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  • Materials_练习

    你能像教程一开始那样,定义相应的材质来模拟现实世界的物体吗?

    分享一个银材质的箱子:

    1 // silver material
    2 lightingShader.setVec3("material.ambient", 0.19225,0.19225,0.19225);
    3 lightingShader.setVec3("material.diffuse", 0.50754 ,0.50754, 0.50754);
    4 lightingShader.setVec3("material.specular", 0.508273, 0.508273 ,0.508273);
    5 lightingShader.setFloat("material.shininess", 0.4 * 128);
    View Code

    完整代码:

      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     // render loop
    160     // -----------
    161     while (!glfwWindowShouldClose(window))
    162     {
    163         float currentFrame = glfwGetTime();
    164         deltaTime = currentFrame - lastFrame;
    165         lastFrame = currentFrame;
    166 
    167         // input
    168         // -----
    169         processInput(window);
    170 
    171         // render
    172         // ------
    173         glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    174         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    175 
    176         // activate shader
    177         lightingShader.use();
    178         lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
    179         lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
    180         lightingShader.setVec3("lightPos", lightPos);
    181         lightingShader.setVec3("viewPos", camera.Position);
    182 
    183         //lightingShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f);
    184         //lightingShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f);
    185         //lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
    186         //lightingShader.setFloat("material.shininess", 32.0f);
    187         lightingShader.setVec3("material.ambient", 0.19225, 0.19225, 0.19225);
    188         lightingShader.setVec3("material.diffuse", 0.50754, 0.50754, 0.50754);
    189         lightingShader.setVec3("material.specular", 0.508273, 0.508273, 0.508273);
    190         lightingShader.setFloat("material.shininess", 0.4 * 128);
    191 
    192         lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
    193         lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); // 将光照调暗了一些以搭配场景
    194         /*
    195         glm::vec3 lightColor;
    196         lightColor.x = sin(glfwGetTime() * 2.0f);
    197         lightColor.y = sin(glfwGetTime() * 0.7f);
    198         lightColor.z = sin(glfwGetTime() * 1.3f);
    199 
    200         glm::vec3 diffuseColor = lightColor   * glm::vec3(0.5f); // 降低影响
    201         glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // 很低的影响
    202 
    203         lightingShader.setVec3("light.ambient", ambientColor);
    204         lightingShader.setVec3("light.diffuse", diffuseColor);
    205         */
    206         lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
    207 
    208         // pass projection matrix to shader (note that in this case it could change every frame)
    209         glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    210         lightingShader.setMat4("projection", projection);
    211 
    212         // camera/view transformation
    213         glm::mat4 view = camera.GetViewMatrix();
    214         lightingShader.setMat4("view", view);
    215 
    216         glm::mat4 model = glm::mat4(1.0);
    217         lightingShader.setMat4("model", model);
    218         // render boxes
    219         glBindVertexArray(cubeVAO);
    220         glDrawArrays(GL_TRIANGLES, 0, 36);
    221 
    222         lampShader.use();
    223         lampShader.setMat4("projection", projection);
    224         lampShader.setMat4("view", view);
    225         model = glm::mat4(1.0f);
    226         float r = 5.0f;
    227         float x = sin(glfwGetTime())*r;
    228         float z = cos(glfwGetTime())*r;
    229         lightPos.x = x; lightPos.z = z;
    230         model = glm::translate(model, lightPos);
    231         model = glm::scale(model, glm::vec3(0.2f));
    232         lampShader.setMat4("model", model);
    233 
    234         glBindVertexArray(lightVAO);
    235         glDrawArrays(GL_TRIANGLES, 0, 36);
    236 
    237         // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
    238         // -------------------------------------------------------------------------------
    239         glfwSwapBuffers(window);
    240         glfwPollEvents();
    241     }
    242 
    243     // optional: de-allocate all resources once they've outlived their purpose:
    244     // ------------------------------------------------------------------------
    245     glDeleteVertexArrays(1, &cubeVAO);
    246     glDeleteVertexArrays(1, &lightVAO);
    247     glDeleteBuffers(1, &VBO);
    248 
    249     // glfw: terminate, clearing all previously allocated GLFW resources.
    250     // ------------------------------------------------------------------
    251     glfwTerminate();
    252     return 0;
    253 }
    254 
    255 // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
    256 // ---------------------------------------------------------------------------------------------------------
    257 void processInput(GLFWwindow *window)
    258 {
    259     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    260         glfwSetWindowShouldClose(window, true);
    261 
    262     if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
    263         camera.ProcessKeyboard(FORWARD, deltaTime);
    264     if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
    265         camera.ProcessKeyboard(BACKWARD, deltaTime);
    266     if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
    267         camera.ProcessKeyboard(LEFT, deltaTime);
    268     if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
    269         camera.ProcessKeyboard(RIGHT, deltaTime);
    270 }
    271 
    272 // glfw: whenever the window size changed (by OS or user resize) this callback function executes
    273 // ---------------------------------------------------------------------------------------------
    274 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    275 {
    276     // make sure the viewport matches the new window dimensions; note that width and 
    277     // height will be significantly larger than specified on retina displays.
    278     glViewport(0, 0, width, height);
    279 }
    280 
    281 void mouse_callback(GLFWwindow* window, double xpos, double ypos){
    282     if (firstMouse)
    283     {
    284         lastX = xpos;
    285         lastY = ypos;
    286         firstMouse = false;
    287     }
    288 
    289     float xoffset = xpos - lastX;
    290     float yoffset = lastY - ypos;
    291     //std::cout << ypos << std::endl;
    292     lastX = xpos;
    293     lastY = ypos;
    294 
    295     camera.ProcessMouseMovement(xoffset, yoffset);
    296 }
    297 
    298 // glfw: whenever the mouse scroll wheel scrolls, this callback is called
    299 // ----------------------------------------------------------------------
    300 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    301 {
    302     camera.ProcessMouseScroll(yoffset);
    303 }
    View Code

    2019/11/30

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  • 原文地址:https://www.cnblogs.com/ljy08163268/p/11962899.html
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