATA layout ( location = 0 ) in vec4 v_position; // pos layout ( location = 1 ) in vec3 v_normal; // norm layout ( location = 2 ) in vec2 v_texCoord; // st // define out data out vec2 f_TexCoord; // normal at world matrix, we direct from C++ calcalation out vec3 f_Normal; // to world matrix : mat3( transpose(inverse(model)) ) * v_normal; out vec3 f_Pos; // INCOMING THE MATRIX FROM CLIENT to transform the gl point position uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(){ // Transform the world matrix to view matrix gl_Position = projection * view * model * v_position; f_Normal = mat3(transpose(inverse(model))) * v_normal; // f_Normal at world matrix f_TexCoord = v_texCoord; // out TexCoord f_Pos = vec3(model *v_position); // out fragment position }
SurfaceShader.frag:
#version 450 core // Final Color To export out vec4 FragColor; // from vert shader in vec3 f_Normal; in vec2 f_TexCoord; in vec3 f_Pos; // fragment position struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; struct Material{ float Kd; // diffuse mult float kS; // specular mult float shininess; // phong pow(,shine) sampler2D diffuse_map; sampler2D specular_map; sampler2D emission_map; }; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { vec3 diffuse_tex = texture(material.diffuse_map, f_TexCoord).rgb; vec3 specular_tex = texture(material.specular_map, f_TexCoord).rgb; vec3 emission_tex = texture(material.emission_map, f_TexCoord).rgb; vec3 L = light.ambient * diffuse_tex; // Final rediance , first is ambient light vec3 nn = normalize(f_Normal); vec3 wi = normalize(light.position - f_Pos); vec3 wo = normalize(viewPos - f_Pos); // cal the diffuse float ndotwi = max(dot(nn,wi),0.0f); vec3 diffuse_brdf = material.Kd * diffuse_tex * light.diffuse * ndotwi; L += diffuse_brdf; // cal the blinn specular vec3 h = normalize(wi + wo); float ndoth = max(dot(nn,h),0.0f); float blinn_brdf = pow(ndoth,material.shininess) * material.kS ; L+= specular_tex * blinn_brdf; // add emission //L += emission_tex; FragColor = vec4(L,1.0f); }
以上的材质都是在世界空间,view空间运算材质参考原作者:
加入一个辅助类,加载贴图,参考原作者
#ifndef LOADTEXTURE_H #define LOADTEXTURE_H #include <GL/glew.h> // IMP the stb image loader #define STB_IMAGE_IMPLEMENTATION #include <stb_image.h> #include <iostream> using namespace std; class LoadTexture { public: LoadTexture()=default; LoadTexture(const char *fileName); void load(const char *fileName); virtual ~LoadTexture(); inline GLuint getTextureID(){return textureID;} inline GLuint getImageFormat(){return format;} GLuint textureID; GLenum format; }; void LoadTexture::load(const char *fileName) { glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(fileName, &width, &height, &nrComponents, 0); if (data) { 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_MIPMAP_LINEAR); stbi_image_free(data); } else { std::cout << "Texture failed to load at path: " << fileName << std::endl; stbi_image_free(data); } } LoadTexture::LoadTexture(const char *fileName){ load(fileName); } LoadTexture::~LoadTexture(){} #endif // LOADTEXTURE_H
#define GLEW_STATIC // GLEW #include <GL/glew.h> #include <cstdlib> #undef GLFW_DLL // GLFW #include <GLFW/glfw3.h> #include <iostream> #include "LoadShader.h" #include "LoadTexture.h" #include "GLFWCamera.h" #include "FrameWindow.h" #include <cmath> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> const unsigned int SRC_WIDTH = 1400; const unsigned int SRC_HEIGHT = 720; static GLuint cubeVAO,VBO; static GLuint lightVAO; //VBO stays the same; the vertices are the same for the light object which is also a 3D cube static LoadShader SurfaceShader; static LoadShader LightShader; static LoadTexture DiffuseMap; static LoadTexture SpecularMap; static LoadTexture EmissionMap; void init(); void display(); void showFPS(GLFWwindow *); void processInput(GLFWwindow *window); void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse void scroll_callback(GLFWwindow *window, double xoffset, double yoffset); // camera static GLFWCamera *camera; static float lastX = float(SRC_WIDTH) / 2.0f; static float lastY = float(SRC_HEIGHT) / 2.0f; static bool firstMouse = true; static bool firstMiddowMouse = true; // timing static float deltaTime = 0.0f; // time between current frame and last frame static float lastFrame = 0.0f; // light define static glm::vec3 lightPos(1.2f, 1.0f, 2.0f); // texture file; static LoadTexture diffuse_map; static LoadTexture specular_map; static LoadTexture emission_map; // world space positions of our cubes static glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; void init(){ camera = new GLFWCamera; camera->pos.z = 5.0f; 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 }; // GL depth zbuffer glEnable(GL_DEPTH_TEST); SurfaceShader.load("shaders/SurfaceShader.vert","shaders/SurfaceShader.frag"); LightShader.load("shaders/LightShader.vert", "shaders/LightShader.frag"); // ----------------- CREATE Cube VAO VBO ----------------- glCreateVertexArrays(1, &cubeVAO); glCreateBuffers(1, &VBO); glBindVertexArray(cubeVAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW); // VERTEX POINTS ATTRIBUTES glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // POS at location 0 glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); // NORMAL at location 1 glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); // uv coords at location 2 glEnableVertexAttribArray(2); // ----------------- CREATE Cube VAO VBO ----------------- // ------------------ Create Light VAO VBO------------------------ glCreateVertexArrays(1,&lightVAO); glBindVertexArray(lightVAO); // !important:we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; // the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes) glBindBuffer(GL_ARRAY_BUFFER,VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // POS at location 0 glEnableVertexAttribArray(0); // ------------------ Create Light VAO VBO------------------------ // -------------------- Texture Loading ---------------------------- diffuse_map.load("texture/diffuse.png"); specular_map.load("texture/specular.png"); emission_map.load("texture/emission.jpg"); // send texture to uniform , remeber to set GL_TEXTURE Unit in renderer SurfaceShader.use(); SurfaceShader.setInt("material.diffuse_map", 0); SurfaceShader.setInt("material.specular_map", 1); SurfaceShader.setInt("material.emission_map", 2); // -------------------- Texture Loading ---------------------------- } // ----------- Render Loop ---------- void display(){ // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // update light position can see how much effective on object lightPos.x = sin(glfwGetTime()) * 2.3f; //lightPos.y = sin(glfwGetTime()) * 2.3f; lightPos.z = cos(glfwGetTime()) * 2.3f; // ------------------------------------ OBJECT RENDERING SETTINGS -------------------------------------------------- // object fragment settings // object surface,first active texture to renderer SurfaceShader.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,diffuse_map.getTextureID()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D,specular_map.getTextureID()); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D,emission_map.getTextureID()); SurfaceShader.setVec3("viewPos",camera->pos); SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength SurfaceShader.setFloat("material.shininess",65.0f); // specular pow SurfaceShader.setVec3("light.position", lightPos); // send light position to fragment shader SurfaceShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f); SurfaceShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); SurfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // object .vert settings glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f, 1000.0f); glm::mat4 view = camera->GetViewMatrix(); SurfaceShader.setMat4("projection", projection); SurfaceShader.setMat4("view", view); // object world transformation glm::mat4 model = glm::mat4(1.0f); for (int i=0; i<10 ;i++){ model = glm::translate(model,cubePositions[i]); SurfaceShader.setMat4("model", model); // render the cube glBindVertexArray(cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); model = glm::mat4(1.0f); } // ------------------------------------ OBJECT RENDERING SETTINGS -------------------------------------------------- // ------------------------------------ LIGHT RENDERING SETTINGS -------------------------------------------------- LightShader.use(); LightShader.setMat4("projection", projection); LightShader.setMat4("view", view); model = glm::mat4(1.0f); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube LightShader.setMat4("model", model); // render the cube glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); } int main() { glfwInit(); FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT); glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback); glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback); glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback); init(); // RENDER-------------- while(!glfwWindowShouldClose(FrameWindow.getWindow())){ processInput(FrameWindow.getWindow()); display(); glfwSwapBuffers(FrameWindow.getWindow()); glfwPollEvents(); } delete camera; return 0; } 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); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT); } // ROTATE VIEW DIR void mouse_callback(GLFWwindow* window, double xpos, double ypos){ int middow_mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_MIDDLE); int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT); int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT); // set up the camera view if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS) { 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->processMouseMove(xoffset,yoffset); } if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){ firstMouse = true; } // Move Camera Position if( middow_mouse_state == GLFW_PRESS) { if (firstMiddowMouse){ lastX = xpos; lastY = ypos; firstMiddowMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; camera->pos.x += xoffset*0.01f; camera->pos.y += yoffset*0.01f; } if ( middow_mouse_state == GLFW_RELEASE){ firstMiddowMouse = true; } } void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){ camera->processFov(yoffset); }
CP15:
Point光源衰减:
SurfaceShader.frag
#version 450 core // Final Color To export out vec4 FragColor; // from vert shader in vec3 f_Normal; in vec2 f_TexCoord; in vec3 f_Pos; // fragment position struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; struct Material{ float Kd; // diffuse mult float kS; // specular mult float shininess; // phong pow(,shine) sampler2D diffuse_map; sampler2D specular_map; sampler2D emission_map; }; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { vec3 diffuse_tex = texture(material.diffuse_map, f_TexCoord).rgb; vec3 specular_tex = texture(material.specular_map, f_TexCoord).rgb; vec3 emission_tex = texture(material.emission_map, f_TexCoord).rgb; vec3 L = light.ambient * diffuse_tex; // Final rediance , first is ambient light vec3 nn = normalize(f_Normal); vec3 wi = normalize(light.position - f_Pos); vec3 wo = normalize(viewPos - f_Pos); // cal the diffuse float ndotwi = max(dot(nn,wi),0.0f); vec3 diffuse_brdf = material.Kd * diffuse_tex * light.diffuse * ndotwi; diffuse_brdf *= light.diffuse; // cal the blinn specular vec3 h = normalize(wi + wo); float ndoth = max(dot(nn,h),0.0f); float blinn_brdf = pow(ndoth,material.shininess) * material.kS ; vec3 specular = specular_tex * blinn_brdf; specular *= light.specular; // add emission; //L += emission_tex; // cal the distance attenuation; float d = distance(light.position, f_Pos); float attuen = 1.0f / (1.0f + 0.09f* d + 0.032f * d* d); diffuse_brdf *= attuen; specular *= attuen; L += diffuse_brdf; L += specular; FragColor = vec4(L,1.0f); }
main.cpp:修改ambient灯光的贡献为0,主要看点光源的贡献。
#define GLEW_STATIC // GLEW #include <GL/glew.h> #include <cstdlib> #undef GLFW_DLL // GLFW #include <GLFW/glfw3.h> #include <iostream> #include "LoadShader.h" #include "LoadTexture.h" #include "GLFWCamera.h" #include "FrameWindow.h" #include <cmath> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> const unsigned int SRC_WIDTH = 1400; const unsigned int SRC_HEIGHT = 720; static GLuint cubeVAO,VBO; static GLuint lightVAO; //VBO stays the same; the vertices are the same for the light object which is also a 3D cube static LoadShader SurfaceShader; static LoadShader LightShader; static LoadTexture DiffuseMap; static LoadTexture SpecularMap; static LoadTexture EmissionMap; void init(); void display(); void showFPS(GLFWwindow *); void processInput(GLFWwindow *window); void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse void scroll_callback(GLFWwindow *window, double xoffset, double yoffset); // camera static GLFWCamera *camera; static float lastX = float(SRC_WIDTH) / 2.0f; static float lastY = float(SRC_HEIGHT) / 2.0f; static bool firstMouse = true; static bool firstMiddowMouse = true; // timing static float deltaTime = 0.0f; // time between current frame and last frame static float lastFrame = 0.0f; // light define static glm::vec3 lightPos(1.2f, 1.0f, 2.0f); // texture file; static LoadTexture diffuse_map; static LoadTexture specular_map; static LoadTexture emission_map; // world space positions of our cubes static glm::vec3 cubePositions[] = { glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3( 2.0f, 5.0f, -15.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f), glm::vec3( 2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3( 1.3f, -2.0f, -2.5f), glm::vec3( 1.5f, 2.0f, -2.5f), glm::vec3( 1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f) }; void init(){ camera = new GLFWCamera; camera->pos.z = 5.0f; 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 }; // GL depth zbuffer glEnable(GL_DEPTH_TEST); SurfaceShader.load("shaders/SurfaceShader.vert","shaders/SurfaceShader.frag"); LightShader.load("shaders/LightShader.vert", "shaders/LightShader.frag"); // ----------------- CREATE Cube VAO VBO ----------------- glCreateVertexArrays(1, &cubeVAO); glCreateBuffers(1, &VBO); glBindVertexArray(cubeVAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW); // VERTEX POINTS ATTRIBUTES glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // POS at location 0 glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); // NORMAL at location 1 glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); // uv coords at location 2 glEnableVertexAttribArray(2); // ----------------- CREATE Cube VAO VBO ----------------- // ------------------ Create Light VAO VBO------------------------ glCreateVertexArrays(1,&lightVAO); glBindVertexArray(lightVAO); // !important:we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; // the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes) glBindBuffer(GL_ARRAY_BUFFER,VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // POS at location 0 glEnableVertexAttribArray(0); // ------------------ Create Light VAO VBO------------------------ // -------------------- Texture Loading ---------------------------- diffuse_map.load("texture/diffuse.png"); specular_map.load("texture/specular.png"); emission_map.load("texture/emission.jpg"); // send texture to uniform , remeber to set GL_TEXTURE Unit in renderer SurfaceShader.use(); SurfaceShader.setInt("material.diffuse_map", 0); SurfaceShader.setInt("material.specular_map", 1); SurfaceShader.setInt("material.emission_map", 2); // -------------------- Texture Loading ---------------------------- } // ----------- Render Loop ---------- void display(){ // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // update light position can see how much effective on object lightPos.x = sin(glfwGetTime()) * 2.3f; //lightPos.y = sin(glfwGetTime()) * 2.3f; lightPos.z = cos(glfwGetTime()) * 2.3f; // ------------------------------------ OBJECT RENDERING SETTINGS -------------------------------------------------- // object fragment settings // object surface,first active texture to renderer SurfaceShader.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,diffuse_map.getTextureID()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D,specular_map.getTextureID()); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D,emission_map.getTextureID()); SurfaceShader.setVec3("viewPos",camera->pos); SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength SurfaceShader.setFloat("material.shininess",65.0f); // specular pow SurfaceShader.setVec3("light.position", lightPos); // send light position to fragment shader SurfaceShader.setVec3("light.ambient", 0.0f, 0.0f, 0.0f); SurfaceShader.setVec3("light.diffuse", 1.0f, 1.00f, 1.0f); SurfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // object .vert settings glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f, 1000.0f); glm::mat4 view = camera->GetViewMatrix(); SurfaceShader.setMat4("projection", projection); SurfaceShader.setMat4("view", view); // object world transformation glm::mat4 model = glm::mat4(1.0f); for (int i=0; i<10 ;i++){ model = glm::translate(model,cubePositions[i]); glm::mat4 rotMatrix = glm::mat4(1.0f); float angle = 20.0f * i + glfwGetTime()*50; rotMatrix = glm::rotate(rotMatrix, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); model *= rotMatrix; SurfaceShader.setMat4("model", model); // render the cube glBindVertexArray(cubeVAO); glDrawArrays(GL_TRIANGLES, 0, 36); model = glm::mat4(1.0f); } // ------------------------------------ OBJECT RENDERING SETTINGS -------------------------------------------------- // ------------------------------------ LIGHT RENDERING SETTINGS -------------------------------------------------- LightShader.use(); LightShader.setMat4("projection", projection); LightShader.setMat4("view", view); model = glm::mat4(1.0f); model = glm::translate(model, lightPos); model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube LightShader.setMat4("model", model); // render the cube glBindVertexArray(lightVAO); glDrawArrays(GL_TRIANGLES, 0, 36); } int main() { glfwInit(); FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT); glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback); glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback); glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback); init(); // RENDER-------------- while(!glfwWindowShouldClose(FrameWindow.getWindow())){ processInput(FrameWindow.getWindow()); display(); glfwSwapBuffers(FrameWindow.getWindow()); glfwPollEvents(); } delete camera; return 0; } 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); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT); } // ROTATE VIEW DIR void mouse_callback(GLFWwindow* window, double xpos, double ypos){ int middow_mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_MIDDLE); int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT); int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT); // set up the camera view if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS) { 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->processMouseMove(xoffset,yoffset); } if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){ firstMouse = true; } // Move Camera Position if( middow_mouse_state == GLFW_PRESS) { if (firstMiddowMouse){ lastX = xpos; lastY = ypos; firstMiddowMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; camera->pos.x += xoffset*0.01f; camera->pos.y += yoffset*0.01f; } if ( middow_mouse_state == GLFW_RELEASE){ firstMiddowMouse = true; } } void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){ camera->processFov(yoffset); }
CP16:
聚光灯
#version 450 core // Final Color To export out vec4 FragColor; // from vert shader in vec3 f_Normal; in vec2 f_TexCoord; in vec3 f_Pos; // fragment position // current light is spot light struct Light { vec3 spotDir; float cutOff; //phi float outerCutOff; //gamma vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; struct Material{ float Kd; // diffuse mult float kS; // specular mult float shininess; // phong pow(,shine) sampler2D diffuse_map; sampler2D specular_map; sampler2D emission_map; }; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { vec3 L = vec3(0.0f); vec3 diffuse_tex = texture(material.diffuse_map, f_TexCoord).rgb; vec3 specular_tex = texture(material.specular_map, f_TexCoord).rgb; vec3 emission_tex = texture(material.emission_map, f_TexCoord).rgb; vec3 ambient = light.ambient * diffuse_tex; // Final rediance , first is ambient light vec3 nn = normalize(f_Normal); vec3 wi = normalize(light.position - f_Pos); vec3 wo = normalize(viewPos - f_Pos); // cal the diffuse float ndotwi = max(dot(nn,wi),0.0f); vec3 diffuse_brdf = material.Kd * diffuse_tex * light.diffuse * ndotwi; diffuse_brdf *= light.diffuse; // cal the blinn specular vec3 h = normalize(wi + wo); float ndoth = max(dot(nn,h),0.0f); float blinn_brdf = pow(ndoth,material.shininess) * material.kS ; vec3 specular = specular_tex * blinn_brdf; specular *= light.specular; // add emission; //L += emission_tex; // cal the distance attenuation; float d = distance(light.position, f_Pos); float attuen = 1.0f / (1.0f + 0.09f* d + 0.032f * d* d); // cal spotlight float theta = dot(normalize(-light.spotDir),wi); float eps = light.cutOff - light.outerCutOff; float intensity = clamp((theta - light.outerCutOff) / eps, 0.0f,1.0f ); // spot light E diffuse_brdf *= intensity*5; specular *= intensity*5; ambient *= attuen; diffuse_brdf *= attuen; specular *= attuen; L += diffuse_brdf; L += specular; FragColor = vec4(L,1.0f); }
把灯光设置了一个合理的位置:
// light define static glm::vec3 lightPos(0.0f, 4.0f,-2.0f);
main.cpp主要设置材质中聚光灯方向,还有cut off的量,还有外部的cutoff量
SurfaceShader.setVec3("viewPos",camera->pos); SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength SurfaceShader.setFloat("material.shininess",65.0f); // specular pow SurfaceShader.setVec3("light.position", lightPos); // send light position to fragment shader SurfaceShader.setVec3("light.spotDir",-0.0f,-1.0f, 0.0f); SurfaceShader.setFloat("light.cutOff", glm::cos(glm::radians(10.5f))); SurfaceShader.setFloat("light.outerCutOff", glm::cos(glm::radians(20.5f))); SurfaceShader.setVec3("light.ambient", 0.0f, 0.0f, 0.0f); SurfaceShader.setVec3("light.diffuse", 1.0f, 1.00f, 1.0f);
SurfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
Assimp dump obj infos:
#include <iostream> #include <assimp/Importer.hpp> #include <assimp/scene.h> #include <assimp/postprocess.h> #include <string> using namespace std; void processNode(aiNode * node, const aiScene* scene); int main(){ Assimp::Importer import; string path = "model/nanosuit.obj"; const aiScene * scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs); if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { cout << "ERROR::ASSIMP::" << import.GetErrorString() << endl; } string directory = path.substr(0, path.find_last_of('/')); cout << directory << endl; // Get Root Node aiNode * node = scene->mRootNode; cout <<"ROOT NODE: " <<node->mName.C_Str() << endl; processNode(node,scene); return 0; } void processNode(aiNode * node, const aiScene* scene){ cout << "LOOP At Node->" << node->mName.C_Str() << endl; for(unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh *mesh = scene->mMeshes[node->mMeshes[i]]; // mesh points cout <<"Num points:" <<mesh->mNumVertices<< endl; // Dump materials infos aiMaterial *mat = scene->mMaterials[mesh->mMaterialIndex]; cout << "Get Mesh Name: "<<mesh->mName.C_Str()<< " <-> MaterialName: " << mat->GetName().C_Str() << endl; cout << "{ "; for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_DIFFUSE); i++) { aiString str; mat->GetTexture(aiTextureType_DIFFUSE, i, &str); cout << " diffuseTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_NORMALS); i++) { aiString str; mat->GetTexture(aiTextureType_NORMALS, i, &str); cout << " NormalTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_AMBIENT); i++) { aiString str; mat->GetTexture(aiTextureType_AMBIENT, i, &str); cout << " AmbientTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_OPACITY); i++) { aiString str; mat->GetTexture(aiTextureType_OPACITY, i, &str); cout << " OpacityTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_SPECULAR); i++) { aiString str; mat->GetTexture(aiTextureType_SPECULAR, i, &str); cout << " SpecularTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_HEIGHT); i++) { aiString str; mat->GetTexture(aiTextureType_HEIGHT, i, &str); cout << " HeightTexture: "<<str.C_Str() << endl; } for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_UNKNOWN); i++) { aiString str; mat->GetTexture(aiTextureType_HEIGHT, i, &str); cout << " UnkownTexture: "<<str.C_Str() << endl; } cout << "} "; } for(unsigned int i = 0; i < node->mNumChildren; i++) { processNode(node->mChildren[i], scene); } }
DUMPINFOS:
model ROOT NODE: nanosuit.obj LOOP At Node->nanosuit.obj LOOP At Node->Visor Num points:156 Get Mesh Name: Visor <-> MaterialName: Glass { diffuseTexture: glass_dif.png HeightTexture: glass_ddn.png } LOOP At Node->Legs Num points:15222 Get Mesh Name: Legs <-> MaterialName: Leg { diffuseTexture: leg_dif.png SpecularTexture: leg_showroom_spec.png HeightTexture: leg_showroom_ddn.png } LOOP At Node->hands Num points:19350 Get Mesh Name: hands <-> MaterialName: Hand { diffuseTexture: hand_dif.png SpecularTexture: hand_showroom_spec.png HeightTexture: hand_showroom_ddn.png } LOOP At Node->Lights Num points:78 Get Mesh Name: Lights <-> MaterialName: Glass { diffuseTexture: glass_dif.png HeightTexture: glass_ddn.png } LOOP At Node->Arms Num points:6804 Get Mesh Name: Arms <-> MaterialName: Arm { diffuseTexture: arm_dif.png SpecularTexture: arm_showroom_spec.png HeightTexture: arm_showroom_ddn.png } LOOP At Node->Helmet Num points:7248 Get Mesh Name: Helmet <-> MaterialName: Helmet { diffuseTexture: helmet_diff.png SpecularTexture: helmet_showroom_spec.png HeightTexture: helmet_showroom_ddn.png } LOOP At Node->Body Num points:8316 Get Mesh Name: Body <-> MaterialName: Body { diffuseTexture: body_dif.png SpecularTexture: body_showroom_spec.png HeightTexture: body_showroom_ddn.png }
在废物Maya中: