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7.opengl光照-颜色/基础光照

7.opengl光照-颜色/基础光照

作者: 天叔 | 来源:发表于2020-06-12 23:09 被阅读0次

    glEnableVertexAttribArray的作用解释:

    默认情况下,出于性能考虑,所有顶点着色器的属性(Attribute)变量都是关闭的,意味着数据在着色器端是不可见的,哪怕数据已经上传到GPU,由glEnableVertexAttribArray启用指定属性,才可在顶点着色器中访问逐顶点的属性数据。

    glVertexAttribPointer或VBO只是建立CPU和GPU之间的逻辑连接,从而实现了CPU数据上传至GPU。但是,数据在GPU端是否可见,即,着色器能否读取到数据,由是否启用了对应的属性决定,这就是glEnableVertexAttribArray的功能,允许顶点着色器读取GPU(服务器端)数据。

    那么,glEnableVertexAttribArray应该在glVertexAttribPointer之前还是之后调用?答案是都可以,只要在绘图调用(glDraw*系列函数)前调用即可。

    理论介绍:光照模型有很多种,这里介绍使用冯氏光照模型 冯氏光照模型

    1. 环境光照简单的处理复杂的光反射整体环境,用一个系数代替,比如0.1
    2. 漫反射,漫反射和 入射角、法线有关。注意:漫反射和观察视角无关。
    3. 镜面反射,与观察视角、反射角有关。注意:镜面反射有个反光度系数,反光度越高,反射越集中,会形成一个高光。
      详细理论参考基础光照,或《计算机视觉基础-14章-视觉内容合成-p232》

    实现效果: 光照效果

    和教程上实现的有些区别,可能是位置没有调整好: 教程实现

    代码:

    1. 代码目录: 代码没记录
    2. 顶点着色器和片元着色器实现(有两套着色器,灯光着色器实现不变,比较简单)
      colors.vs

    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aNormal;
    
    out vec3 FragPos;
    out vec3 Normal;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        FragPos = vec3(model * vec4(aPos, 1.0));
        Normal = mat3(transpose(inverse(model))) * aNormal;
        
        gl_Position = projection * view * vec4(FragPos, 1.0);
    }
    
    

    colors.fs

    #version 330 core
    out vec4 FragColor;
    
    in vec3 Normal;
    in vec3 FragPos;
    
    uniform vec3 lightPos;
    uniform vec3 viewPos;
    uniform vec3 objectColor;
    uniform vec3 lightColor;
    
    void main()
    {
        // 环境光照
        float ambientStrength = 0.1;
        vec3 ambient = ambientStrength * lightColor;
        
        // 漫反射
        vec3 norm = normalize(Normal);
        vec3 lightDir = normalize(lightPos - FragPos);
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = diff * lightColor;
        
        // 镜面反射
        float specularStrength = 0.5;
        vec3 viewDir = normalize(viewPos - FragPos);
        vec3 reflectDir = reflect(-lightDir, norm);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
        vec3 specular = specularStrength * spec * lightColor;
        
        vec3 result = (ambient + diffuse) * objectColor;
        FragColor = vec4(result, 1.0);
    }
    
    
    1. 主程序代码
    #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);
    
    // settings
    const unsigned int SCR_WIDTH = 800;
    const unsigned int SCR_HEIGHT = 600;
    
    // camera
    Camera camera(glm::vec3(0.0f, 0.0f, 6.0f));
    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[] = {
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
             0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
             0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
             0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    
            -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
             0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
             0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
             0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
    
            -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
            -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
            -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
            -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
            -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
            -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    
             0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
             0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
             0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
             0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
             0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
             0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
    
            -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
             0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
             0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
             0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
    
            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
             0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
             0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
             0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
            -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
        };
        
        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, 6 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
        
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(1);
        
        unsigned int  lightCubeVAO;
        glGenVertexArrays(1, &lightCubeVAO);
        glBindVertexArray(lightCubeVAO);
        
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)0);
        glEnableVertexAttribArray(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("objectColor", 1.0f, 0.5f, 0.31f);
            lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
            lightingShader.setVec3("lightPos", lightPos);
            lightingShader.setVec3("viewPos", camera.Position);
            
            //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);
            
            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);
            
            //render the cube
            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;
    }
    
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        {
            glfwSetWindowShouldClose(window, true);
        }
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        {
            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 (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);
    }
    
    

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