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9.opengl光照-漫反射贴图

9.opengl光照-漫反射贴图

作者: 天叔 | 来源:发表于2020-06-16 13:28 被阅读0次

    一、原理介绍

    现实世界中,物体的材质通常不止一种,比如汽车有车壳、轮胎、窗户,每一种材质都会有漫反射和环境光颜色。

    本章通过贴图纹理来实现每一个像素点的材质效果,贴图和第一部分的纹理的使用原理相同,不同的是,这里要把贴图的每个像素颜色拿出来和环境光、镜面光做乘法叠加。

    因为环境光颜色在几乎所有情况下都等于漫反射颜色,只是光强不同,环境光强度一般远小于漫反射光。so,实际代码视线中,环境光也用漫反射的光颜色来计算。

    struct Material {
        sampler2D diffuse; // 即是漫反射,也是环境光
        vec3      specular;
        float     shininess;
    }; 
    ...
    in vec2 TexCoords;
    

    二、实现效果

    图1-漫反射贴图效果

    三、代码说明

    1. 顶点着色器
    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aNormal;
    layout (location = 2) in vec2 aTexCoords;
    
    out vec3 FragPos;
    out vec3 Normal;
    out vec2 TexCoords;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        FragPos = vec3(model * vec4(aPos, 1.0));
        Normal = mat3(transpose(inverse(model))) * aNormal;
        TexCoords = aTexCoords;
        
        gl_Position = projection * view * vec4(FragPos, 1.0);
    }
    
    
    2. 片元着色器
    #version 330 core
    out vec4 FragColor;
    
    struct Material {
        sampler2D diffuse;
        vec3 specular;
        float shininess;
    };
    
    struct Light {
        vec3 position;
    
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    in vec3 FragPos;
    in vec3 Normal;
    in vec2 TexCoords;
      
    uniform vec3 viewPos;
    uniform Material material;
    uniform Light light;
    
    void main()
    {
        // ambient
        vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
          
        // diffuse
        vec3 norm = normalize(Normal);
        vec3 lightDir = normalize(light.position - FragPos);
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
        
        // specular
        vec3 viewDir = normalize(viewPos - FragPos);
        vec3 reflectDir = reflect(-lightDir, norm);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
        vec3 specular = light.specular * (spec * material.specular);
            
        vec3 result = ambient + diffuse + specular;
        FragColor = vec4(result, 1.0);
    }
    
    3. 主程序
    #include <glad/glad.h>
    #include <GLFW/glfw3.h>
    #define STB_IMAGE_IMPLEMENTATION
    #include "stb_image.h"
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    #include "Shader.h"
    #include "camera.h"
    
    #include <iostream>
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height);
    void processInput(GLFWwindow *window);
    void mouse_callback(GLFWwindow* window, double xpos, double ypos);
    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
    unsigned int loadTexture(char const * path);
    
    // settings
    const unsigned int SCR_WIDTH = 800;
    const unsigned int SCR_HEIGHT = 600;
    
    // camera
    Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
    float lastX = SCR_WIDTH / 2.0f;
    float lastY = SCR_HEIGHT / 2.0f;
    bool firstMouse = true;
    
    // timeing
    float deltaTime = 0.0f;
    float lastFrame = 0.0f;
    
    glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
    
    int main()
    {
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
        
    #ifdef __APPLE__
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    #endif
        
        GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
        if(window == NULL)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        
        glfwMakeContextCurrent(window);
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
        glfwSetCursorPosCallback(window, mouse_callback);
        glfwSetScrollCallback(window, scroll_callback);
        
        // tell GLFW to capture our mouse
        // 这一行,不注释也是ok的,隐藏鼠标
    //    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
        
        if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
        {
            std::cout << "Failed to initialize GLAD" << std::endl;
            return -1;
        }
        
        glEnable(GL_DEPTH_TEST);
        
        Shader lightingShader("1.colors.vs", "1.colors.fs");
        Shader lightCubeShader("1.light_cube.vs", "1.light_cube.fs");
        
        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
        };
        
        unsigned int VBO, cubeVAO;
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &VBO);
        
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        
        glBindVertexArray(cubeVAO);
        
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
        
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(1);
        
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
        glEnableVertexAttribArray(2);
        
        unsigned int  lightCubeVAO;
        glGenVertexArrays(1, &lightCubeVAO);
        glBindVertexArray(lightCubeVAO);
        
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
        
        // 加载纹理
        unsigned int diffuseMap = loadTexture("container2.png");
        
        lightingShader.use();
        lightingShader.setInt("material.diffuse", 0);
    
        
        while (!glfwWindowShouldClose(window)) {
            float currentFrame = glfwGetTime();
            deltaTime = currentFrame - lastFrame;
            lastFrame = currentFrame;
            
            //input
            processInput(window);
            
            //render
            glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            
            lightingShader.use();
            lightingShader.setVec3("light.position", lightPos);
            lightingShader.setVec3("viewPos", camera.Position);
            
            //light properties
            lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
            lightingShader.setVec3("light.diffuse", 0.5f,0.5f,0.5f);
            lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
            
            // material properties
            lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
            lightingShader.setFloat("material.shininess", 64.0f);
            
            // material properties
            
            //view/projection transformations
            glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH/(float)SCR_HEIGHT, 0.1f, 100.0f);
            glm::mat4 view = camera.GetViewMatrix();
            lightingShader.setMat4("projection", projection);
            lightingShader.setMat4("view", view);
            
            // 世界地图转换
            glm::mat4 model = glm::mat4(1.0f);
    //        model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.5, 1.0f, 0.0f));
            lightingShader.setMat4("model", model);
            
            //bind diffuse map
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, diffuseMap);
            
            // 渲染灯模型
            glBindVertexArray(cubeVAO);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            
            // also draw the lamp object
            lightCubeShader.use();
            lightCubeShader.setMat4("projection", projection);
            lightCubeShader.setMat4("view", view);
            model = glm::mat4(1.0f);
            model = glm::translate(model, lightPos);
            model = glm::scale(model, glm::vec3(0.2f));
            lightCubeShader.setMat4("model", model);
            
            glBindVertexArray(lightCubeVAO);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
        
        glDeleteVertexArrays(1, &cubeVAO);
        glDeleteVertexArrays(1, &lightCubeVAO);
        glDeleteBuffers(1, &VBO);
        
        glfwTerminate();
        return 0;
    }
    
    bool startRecord = false;
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_Y))
        {
            std::cout << "Y" << std::endl;
            startRecord = true;
        }
        
        if (glfwGetKey(window, GLFW_KEY_N))
        {
            std::cout << "N" << std::endl;
    
            startRecord = false;
        }
        
        if (startRecord) {
            return;
        }
        
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        {
            glfwSetWindowShouldClose(window, true);
        }
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        {
            std::cout << "W" << std::endl;
    
            camera.ProcessKeyboard(FORWARD, deltaTime);
        }
        if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        {
            camera.ProcessKeyboard(BACKWARD, deltaTime);
        }
        if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        {
            camera.ProcessKeyboard(LEFT, deltaTime);
        }
        if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        {
            camera.ProcessKeyboard(RIGHT, deltaTime);
        }
    
    }
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        glViewport(0, 0, width, height);
    }
    
    void mouse_callback(GLFWwindow* window, double xpos, double ypos)
    {
        if (startRecord) {
            return;
        }
        
        if (firstMouse)
        {
            lastX = xpos;
            lastY = ypos;
            firstMouse = false;
        }
        
        float xoffset = xpos - lastX;
        float yoffset = lastY - ypos;
        
        lastX = xpos;
        lastY = ypos;
        
        camera.ProcessMouseMovement(xoffset, yoffset);
    }
    
    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    {
        camera.ProcessMouseScroll(yoffset);
    }
    
    
    // 通用纹理加载方法
    unsigned int loadTexture(char const * path)
    {
        unsigned int textureID;
        glGenTextures(1, &textureID);
        
        int width, height, nrComponents;
        unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
        
        if(data)
        {
            GLenum format;
            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);
            
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Texture failed to laod at path: " << path << std::endl;
            stbi_image_free(data);
        }
        
        return textureID;
    }
    
    

    四、补充

    1. 材质的漫反射设置为0,这里没太明白
        lightingShader.setInt("material.diffuse", 0);
    

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