• 光照


    #ifndef CAMERA_H
    #define CAMERA_H
    
    #include <glad/glad.h>
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    
    #include <vector>
    
    enum Camera_Movement {
        FORWARD,
        BACKWARD,
        LEFT,
        RIGHT
    };  //相机方向枚举
    
    const float YAW = -90.0f; //俯仰角 
    const float PITCH = 0.0f; // 偏航角 
    const float SPEED = 2.5f; //移动速度
    const float SENSITIVITY = 0.1f;   //灵敏度
    const float ZOOM = 45.0f;  //FOV
    
    class Camera
    {
    public:
        // 相机参数
        glm::vec3 Position;
        glm::vec3 Front;
        glm::vec3 Up;
        glm::vec3 Right;
        glm::vec3 WorldUp;
        // 欧拉角
        float Yaw;
        float Pitch;
        // 相机参数
        float MovementSpeed;
        float MouseSensitivity;
        float Zoom;
    
        //构造函数用向量定义
        Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
        {
            Position = position;
            WorldUp = up;
            Yaw = yaw;
            Pitch = pitch;
            updateCameraVectors();
        }
        // 用值初始化构造函数
        Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
        {
            Position = glm::vec3(posX, posY, posZ);
            WorldUp = glm::vec3(upX, upY, upZ);
            Yaw = yaw;
            Pitch = pitch;
            updateCameraVectors();
        }
    
        //返回用lookat构造的view矩阵
        glm::mat4 GetViewMatrix()
        {
            return glm::lookAt(Position, Position + Front, Up);
        }
    
        // 键盘检测
        void ProcessKeyboard(Camera_Movement direction, float deltaTime)
        {
            float velocity = MovementSpeed * deltaTime;
            if (direction == FORWARD)
                Position += Front * velocity;
            if (direction == BACKWARD)
                Position -= Front * velocity;
            if (direction == LEFT)
                Position -= Right * velocity;
            if (direction == RIGHT)
                Position += Right * velocity;
        }
    
        // 鼠标检测
        void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
        {
            xoffset *= MouseSensitivity;
            yoffset *= MouseSensitivity;
    
            Yaw += xoffset;
            Pitch += yoffset;
    
            //角度限制 
            if (constrainPitch)
            {
                if (Pitch > 89.0f)
                    Pitch = 89.0f;
                if (Pitch < -89.0f)
                    Pitch = -89.0f;
            }
            //用现有参数更新相机状态
            updateCameraVectors();
        }
    
        // FOV设置, 同时加上大小限制
        void ProcessMouseScroll(float yoffset)
        {
            Zoom -= (float)yoffset;
            if (Zoom < 1.0f)
                Zoom = 1.0f;
            if (Zoom > 45.0f)
                Zoom = 45.0f;
        }
    
    private:
        // 用当前相机内的信息更新相机状态
        void updateCameraVectors()
        {
            // 计算新的front向量参数值
            glm::vec3 front;
            front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
            front.y = sin(glm::radians(Pitch));
            front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
            Front = glm::normalize(front);
            // 同时重新计算Right和Up参数值
            Right = glm::normalize(glm::cross(Front, WorldUp));  //用于键盘输入的移动,叉积得到垂直的右手系方向
            Up = glm::normalize(glm::cross(Right, Front));
        }
    };
    
    #endif

    Camera.cpp

    #include<glad/glad.h>
    
    #include<string>
    #include<fstream>
    #include<sstream>
    #include<iostream>
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    using namespace std;
    
    class Shader {
    private:
        
        void checkCompileErrors(unsigned int shader, std::string type)
        {
            int success;
            char infoLog[1024];
            if (type != "PROGRAM")
            {
                glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
                if (!success)
                {
                    glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                    std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- -------------!!!!!!!!-------------------------------------- -- " << std::endl;
                }
            }
            else
            {
                glGetProgramiv(shader, GL_LINK_STATUS, &success);
                if (!success)
                {
                    glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                    std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- ------------------!!!!!!!!!--------------------------------- -- " << std::endl;
                }
            }
        }
    public:
        unsigned int ID;
        Shader(const char* vertexPath, const char* fragmentPath) {
            std::string vertexCode;
            std::string fragmentCode;
            std::ifstream vShaderFile;
            std::ifstream fShaderFile;
            
    
            vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
            fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
            try
            {
                vShaderFile.open(vertexPath);
                fShaderFile.open(fragmentPath);
                std::stringstream vShaderStream, fShaderStream;
                vShaderStream << vShaderFile.rdbuf();
                fShaderStream << fShaderFile.rdbuf();
                vShaderFile.close();
                fShaderFile.close();
                vertexCode = vShaderStream.str();
                fragmentCode = fShaderStream.str();
            }
            catch (std::ifstream::failure& e)
            {
                std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
            }
            const char* vShaderCode = vertexCode.c_str();
            const char * fShaderCode = fragmentCode.c_str();
            
            unsigned int vertex, fragment;
            vertex = glCreateShader(GL_VERTEX_SHADER);
            fragment = glCreateShader(GL_FRAGMENT_SHADER);
            glShaderSource(vertex, 1, &vShaderCode, NULL);
            glShaderSource(fragment, 1, &fShaderCode, NULL);
            glCompileShader(vertex);
            glCompileShader(fragment);
            checkCompileErrors(vertex, "VERTEX");
            checkCompileErrors(fragment, "FRAGMENT");
            ID = glCreateProgram();
            glAttachShader(ID, vertex);
            glAttachShader(ID, fragment);
            glLinkProgram(ID);
            checkCompileErrors(ID, "PROGRAM");
            glDeleteShader(vertex);
            glDeleteShader(fragment);
        }
    
        void useShader() {
            glUseProgram(ID);
        }
        void setBool(const std::string &name, bool value) const
        {
            glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
        }
        void setInt(const std::string &name, int value) const
        {
            glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
        }
        void setFloat(const std::string &name, float value) const
        {
            glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
        }
        void setMat4(const std::string &name, const glm::mat4 &mat) const
        {
            glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
            //第二个参数count指明要更改的元素个数。如果目标uniform变量不是一个数组,那么这个值应该设为1;如果是数组,则应该设置为>=1。如果是matrix矩阵:指明要更改的矩阵个数
            //第三个参数 是否转置矩阵 第四个参数 ,一个指向count元素的指针
        }
        void setVec2(const std::string &name, const glm::vec2 &value) const
        {
            glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
        }
        void setVec2(const std::string &name, float x, float y) const
        {
            glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
        }
        
        void setVec3(const std::string &name, const glm::vec3 &value) const
        {
            glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
        }
        void setVec3(const std::string &name, float x, float y, float z) const
        {
            glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
        }
        
        void setVec4(const std::string &name, const glm::vec4 &value) const
        {
            glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
        }
        void setVec4(const std::string &name, float x, float y, float z, float w) const
        {
            glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
        }
        
        void setMat2(const std::string &name, const glm::mat2 &mat) const
        {
            glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
        }
        
        void setMat3(const std::string &name, const glm::mat3 &mat) const
        {
            glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
        }
        
    };

    Shader.cpp

    #include <glad/glad.h> 
    #include <GLFW\glfw3.h>
    #include<iostream>
    #include"Shader.cpp"
    #include "stb_image.h"
    #include<fstream>
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    #include "Camera.cpp"
    using namespace std;
    //shader
    //相机初始坐标
    Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
    float lastX = 800 / 2.0f;
    float lastY = 600 / 2.0f;
    bool firstMouse = true;
    // lighting
    glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
    // 根据机器性能的帧数确定时间缩放,进行同步
    float deltaTime = 0.0f;    
    float lastFrame = 0.0f;
    
    //回调函数,改变窗口大小时进行相应操作
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        glViewport(0, 0, width, height);
    }
    
    
    // 鼠标检测回调函数
    void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
    {
        float xpos = static_cast<float>(xposIn);
        float ypos = static_cast<float>(yposIn);
    
        if (firstMouse)
        {
            lastX = xpos;
            lastY = ypos;
            firstMouse = false;
        }
    
        float xoffset = xpos - lastX;
        float yoffset = lastY - ypos; 
    
        lastX = xpos;
        lastY = ypos;
    
        camera.ProcessMouseMovement(xoffset, yoffset);
    }
    
    //缩放回调函数
    void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
    {
        camera.ProcessMouseScroll(static_cast<float>(yoffset));
    }
    
    //键盘检测
    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);
    }
    
    //加载模型
    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 load at path: " << path << std::endl;
            stbi_image_free(data);
        }
    
        return textureID;
    }
    
    
    int main() {
    
        //GL版本设置
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // 主版本号
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // 子版本号
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  //核心模式
    
        GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); //设置窗口大小以及名称
        if (window == NULL)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window); // 设置当前上下文为当前窗口
    
        if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
        {
            std::cout << "Error!" << std::endl;
            return -1;
        }
    
        glViewport(0, 0, 800, 600); // 设置视口大小
        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 注册改变窗口大小的回调函数,此处为代理。
        glfwSetCursorPosCallback(window, mouse_callback);
        glfwSetScrollCallback(window, scroll_callback);
        // 设置鼠标控制模式为捕捉鼠标,将其放在屏幕中心
        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    
        const char* vertexPath = "lightingVertexShader.in";
        const char* fragmentPath = "lightingFragmentShader.in";
        const char* vertexPath2 = "lightingCubeVertexShader.in";
        const char* fragmentPath2 = "lightingCubeFragmentShader.in";
        Shader lightingShader(vertexPath,fragmentPath);
        Shader lightingCubeShader(vertexPath2, fragmentPath2);
    
        glEnable(GL_DEPTH_TEST);
        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
        };
    
        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)
        };
        glm::vec3 pointLightPositions[] = {
            glm::vec3(0.7f,  0.2f,  2.0f),
            glm::vec3(2.3f, -3.3f, -4.0f),
            glm::vec3(-4.0f,  2.0f, -12.0f),
            glm::vec3(0.0f,  0.0f, -3.0f)
        };
    
        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);
    
        unsigned int diffuseMap = loadTexture("container2.png");
        unsigned int specularMap = loadTexture("container2_specular.png");
    
        lightingShader.useShader();
        lightingShader.setInt("material.diffuse", 0);
        lightingShader.setInt("material.specular", 1);
    
        while (!glfwWindowShouldClose(window)) //渲染循环
        {
            float currentFrame = static_cast<float>(glfwGetTime());
            deltaTime = currentFrame - lastFrame;
            lastFrame = currentFrame;
    
            processInput(window);
            glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            lightingShader.useShader();
            lightingShader.setFloat("material.shininess", 32.0f);
            lightingShader.setVec3("viewPos", camera.Position);
    
            // light properties
            
            // directional light
            lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
            lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
            lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
            lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
            // point light 1
            lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
            lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
            lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
            lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
            lightingShader.setFloat("pointLights[0].constant", 1.0f);
            lightingShader.setFloat("pointLights[0].linear", 0.09f);
            lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
            // point light 2
            lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
            lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
            lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
            lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
            lightingShader.setFloat("pointLights[1].constant", 1.0f);
            lightingShader.setFloat("pointLights[1].linear", 0.09f);
            lightingShader.setFloat("pointLights[1].quadratic", 0.032f);
            // point light 3
            lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
            lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
            lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
            lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
            lightingShader.setFloat("pointLights[2].constant", 1.0f);
            lightingShader.setFloat("pointLights[2].linear", 0.09f);
            lightingShader.setFloat("pointLights[2].quadratic", 0.032f);
            // point light 4
            lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
            lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
            lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
            lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
            lightingShader.setFloat("pointLights[3].constant", 1.0f);
            lightingShader.setFloat("pointLights[3].linear", 0.09f);
            lightingShader.setFloat("pointLights[3].quadratic", 0.032f);
            // spotLight
            lightingShader.setVec3("spotLight.position", camera.Position);
            lightingShader.setVec3("spotLight.direction", camera.Front);
            lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
            lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
            lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
            lightingShader.setFloat("spotLight.constant", 1.0f);
            lightingShader.setFloat("spotLight.linear", 0.09f);
            lightingShader.setFloat("spotLight.quadratic", 0.032f);
            lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
            lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
    
            glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
            glm::mat4 view = camera.GetViewMatrix();
            lightingShader.setMat4("projection", projection);
            lightingShader.setMat4("view", view);
            glm::mat4 model = glm::mat4(1.0f);
            lightingShader.setMat4("model", model);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, diffuseMap);
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, specularMap);
            glBindVertexArray(cubeVAO);
            for (unsigned int i = 0; i < 10; i++)
            {
                glm::mat4 model = glm::mat4(1.0f);
                model = glm::translate(model, cubePositions[i]);
                float angle = 20.0f * i;
                model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
                lightingShader.setMat4("model", model);
                glDrawArrays(GL_TRIANGLES, 0, 36);
            }
    
            lightingCubeShader.useShader();
            lightingCubeShader.setMat4("projection", projection);
            lightingCubeShader.setMat4("view", view);
    
            glBindVertexArray(lightCubeVAO);
            for (unsigned int i = 0; i < 4; i++)
            {
                model = glm::mat4(1.0f);
                model = glm::translate(model, pointLightPositions[i]);
                model = glm::scale(model, glm::vec3(0.2f)); 
                lightingCubeShader.setMat4("model", model);
                glDrawArrays(GL_TRIANGLES, 0, 36);
            }
    
    
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
    
        glDeleteVertexArrays(1, &cubeVAO);
        glDeleteVertexArrays(1, &lightCubeVAO);
        glDeleteBuffers(1, &VBO);
        glfwTerminate();
        return 0;
    }

    Source.cpp

    #version 330 core
    out vec4 FragColor;
    
    void main()
    {
        FragColor = vec4(1.0); // set alle 4 vector values to 1.0
    }

    lightingCubeFragmentShader.in

    #version 330 core
    layout (location = 0) in vec3 aPos;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        gl_Position = projection * view * model * vec4(aPos, 1.0);
    }

    lightingCubeVertexShader.in

    #version 330 core
    out vec4 FragColor;
    
    struct Material {
        sampler2D diffuse;
        sampler2D specular;
        float shininess;
    }; 
    
    struct DirLight {
        vec3 direction;
        
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    struct PointLight {
        vec3 position;
        
        float constant;
        float linear;
        float quadratic;
        
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    struct SpotLight {
        vec3 position;
        vec3 direction;
        float cutOff;
        float outerCutOff;
      
        float constant;
        float linear;
        float quadratic;
      
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;       
    };
    
    #define NR_POINT_LIGHTS 4
    
    in vec3 FragPos;
    in vec3 Normal;
    in vec2 TexCoords;
    
    uniform vec3 viewPos;
    uniform DirLight dirLight;
    uniform PointLight pointLights[NR_POINT_LIGHTS];
    uniform SpotLight spotLight;
    uniform Material material;
    
    // function prototypes
    vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
    vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
    vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
    
    void main()
    {    
        // properties
        vec3 norm = normalize(Normal);
        vec3 viewDir = normalize(viewPos - FragPos);
        
        vec3 result = CalcDirLight(dirLight, norm, viewDir);
        // phase 2: point lights
        for(int i = 0; i < NR_POINT_LIGHTS; i++)
            result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
        // phase 3: spot light
        result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    
        
        FragColor = vec4(result, 1.0);
    }
    
    // calculates the color when using a directional light.
    vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
    {
        vec3 lightDir = normalize(-light.direction);
        // diffuse shading
        float diff = max(dot(normal, lightDir), 0.0);
        // specular shading
        vec3 reflectDir = reflect(-lightDir, normal);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
        // combine results
        vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
        vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
        vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
        return (ambient + diffuse + specular);
    }
    
    // calculates the color when using a point light.
    vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
    {
        vec3 lightDir = normalize(light.position - fragPos);
        // diffuse shading
        float diff = max(dot(normal, lightDir), 0.0);
        // specular shading
        vec3 reflectDir = reflect(-lightDir, normal);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
        // attenuation
        float distance = length(light.position - fragPos);
        float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
        // combine results
        vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
        vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
        vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
        ambient *= attenuation;
        diffuse *= attenuation;
        specular *= attenuation;
        return (ambient + diffuse + specular);
    }
    
    // calculates the color when using a spot light.
    vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
    {
        vec3 lightDir = normalize(light.position - fragPos);
        // diffuse shading
        float diff = max(dot(normal, lightDir), 0.0);
        // specular shading
        vec3 reflectDir = reflect(-lightDir, normal);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
        // attenuation
        float distance = length(light.position - fragPos);
        float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
        // spotlight intensity
        float theta = dot(lightDir, normalize(-light.direction)); 
        float epsilon = light.cutOff - light.outerCutOff;
        float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
        // combine results
        vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
        vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
        vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
        ambient *= attenuation * intensity;
        diffuse *= attenuation * intensity;
        specular *= attenuation * intensity;
        return (ambient + diffuse + specular);
    }

    lightingFragmentShader.in

    #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);
    }

    lightingVertexShader.in

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  • 原文地址:https://www.cnblogs.com/LH2000/p/16415457.html
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