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  • Basic Lighting_练习一

    在观察空间(而不是世界空间)中计算冯氏光照:

     1 // Vertex shader:
     2 // ================
     3 #version 330 core
     4 layout (location = 0) in vec3 aPos;
     5 layout (location = 1) in vec3 aNormal;
     6 
     7 out vec3 FragPos;
     8 out vec3 Normal;
     9 out vec3 LightPos;
    10 
    11 uniform vec3 lightPos; // we now define the uniform in the vertex shader and pass the 'view space' lightpos to the fragment shader. lightPos is currently in world space.
    12 
    13 uniform mat4 model;
    14 uniform mat4 view;
    15 uniform mat4 projection;
    16 
    17 void main()
    18 {
    19     gl_Position = projection * view * model * vec4(aPos, 1.0);
    20     FragPos = vec3(view * model * vec4(aPos, 1.0));
    21     Normal = mat3(transpose(inverse(view * model))) * aNormal;
    22     LightPos = vec3(view * vec4(lightPos, 1.0)); // Transform world-space light position to view-space light position
    23 }
    24 
    25 
    26 // Fragment shader:
    27 // ================
    28 #version 330 core
    29 out vec4 FragColor;
    30 
    31 in vec3 FragPos;
    32 in vec3 Normal;
    33 in vec3 LightPos;   // extra in variable, since we need the light position in view space we calculate this in the vertex shader
    34 
    35 uniform vec3 lightColor;
    36 uniform vec3 objectColor;
    37 
    38 void main()
    39 {
    40     // ambient
    41     float ambientStrength = 0.1;
    42     vec3 ambient = ambientStrength * lightColor;    
    43     
    44      // diffuse 
    45     vec3 norm = normalize(Normal);
    46     vec3 lightDir = normalize(LightPos - FragPos);
    47     float diff = max(dot(norm, lightDir), 0.0);
    48     vec3 diffuse = diff * lightColor;
    49     
    50     // specular
    51     float specularStrength = 0.5;
    52     vec3 viewDir = normalize(-FragPos); // the viewer is always at (0,0,0) in view-space, so viewDir is (0,0,0) - Position => -Position
    53     vec3 reflectDir = reflect(-lightDir, norm);  
    54     float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
    55     vec3 specular = specularStrength * spec * lightColor; 
    56     
    57     vec3 result = (ambient + diffuse + specular) * objectColor;
    58     FragColor = vec4(result, 1.0);
    59 }
    View Code

    注意:

    1. 在观察空间计算的好处是,观察者的位置总是(0, 0, 0),所以这样你直接就获得了观察者位置。可是我发现在学习的时候在世界空间中计算光照更符合直觉。如果你仍然希望在观察空间计算光照的话,你需要将所有相关的向量都用观察矩阵进行变换(记得也要改变法线矩阵)。
    2. 当我们讨论摄像机/观察空间(Camera/View Space)的时候,是在讨论以摄像机的视角作为场景原点时场景中所有的顶点坐标:观察矩阵(LookAt)把所有的世界坐标变换为相对于摄像机位置与方向的观察坐标。
    3. LookAt矩阵就像它的名字表达的那样:它会创建一个看着(Look at)给定目标的观察矩阵。
      1 #include <glad/glad.h>
      2 #include <GLFW/glfw3.h>
      3 #define STB_IMAGE_IMPLEMENTATION
      4 #include <stb/stb_image.h>
      5 
      6 #include <glm/glm.hpp>
      7 #include <glm/gtc/matrix_transform.hpp>
      8 #include <glm/gtc/type_ptr.hpp>
      9 
     10 #include <Shader/shader.h>
     11 #include <Camera/camera.h>
     12 
     13 #include <iostream>
     14 
     15 void framebuffer_size_callback(GLFWwindow* window, int width, int height);
     16 void mouse_callback(GLFWwindow* window, double xpos, double ypos);
     17 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
     18 void processInput(GLFWwindow *window);
     19 
     20 // settings
     21 const unsigned int SCR_WIDTH = 800;
     22 const unsigned int SCR_HEIGHT = 600;
     23 
     24 // camera
     25 Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
     26 float lastX = SCR_WIDTH / 2.0f;
     27 float lastY = SCR_HEIGHT / 2.0f;
     28 bool firstMouse = true;
     29 
     30 //timeing
     31 float deltaTime = 0.0f; // 当前帧与上一帧的时间差
     32 float lastFrame = 0.0f; // 上一帧的时间
     33 
     34 // lighting
     35 glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
     36 
     37 int main()
     38 {
     39     // glfw: initialize and configure
     40     // ------------------------------
     41     glfwInit();
     42     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     43     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     44     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
     45 
     46 #ifdef __APPLE__
     47     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
     48 #endif
     49 
     50     // glfw window creation
     51     // --------------------
     52     GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
     53     if (window == NULL)
     54     {
     55         std::cout << "Failed to create GLFW window" << std::endl;
     56         glfwTerminate();
     57         return -1;
     58     }
     59     glfwMakeContextCurrent(window);
     60     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
     61     glfwSetCursorPosCallback(window, mouse_callback);
     62     glfwSetScrollCallback(window, scroll_callback);
     63 
     64     // tell GLFW to capture our mouse
     65     glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
     66 
     67     // glad: load all OpenGL function pointers
     68     // ---------------------------------------
     69     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
     70     {
     71         std::cout << "Failed to initialize GLAD" << std::endl;
     72         return -1;
     73     }
     74 
     75     // configure global opengl state
     76     // -----------------------------
     77     glEnable(GL_DEPTH_TEST);
     78 
     79     // build and compile our shader zprogram
     80     // ------------------------------------
     81     Shader lightingShader("colors.vs", "colors.fs");
     82     Shader lampShader("lamp.vs", "lamp.fs");
     83 
     84     // set up vertex data (and buffer(s)) and configure vertex attributes
     85     // ------------------------------------------------------------------
     86     float vertices[] = {
     87         -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     88         0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     89         0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     90         0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     91         -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     92         -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
     93 
     94         -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
     95         0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
     96         0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
     97         0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
     98         -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
     99         -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
    100 
    101         -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
    102         -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
    103         -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
    104         -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
    105         -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
    106         -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
    107 
    108         0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
    109         0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
    110         0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
    111         0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
    112         0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
    113         0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
    114 
    115         -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
    116         0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
    117         0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
    118         0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
    119         -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
    120         -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
    121 
    122         -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
    123         0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
    124         0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
    125         0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
    126         -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
    127         -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
    128     };
    129 
    130     unsigned int VBO, cubeVAO;
    131     glGenVertexArrays(1, &cubeVAO);
    132     glGenBuffers(1, &VBO);
    133 
    134     glBindVertexArray(cubeVAO);
    135 
    136     glBindBuffer(GL_ARRAY_BUFFER, VBO);
    137     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    138 
    139     // position attribute
    140     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    141     glEnableVertexAttribArray(0);
    142     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    143     glEnableVertexAttribArray(1);
    144 
    145     unsigned int lightVAO;
    146     glGenVertexArrays(1, &lightVAO);
    147     glBindVertexArray(lightVAO);
    148     // 只需要绑定VBO不用再次设置VBO的数据,因为箱子的VBO数据中已经包含了正确的立方体顶点数据
    149     glBindBuffer(GL_ARRAY_BUFFER, VBO);
    150     // 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
    151     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    152     glEnableVertexAttribArray(0);
    153 
    154     // pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
    155     // -----------------------------------------------------------------------------------------------------------
    156     //glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    157     //ourShader.setMat4("projection", projection);
    158 
    159 
    160     // render loop
    161     // -----------
    162     while (!glfwWindowShouldClose(window))
    163     {
    164         float currentFrame = glfwGetTime();
    165         deltaTime = currentFrame - lastFrame;
    166         lastFrame = currentFrame;
    167 
    168         // input
    169         // -----
    170         processInput(window);
    171 
    172         // render
    173         // ------
    174         glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    175         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    176 
    177         // activate shader
    178         lightingShader.use();
    179         lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
    180         lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
    181         lightingShader.setVec3("lightPos", lightPos);
    182         lightingShader.setVec3("viewPos", camera.Position);
    183 
    184         // pass projection matrix to shader (note that in this case it could change every frame)
    185         glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    186         lightingShader.setMat4("projection", projection);
    187 
    188         // camera/view transformation
    189         glm::mat4 view = camera.GetViewMatrix();
    190         lightingShader.setMat4("view", view);
    191 
    192         glm::mat4 model = glm::mat4(1.0);
    193         lightingShader.setMat4("model", model);
    194         // render boxes
    195         glBindVertexArray(cubeVAO);
    196         glDrawArrays(GL_TRIANGLES, 0, 36);
    197 
    198         lampShader.use();
    199         lampShader.setMat4("projection", projection);
    200         lampShader.setMat4("view", view);
    201         model = glm::mat4(1.0f);
    202         float r = 5.0f;
    203         float x = sin(glfwGetTime())*r;
    204         float z = cos(glfwGetTime())*r;
    205         lightPos.x = x; lightPos.z = z;
    206         model = glm::translate(model, lightPos);
    207         model = glm::scale(model, glm::vec3(0.2f));
    208         lampShader.setMat4("model", model);
    209 
    210         glBindVertexArray(lightVAO);
    211         glDrawArrays(GL_TRIANGLES, 0, 36);
    212 
    213         // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
    214         // -------------------------------------------------------------------------------
    215         glfwSwapBuffers(window);
    216         glfwPollEvents();
    217     }
    218 
    219     // optional: de-allocate all resources once they've outlived their purpose:
    220     // ------------------------------------------------------------------------
    221     glDeleteVertexArrays(1, &cubeVAO);
    222     glDeleteVertexArrays(1, &lightVAO);
    223     glDeleteBuffers(1, &VBO);
    224 
    225     // glfw: terminate, clearing all previously allocated GLFW resources.
    226     // ------------------------------------------------------------------
    227     glfwTerminate();
    228     return 0;
    229 }
    230 
    231 // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
    232 // ---------------------------------------------------------------------------------------------------------
    233 void processInput(GLFWwindow *window)
    234 {
    235     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    236         glfwSetWindowShouldClose(window, true);
    237 
    238     if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
    239         camera.ProcessKeyboard(FORWARD, deltaTime);
    240     if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
    241         camera.ProcessKeyboard(BACKWARD, deltaTime);
    242     if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
    243         camera.ProcessKeyboard(LEFT, deltaTime);
    244     if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
    245         camera.ProcessKeyboard(RIGHT, deltaTime);
    246 }
    247 
    248 // glfw: whenever the window size changed (by OS or user resize) this callback function executes
    249 // ---------------------------------------------------------------------------------------------
    250 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    251 {
    252     // make sure the viewport matches the new window dimensions; note that width and 
    253     // height will be significantly larger than specified on retina displays.
    254     glViewport(0, 0, width, height);
    255 }
    256 
    257 void mouse_callback(GLFWwindow* window, double xpos, double ypos){
    258     if (firstMouse)
    259     {
    260         lastX = xpos;
    261         lastY = ypos;
    262         firstMouse = false;
    263     }
    264 
    265     float xoffset = xpos - lastX;
    266     float yoffset = lastY - ypos;
    267     //std::cout << ypos << std::endl;
    268     lastX = xpos;
    269     lastY = ypos;
    270 
    271     camera.ProcessMouseMovement(xoffset, yoffset);
    272 }
    273 
    274 // glfw: whenever the mouse scroll wheel scrolls, this callback is called
    275 // ----------------------------------------------------------------------
    276 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    277 {
    278     camera.ProcessMouseScroll(yoffset);
    279 }
    View Code

    2019/11/29

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  • 原文地址:https://www.cnblogs.com/ljy08163268/p/11961008.html
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