• -OPENGL4 Shader & WorldSpaceShader & CameraSpaceShader & Blinn


    CP13:

    全部合并成头文件,实现进一步抽象简洁

    一个摄像机GLFWCamera.h

    一个读取材质LoadShader.h

    一个FrameWindow

    cmake_minimum_required(VERSION 3.5)
    
    project(Triangle)
    
    set(CMAKE_CXX_STANDARD 11)
    set(CMAKE_CXX_STANDARD_REQUIRED ON)
    # OPENGL
    find_package(OpenGL REQUIRED)
    include_directories(${OpenGL_INCLUDE_DIRS})
    link_directories(${OpenGL_LIBRARY_DIRS})
    add_definitions(${OpenGL_DEFINITIONS})
    
    if(NOT OPENGL_FOUND)
        message(ERROR " OPENGL not found!")
    endif(NOT OPENGL_FOUND)
    
    # GLEW
    set(GLEW_HOME D:/plugin_dev/libs/glew-2.1.0)
    include_directories(${GLEW_HOME}/include)
    link_directories(${GLEW_HOME}/lib/Release/x64)
    
    # GLFW
    set(GLFW_HOME D:/plugin_dev/libs/glfw-3.3.1.bin.WIN64)
    include_directories(${GLFW_HOME}/include/)
    link_directories(${GLFW_HOME}/lib-vc2019)
    
    # STB
    include_directories(D:/plugin_dev/libs/stb)
    
    # GLM
    include_directories(D:/plugin_dev/libs/GLM_include)
    
    # output excutable dir
    set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
    
    
    add_executable(Triangle main.cpp LoadShader.h GLFWCamera.h FrameWindow.h)
    target_link_libraries(Triangle glew32s glfw3 opengl32)
    CMakeLists
    #ifndef WINDOW_H
    #define WINDOW_H
    #undef GLFW_DLL
    #include <GLFW/glfw3.h>
    
    #define GLEW_STATIC
    #include <GL/glew.h>
    
    
    
    class FrameWindow
    {
    public:
        FrameWindow(int width,int height,const char*title="OpenGL");
        virtual ~FrameWindow();
        GLFWwindow *getWindow();
    private:
         GLFWwindow *window;
         int w;
         int h;
    };
    
    FrameWindow::FrameWindow(int width,int height,const char*title){
        w = width;
        h = height;
        glfwInit();
        window = glfwCreateWindow(width,height,title,NULL,NULL);
        glfwMakeContextCurrent(window);
        glewInit();
    
    }
    FrameWindow::~FrameWindow(){
        glfwDestroyWindow(window);
        glfwTerminate();
    }
    GLFWwindow * FrameWindow::getWindow(){
        return window;
    }
    
    #endif // WINDOW_H
    FrameWindow.h
    #ifndef LOADSHADER_H
    #define LOADSHADER_H
    
    
    #include <GL/glew.h>
    
    #include <iostream>
    #include <fstream>
    #include <string>
    #include <sstream>
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    
    using namespace std;
    struct LoadShader
    {
        LoadShader()=default;
        LoadShader(const char*vertPath, const char* fragPath){
            load(vertPath,fragPath);
        }
    
        string _readFile(const char *path){
            ifstream stream;
            stringstream ss;
            stream.exceptions(ifstream::badbit);
            try
            {
                stream.open(path);    // open file
                ss << stream.rdbuf(); // get strings from file
            } catch (ifstream::failure e)
            {
                cout << "ERROR::OPEN FILE:" << path << endl;
            }
            // close file handle
            stream.close();
    
            // get str() from stringstream
            string shaderCode = ss.str();
            return shaderCode;
        }
    
        void _loadVertexShader(const char *path){
    
            // read shader code
            auto handle = _readFile(path);
            const char * shaderCode = handle.c_str();
            // Vertex shader
            vertexShader = glCreateShader( GL_VERTEX_SHADER );
            glShaderSource( vertexShader, 1, &shaderCode, NULL );
            glCompileShader( vertexShader );
            GLint success;
            GLchar infoLog[512];
    
            glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &success );
            if ( !success )
            {
                glGetShaderInfoLog( vertexShader, 512, NULL, infoLog );
                std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED
    " << infoLog << std::endl;
            }
    
        }
    
        void _loadFragmentShader(const char *path){
            // read shader code
            auto handle = _readFile(path);
            const char * shaderCode = handle.c_str();
            // Vertex shader
            fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
            glShaderSource( fragmentShader, 1, &shaderCode, NULL );
            glCompileShader( fragmentShader );
            GLint success;
            GLchar infoLog[512];
    
            glGetShaderiv( fragmentShader, GL_COMPILE_STATUS, &success ); // Get Compile status
            if ( !success )
            {
                glGetShaderInfoLog( fragmentShader, 512, NULL, infoLog );
                std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
    " << infoLog << std::endl;
            }
        }
    
        void load(const char* vertShaderPath, const char* fragShaderPath){
            _loadVertexShader(vertShaderPath);
            _loadFragmentShader(fragShaderPath);
    
    
            // create shader program and check it
            GLint success;
            GLchar infoLog[512];
            shaderProgram = glCreateProgram();
            glAttachShader(shaderProgram,vertexShader);
            glAttachShader(shaderProgram,fragmentShader);
            glLinkProgram(shaderProgram );
            glGetProgramiv( shaderProgram, GL_LINK_STATUS, &success );  // Get Link Status
            if (!success)
            {
               glGetProgramInfoLog( shaderProgram, 512, NULL, infoLog );
               std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
    " << infoLog << std::endl;
            }
            // Delete the shaders as they're linked into our program now and no longer necessery
            glDeleteShader( vertexShader );
            glDeleteShader( fragmentShader );
        }
    
        void use(){
            glUseProgram(shaderProgram);
        }
    
        void setBool(const char *name, bool value) const
        {
            glUniform1i(glGetUniformLocation(shaderProgram, name), (int)value);
        }
        void setInt(const char *name, int value) const
        {
            glUniform1i(glGetUniformLocation(shaderProgram,name), value);
        }
        // ------------------------------------------------------------------------
        void setFloat(const char *name, float value) const
        {
            glUniform1f(glGetUniformLocation(shaderProgram, name), value);
        }
        // ------------------------------------------------------------------------
        void setVec2(const char *name, const glm::vec2 &value) const
        {
            glUniform2fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]);
        }
    
        void setVec2(const char *name, float x, float y) const
        {
            glUniform2f(glGetUniformLocation(shaderProgram,name), x, y);
        }
        // ------------------------------------------------------------------------
        void setVec3(const char *name, const glm::vec3 &value) const
        {
            glUniform3fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]);
        }
        void setVec3(const char *name, float x, float y, float z) const
        {
            glUniform3f(glGetUniformLocation(shaderProgram,name), x, y, z);
        }
        // ------------------------------------------------------------------------
        void setVec4(const char *name, const glm::vec4 &value) const
        {
            glUniform4fv(glGetUniformLocation(shaderProgram,name), 1, &value[0]);
        }
        void setVec4(const char *name, float x, float y, float z, float w)
        {
            glUniform4f(glGetUniformLocation(shaderProgram,name), x, y, z, w);
        }
    
        void setMat2(const char*name, const glm::mat2 &mat) const
        {
            glUniformMatrix2fv(glGetUniformLocation(shaderProgram, name), 1, GL_FALSE,glm::value_ptr(mat));
        }
    
        void setMat3(const char*name, const glm::mat3 &mat){
            GLuint location = glGetUniformLocation(shaderProgram, name);
            glUniformMatrix3fv(location,1, GL_FALSE, &mat[0][0]);
        }
    
        void setMat4(const char *name , const glm::mat4 &mat){
            GLuint location = glGetUniformLocation(shaderProgram, name);
            glUniformMatrix4fv(location,1, GL_FALSE, glm::value_ptr(mat));
        }
    
        GLuint shaderProgram;
        GLuint vertexShader;
        GLuint fragmentShader;
    };
    
    
    
    
    
    #endif // LOADSHADER_H
    LoadShader.h
    #ifndef GLFWCAMERA_H
    #define GLFWCAMERA_H
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    
    class GLFWCamera{
    public:
        GLFWCamera();
        ~GLFWCamera(){}
        enum CAMERA_MOVEMENT{
            FORWARD,     // Camera move to front   ->  key:W
            BACKWARD,    // Camera move to back    ->  key:S
            LEFT,        // Camera move to left    ->  key:A
            RIGHT        // Camera move to right   ->  key:D
        };
    
    public:
        glm::vec3 pos;
        glm::vec3 front;
        glm::vec3 up;
    
        // Euler Angles
       float yaw;
       float pitch;
    
    
       // Camera options
       float movementSpeed;
       float mouseSensitivity;
       float fov;
    
       void processFov(float yoffset){
           if(fov >= 1.0f && fov <= 45.0f){
               fov -= yoffset;
           }
           if(fov <=1.0f){
               fov = 1.0f;
           }
           if(fov >= 45.0f){
               fov = 45.0f;
           }
       }
    
       // build the matrix for lookAt
       glm::mat4 GetViewMatrix(){
           return glm::lookAt(pos , pos + front , up);
       }
    
       // process -Rotate the view-
       void processMouseMove(float xoffset, float yoffset);
    
    
       // process -W S A D-
       void processKeyboardMove(float delta, CAMERA_MOVEMENT moveDir);
    
    
    
       void updateFront(){
           glm::vec3 tempfront;
           tempfront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
           tempfront.y = sin(glm::radians(pitch));
           tempfront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
           this->front = glm::normalize(tempfront);
       }
    
    
    };
    
    GLFWCamera::GLFWCamera(){
        pos = glm::vec3(0.0f,0.0f,3.0f);
        up = glm::vec3(0.0f,1.0f,0.0f);
        front = glm::vec3(0.0f,0.0f,-1.0f);
        yaw = -90.0f;
        pitch = 0.0f;
        fov = 45.0f;
        movementSpeed = 2.5f;
        mouseSensitivity = 0.1f;
    }
    
    void GLFWCamera::processMouseMove(float xoffset, float yoffset)
    {
    
        xoffset *= mouseSensitivity;
        yoffset *= mouseSensitivity;
    
        yaw += xoffset;
        pitch += yoffset;
    
        // make sure that when pitch is out of bounds, screen doesn't get flipped
        if (pitch > 89.0f)
            pitch = 89.0f;
        if (pitch < -89.0f)
            pitch = -89.0f;
        this->updateFront();
    }
    
    void GLFWCamera::processKeyboardMove(float delta, CAMERA_MOVEMENT moveDir)
    {
        float vel = movementSpeed * delta;
        switch (moveDir)
        {
        case FORWARD:
            {
                pos += vel * front;
                break;
            }
        case BACKWARD:
            {
                pos -= vel * front;
                break;
            }
        case LEFT:
            {
                pos -= glm::normalize(glm::cross(front, up)) * vel;
                break;
            }
        case RIGHT:
            {
                pos += glm::normalize(glm::cross(front, up)) * vel;
            }
        default:
            break;
        }
    }
    
    #endif // GLFWCAMERA_H
    GLFWCamera.h
    #define GLEW_STATIC
    // GLEW
    
    #include <GL/glew.h>
    #include <cstdlib>
    #undef GLFW_DLL
    // GLFW
    #include <GLFW/glfw3.h>
    #include <iostream>
    #include "LoadShader.h"
    #include "GLFWCamera.h"
    #include "FrameWindow.h"
    
    
    #define STB_IMAGE_IMPLEMENTATION
    #include <stb_image.h>
    #include <cmath>
    
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    
    
    const unsigned int SRC_WIDTH = 1400;
    const unsigned int SRC_HEIGHT = 720;
    
    
    static GLuint VAO,VBO,EBO;
    static LoadShader shader;
    void init();
    void display();
    void showFPS(GLFWwindow *);
    
    
    void processInput(GLFWwindow *window);
    void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize
    void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
    
    
    // camera
    static GLFWCamera *camera;
    
    
    static float lastX =  float(SRC_WIDTH) / 2.0f;
    static float lastY =  float(SRC_HEIGHT) / 2.0f;
    
    static bool firstMouse = true;
    
    // timing
    static float deltaTime = 0.0f;    // time between current frame and last frame
    static float lastFrame = 0.0f;
    
    
    
    // world space positions of our cubes
    static  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)
    };
    
    
    void init(){
        camera = new GLFWCamera;
    
        float vertices[] = {
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
    
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
        };
    
        glEnable(GL_DEPTH_TEST);
    
        GLuint indices[6] = {
                0, 1, 3,  // FIRST TRIANGLE
                1, 2, 3   // SECOND TRIANGLE
            };
        shader.load("shader.vert","shader.frag");
        shader.use();
    
        glCreateVertexArrays(1, &VAO);
        glCreateBuffers(1, &VBO);
        glCreateBuffers(1, &EBO);
    
        glBindVertexArray(VAO);
        glBindBuffer(GL_ARRAY_BUFFER,VBO);
        //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0);
        glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW);
    
    
    
        glCreateBuffers(1, &EBO);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glNamedBufferStorage(EBO, sizeof(indices), indices , 0);
    
        // VERTEX POINTS ATTRIBUTES
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),  (void*)0); // POS at location 0
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); // ST at location 1
        glEnableVertexAttribArray(1);
    
    
    
    
        cout << "GEN Texture
    ";
        // loading one texture
        GLuint textureID;
        glCreateTextures(GL_TEXTURE_2D,1 , &textureID);
        glBindTexture(GL_TEXTURE_2D,textureID);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        int width, height, nrChannels;
        stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
        unsigned char *data = stbi_load("wendy.png", &width, &height, &nrChannels, 0);
        if (data)
        {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
            glGenerateMipmap(GL_TEXTURE_2D);
        }
        cout << "FREE IMAGE
    ";
        stbi_image_free(data);
    
    }
    
    void display(){
        // per-frame time logic
                // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
    
    
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    
    
    
        glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f,  1000.0f);
        glm::mat4 view = camera->GetViewMatrix();
        // Send projection and view matrix to shader
        shader.setMat4("projection", projection);
        shader.setMat4("view", view);
    
    
    
        for (unsigned int i = 0; i < 10; i++)
        {
            // RULE : RST
            // FIRST WE ROTATION
            glm::mat4 tempRot = glm::mat4(1.0f);
            tempRot = glm::rotate(tempRot, float(glfwGetTime()*0.5f + float(i) ),glm::vec3(1.00f,0.0f,0.0f));
            // then translate
            glm::mat4 tempTrans = glm::mat4(1.0f);
            tempTrans = glm::translate(tempTrans,cubePositions[i]);
    
            // final combine one matrix
            glm::mat4 model = glm::mat4(1.0f);
            model = tempTrans * tempRot;
            // send to opengl
            shader.setMat4("model",model);
            glDrawArrays(GL_TRIANGLES,0,36);
    
        }
    
    
    }
    
    
    int main()
    {
        glfwInit();
        FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT);
        glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback);
        glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback);
        glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback);
        init();
        // RENDER--------------
        while(!glfwWindowShouldClose(FrameWindow.getWindow())){
            processInput(FrameWindow.getWindow());
            display();
            glfwSwapBuffers(FrameWindow.getWindow());
            glfwPollEvents();
        }
        delete camera;
        return 0;
    }
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        // make sure the viewport matches the new window dimensions; note that width and
        // height will be significantly larger than specified on retina displays.
        glViewport(0, 0, width, height);
    }
    
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD);
        if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD);
        if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT);
        if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT);
    }
    
    // ROTATE VIEW DIR
    void mouse_callback(GLFWwindow* window, double xpos, double ypos){
        int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT);
        int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT);
    
        if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS)
        {
            if (firstMouse){
                lastX = xpos;
                lastY = ypos;
                firstMouse = false;
            }
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->processMouseMove(xoffset,yoffset);
        }
        if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){
            firstMouse = true;
        }
    
    }
    
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){
        camera->processFov(yoffset);
    }
    main.cpp

    CP14:

    没按教程的材质写,但是套路一样,用的BLINN高光。而且规范使用物理渲染中的命名。

    同样白色立方体为灯光。本案例灯光只是个傀儡,负责位置的刷新,这个位置是在C++定义传输到 其他立方体uniform上。做blinn和diffuse要用到。

    灯光材质:

    // LightShader.vert
    #version 450 core
    layout ( location = 0 ) in vec4 vPosition; // c++ pos
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    void main(){
        gl_Position = projection *   view * model * vPosition;
    }
    
    //---------------------------------------------------------
    
    // LightShader.frag
    #version 450 core
    out vec4 FragColor;
    void main()
    {
        FragColor = vec4(1.0); // set alle 4 vector values to 1.0
    }

    物体表面材质:

    SurfaceShader.vert: 注暂时没用到Light结构体的东西,因为感觉没啥用。原文章只是简单的乘运算。

    #version 450 core
    // INCOMING DATA
    layout ( location = 0 ) in vec4 v_position; //  pos
    layout ( location = 1 ) in vec3 v_normal;   //  norm
    layout ( location = 2 ) in vec2 v_texCoord; //  st
    
    // define out data
    out vec2 f_TexCoord;
    // normal at world matrix, we direct from C++ calcalation
    out vec3 f_Normal;  // to world matrix : mat3( transpose(inverse(model)) ) * v_normal;
    out vec3 f_Pos;
    
    // INCOMING THE MATRIX FROM CLIENT to transform the gl point position
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    
    void main(){
        // Transform the world matrix to view matrix
        gl_Position = projection *   view * model * v_position;
    
        f_Normal = mat3(transpose(inverse(model))) * v_normal;  // f_Normal at world matrix
        f_TexCoord = v_texCoord;          // out TexCoord
        f_Pos = vec3(model *v_position);  // out fragment position
    }

    SurfaceShader.frag:

    #version 450 core
    // Final Color To export
    out vec4 FragColor;
    
    // from vert shader
    in vec3 f_Normal;
    in vec2 f_TexCoord;
    in vec3 f_Pos; // fragment position
    
    struct Light {
        vec3 position;
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    struct Material{
        float Kd;        // diffuse mult
        float kS;        // specular mult
        float shininess; // phong pow(,shine)
        sampler2D diffuse_map;
        sampler2D specular_map;
        sampler2D emission_map;
    };
    
    uniform vec3 viewPos;
    uniform Material material;
    uniform Light light;
    
    void main()
    {
        vec3 diffuse_tex =  texture(material.diffuse_map, f_TexCoord).rgb;
        vec3 specular_tex =  texture(material.specular_map, f_TexCoord).rgb;
        vec3 emission_tex =  texture(material.emission_map, f_TexCoord).rgb;
    
        vec3 L = light.ambient * diffuse_tex; // Final rediance , first is ambient light
    
    
        vec3 nn = normalize(f_Normal);
        vec3 wi = normalize(light.position - f_Pos);
        vec3 wo = normalize(viewPos - f_Pos);
    
        // cal the diffuse
        float ndotwi = max(dot(nn,wi),0.0f);
        vec3 diffuse_brdf = material.Kd * diffuse_tex *  light.diffuse * ndotwi;
        L += diffuse_brdf;
    
        // cal the blinn specular
        vec3 h = normalize(wi + wo);
        float ndoth = max(dot(nn,h),0.0f);
        float blinn_brdf = pow(ndoth,material.shininess) * material.kS ;
        L+= specular_tex * blinn_brdf;
    
        // add emission
        //L += emission_tex;
    
        FragColor = vec4(L,1.0f);
    }

    以上的材质都是在世界空间,view空间运算材质参考原作者:

    加入一个辅助类,加载贴图,参考原作者

    #ifndef LOADTEXTURE_H
    #define LOADTEXTURE_H
    #include <GL/glew.h>
    
    // IMP the stb image loader
    #define STB_IMAGE_IMPLEMENTATION
    #include <stb_image.h>
    #include <iostream>
    using namespace std;
    
    
    class LoadTexture
    {
    public:
        LoadTexture()=default;
        LoadTexture(const char *fileName);
        void load(const char *fileName);
        virtual ~LoadTexture();
        inline GLuint getTextureID(){return textureID;}
        inline GLuint getImageFormat(){return format;}
        GLuint textureID;
        GLenum format;
    };
    
    void LoadTexture::load(const char *fileName)
    {
        glGenTextures(1, &textureID);
        int width, height, nrComponents;
        unsigned char *data = stbi_load(fileName, &width, &height, &nrComponents, 0);
        if (data)
        {
            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_MIPMAP_LINEAR);
    
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Texture failed to load at path: " << fileName << std::endl;
            stbi_image_free(data);
        }
    
    }
    
    LoadTexture::LoadTexture(const char *fileName){
        load(fileName);
    }
    LoadTexture::~LoadTexture(){}
    
    
    #endif // LOADTEXTURE_H
    LoadTexture.h
    #define GLEW_STATIC
    // GLEW
    
    #include <GL/glew.h>
    #include <cstdlib>
    #undef GLFW_DLL
    // GLFW
    #include <GLFW/glfw3.h>
    #include <iostream>
    #include "LoadShader.h"
    #include "LoadTexture.h"
    #include "GLFWCamera.h"
    #include "FrameWindow.h"
    
    #include <cmath>
    
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    
    
    const unsigned int SRC_WIDTH = 1400;
    const unsigned int SRC_HEIGHT = 720;
    
    
    static GLuint cubeVAO,VBO;
    static GLuint lightVAO;  //VBO stays the same; the vertices are the same for the light object which is also a 3D cube
    
    
    static LoadShader SurfaceShader;
    static LoadShader LightShader;
    
    static LoadTexture DiffuseMap;
    static LoadTexture SpecularMap;
    static LoadTexture EmissionMap;
    
    
    void init();
    void display();
    void showFPS(GLFWwindow *);
    
    
    void processInput(GLFWwindow *window);
    void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize
    void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
    
    
    // camera
    static GLFWCamera *camera;
    static float lastX =  float(SRC_WIDTH) / 2.0f;
    static float lastY =  float(SRC_HEIGHT) / 2.0f;
    static bool firstMouse = true;
    static bool firstMiddowMouse = true;
    // timing
    static float deltaTime = 0.0f;    // time between current frame and last frame
    static float lastFrame = 0.0f;
    
    
    // light define
    static glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
    
    
    // texture file;
    static LoadTexture diffuse_map;
    static LoadTexture specular_map;
    static LoadTexture emission_map;
    
    // world space positions of our cubes
    static  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)
    };
    
    
    void init(){
        camera = new GLFWCamera;
        camera->pos.z = 5.0f;
        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
        };
        // GL depth zbuffer
        glEnable(GL_DEPTH_TEST);
    
    
        SurfaceShader.load("shaders/SurfaceShader.vert","shaders/SurfaceShader.frag");
        LightShader.load("shaders/LightShader.vert", "shaders/LightShader.frag");
        // ----------------- CREATE Cube VAO VBO -----------------
        glCreateVertexArrays(1, &cubeVAO);
        glCreateBuffers(1, &VBO);
        glBindVertexArray(cubeVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER,VBO);
        //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0);
        glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        // VERTEX POINTS ATTRIBUTES
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)0); // POS at location 0
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)(3 * sizeof(float))); // NORMAL at location 1
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)(6 * sizeof(float))); // uv coords at location 2
        glEnableVertexAttribArray(2);
        // ----------------- CREATE Cube VAO VBO -----------------
    
    
    
        // ------------------ Create Light VAO VBO------------------------
        glCreateVertexArrays(1,&lightVAO);
        glBindVertexArray(lightVAO);
        // !important:we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it;
        // the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes)
        glBindBuffer(GL_ARRAY_BUFFER,VBO);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)0); // POS at location 0
        glEnableVertexAttribArray(0);
         // ------------------ Create Light VAO VBO------------------------
    
    
    
        // -------------------- Texture Loading ----------------------------
        diffuse_map.load("texture/diffuse.png");
        specular_map.load("texture/specular.png");
        emission_map.load("texture/emission.jpg");
        // send texture to uniform , remeber to set GL_TEXTURE Unit in renderer
        SurfaceShader.use();
        SurfaceShader.setInt("material.diffuse_map", 0);
        SurfaceShader.setInt("material.specular_map", 1);
        SurfaceShader.setInt("material.emission_map", 2);
        // -------------------- Texture Loading ----------------------------
    }
    
    // ----------- Render Loop ----------
    void display(){
        // per-frame time logic
                // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
    
    
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    
        // update light position can see how much effective on object
        lightPos.x = sin(glfwGetTime()) * 2.3f;
        //lightPos.y = sin(glfwGetTime()) * 2.3f;
        lightPos.z = cos(glfwGetTime()) * 2.3f;
    
        // ------------------------------------ OBJECT RENDERING SETTINGS --------------------------------------------------
        // object fragment settings
        // object surface,first active texture to renderer
        SurfaceShader.use();
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D,diffuse_map.getTextureID());
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D,specular_map.getTextureID());
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D,emission_map.getTextureID());
    
        SurfaceShader.setVec3("viewPos",camera->pos);
        SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength
        SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength
        SurfaceShader.setFloat("material.shininess",65.0f);   // specular pow
        SurfaceShader.setVec3("light.position", lightPos);  // send light position to fragment shader
        SurfaceShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        SurfaceShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        SurfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
    
        // object .vert settings
        glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f,  1000.0f);
        glm::mat4 view = camera->GetViewMatrix();
        SurfaceShader.setMat4("projection", projection);
        SurfaceShader.setMat4("view", view);
    
        // object world transformation
        glm::mat4 model = glm::mat4(1.0f);
    
        for (int i=0; i<10 ;i++){
            model = glm::translate(model,cubePositions[i]);
            SurfaceShader.setMat4("model", model);
            // render the cube
            glBindVertexArray(cubeVAO);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            model = glm::mat4(1.0f);
        }
    
    
        // ------------------------------------ OBJECT RENDERING SETTINGS --------------------------------------------------
    
    
    
    
    
    
        // ------------------------------------ LIGHT RENDERING SETTINGS --------------------------------------------------
        LightShader.use();
        LightShader.setMat4("projection", projection);
        LightShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        LightShader.setMat4("model", model);
        // render the cube
        glBindVertexArray(lightVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);
    
    }
    
    
    int main()
    {
        glfwInit();
        FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT);
        glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback);
        glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback);
        glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback);
        init();
        // RENDER--------------
        while(!glfwWindowShouldClose(FrameWindow.getWindow())){
            processInput(FrameWindow.getWindow());
            display();
            glfwSwapBuffers(FrameWindow.getWindow());
            glfwPollEvents();
        }
        delete camera;
        return 0;
    }
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        // make sure the viewport matches the new window dimensions; note that width and
        // height will be significantly larger than specified on retina displays.
        glViewport(0, 0, width, height);
    }
    
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD);
        if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD);
        if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT);
        if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT);
    }
    
    // ROTATE VIEW DIR
    void mouse_callback(GLFWwindow* window, double xpos, double ypos){
    
        int middow_mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_MIDDLE);
        int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT);
        int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT);
        // set up the camera view
        if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS)
        {
            if (firstMouse){
                lastX = xpos;
                lastY = ypos;
                firstMouse = false;
            }
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->processMouseMove(xoffset,yoffset);
        }
        if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){
            firstMouse = true;
        }
    
    
        // Move Camera Position
        if( middow_mouse_state == GLFW_PRESS) {
    
            if (firstMiddowMouse){
                lastX = xpos;
                lastY = ypos;
                firstMiddowMouse = false;
            }
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->pos.x += xoffset*0.01f;
            camera->pos.y += yoffset*0.01f;
    
        }
        if ( middow_mouse_state == GLFW_RELEASE){
            firstMiddowMouse = true;
        }
    
    }
    
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){
        camera->processFov(yoffset);
    }
    main.cpp

    CP15:

    Point光源衰减:

    SurfaceShader.frag

    #version 450 core
    // Final Color To export
    out vec4 FragColor;
    
    // from vert shader
    in vec3 f_Normal;
    in vec2 f_TexCoord;
    in vec3 f_Pos; // fragment position
    
    struct Light {
        vec3 position;
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    struct Material{
        float Kd;        // diffuse mult
        float kS;        // specular mult
        float shininess; // phong pow(,shine)
        sampler2D diffuse_map;
        sampler2D specular_map;
        sampler2D emission_map;
    };
    
    uniform vec3 viewPos;
    uniform Material material;
    uniform Light light;
    
    void main()
    {
        vec3 diffuse_tex =  texture(material.diffuse_map, f_TexCoord).rgb;
        vec3 specular_tex =  texture(material.specular_map, f_TexCoord).rgb;
        vec3 emission_tex =  texture(material.emission_map, f_TexCoord).rgb;
    
        vec3 L = light.ambient * diffuse_tex; // Final rediance , first is ambient light
    
    
        vec3 nn = normalize(f_Normal);
        vec3 wi = normalize(light.position - f_Pos);
        vec3 wo = normalize(viewPos - f_Pos);
    
        // cal the diffuse
        float ndotwi = max(dot(nn,wi),0.0f);
        vec3 diffuse_brdf = material.Kd * diffuse_tex *  light.diffuse * ndotwi;
        diffuse_brdf *= light.diffuse;
    
        // cal the blinn specular
        vec3 h = normalize(wi + wo);
        float ndoth = max(dot(nn,h),0.0f);
        float blinn_brdf = pow(ndoth,material.shininess) * material.kS ;
        vec3 specular = specular_tex * blinn_brdf;
        specular *= light.specular;
        // add emission;
        //L += emission_tex;
    
    
        // cal the distance attenuation;
        float d = distance(light.position, f_Pos);
        float attuen = 1.0f / (1.0f + 0.09f* d + 0.032f * d* d);
    
        diffuse_brdf *= attuen;
        specular *= attuen;
        L += diffuse_brdf;
        L += specular;
    
        FragColor = vec4(L,1.0f);
    }

     main.cpp:修改ambient灯光的贡献为0,主要看点光源的贡献。

    #define GLEW_STATIC
    // GLEW
    
    #include <GL/glew.h>
    #include <cstdlib>
    #undef GLFW_DLL
    // GLFW
    #include <GLFW/glfw3.h>
    #include <iostream>
    #include "LoadShader.h"
    #include "LoadTexture.h"
    #include "GLFWCamera.h"
    #include "FrameWindow.h"
    
    #include <cmath>
    
    
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    #include <glm/gtc/type_ptr.hpp>
    
    
    
    const unsigned int SRC_WIDTH = 1400;
    const unsigned int SRC_HEIGHT = 720;
    
    
    static GLuint cubeVAO,VBO;
    static GLuint lightVAO;  //VBO stays the same; the vertices are the same for the light object which is also a 3D cube
    
    
    static LoadShader SurfaceShader;
    static LoadShader LightShader;
    
    static LoadTexture DiffuseMap;
    static LoadTexture SpecularMap;
    static LoadTexture EmissionMap;
    
    
    void init();
    void display();
    void showFPS(GLFWwindow *);
    
    
    void processInput(GLFWwindow *window);
    void framebuffer_size_callback(GLFWwindow* window, int width, int height); // framezize
    void mouse_callback(GLFWwindow* window, double xpos, double ypos); // Maya Alt+LeftMouse
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
    
    
    // camera
    static GLFWCamera *camera;
    static float lastX =  float(SRC_WIDTH) / 2.0f;
    static float lastY =  float(SRC_HEIGHT) / 2.0f;
    static bool firstMouse = true;
    static bool firstMiddowMouse = true;
    // timing
    static float deltaTime = 0.0f;    // time between current frame and last frame
    static float lastFrame = 0.0f;
    
    
    // light define
    static glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
    
    
    // texture file;
    static LoadTexture diffuse_map;
    static LoadTexture specular_map;
    static LoadTexture emission_map;
    
    // world space positions of our cubes
    static  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)
    };
    
    
    void init(){
        camera = new GLFWCamera;
        camera->pos.z = 5.0f;
        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
        };
        // GL depth zbuffer
        glEnable(GL_DEPTH_TEST);
    
    
        SurfaceShader.load("shaders/SurfaceShader.vert","shaders/SurfaceShader.frag");
        LightShader.load("shaders/LightShader.vert", "shaders/LightShader.frag");
        // ----------------- CREATE Cube VAO VBO -----------------
        glCreateVertexArrays(1, &cubeVAO);
        glCreateBuffers(1, &VBO);
        glBindVertexArray(cubeVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER,VBO);
        //glNamedBufferStorage(VBO,sizeof(verticels), verticels, 0);
        glBufferData(GL_ARRAY_BUFFER,sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        // VERTEX POINTS ATTRIBUTES
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)0); // POS at location 0
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)(3 * sizeof(float))); // NORMAL at location 1
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)(6 * sizeof(float))); // uv coords at location 2
        glEnableVertexAttribArray(2);
        // ----------------- CREATE Cube VAO VBO -----------------
    
    
    
        // ------------------ Create Light VAO VBO------------------------
        glCreateVertexArrays(1,&lightVAO);
        glBindVertexArray(lightVAO);
        // !important:we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it;
        // the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes)
        glBindBuffer(GL_ARRAY_BUFFER,VBO);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),  (void*)0); // POS at location 0
        glEnableVertexAttribArray(0);
         // ------------------ Create Light VAO VBO------------------------
    
    
    
        // -------------------- Texture Loading ----------------------------
        diffuse_map.load("texture/diffuse.png");
        specular_map.load("texture/specular.png");
        emission_map.load("texture/emission.jpg");
        // send texture to uniform , remeber to set GL_TEXTURE Unit in renderer
        SurfaceShader.use();
        SurfaceShader.setInt("material.diffuse_map", 0);
        SurfaceShader.setInt("material.specular_map", 1);
        SurfaceShader.setInt("material.emission_map", 2);
        // -------------------- Texture Loading ----------------------------
    }
    
    // ----------- Render Loop ----------
    void display(){
        // per-frame time logic
                // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
    
    
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    
        // update light position can see how much effective on object
        lightPos.x = sin(glfwGetTime()) * 2.3f;
        //lightPos.y = sin(glfwGetTime()) * 2.3f;
        lightPos.z = cos(glfwGetTime()) * 2.3f;
    
        // ------------------------------------ OBJECT RENDERING SETTINGS --------------------------------------------------
        // object fragment settings
        // object surface,first active texture to renderer
        SurfaceShader.use();
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D,diffuse_map.getTextureID());
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D,specular_map.getTextureID());
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D,emission_map.getTextureID());
    
        SurfaceShader.setVec3("viewPos",camera->pos);
        SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength
        SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength
        SurfaceShader.setFloat("material.shininess",65.0f);   // specular pow
        SurfaceShader.setVec3("light.position", lightPos);  // send light position to fragment shader
        SurfaceShader.setVec3("light.ambient", 0.0f, 0.0f, 0.0f);
        SurfaceShader.setVec3("light.diffuse", 1.0f, 1.00f, 1.0f);
        SurfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
    
        // object .vert settings
        glm::mat4 projection = glm::perspective(glm::radians(camera->fov),float(SRC_WIDTH) / float(SRC_HEIGHT),0.1f,  1000.0f);
        glm::mat4 view = camera->GetViewMatrix();
        SurfaceShader.setMat4("projection", projection);
        SurfaceShader.setMat4("view", view);
    
        // object world transformation
        glm::mat4 model = glm::mat4(1.0f);
    
        for (int i=0; i<10 ;i++){
            model = glm::translate(model,cubePositions[i]);
            glm::mat4 rotMatrix = glm::mat4(1.0f);
            float angle = 20.0f * i + glfwGetTime()*50;
            rotMatrix = glm::rotate(rotMatrix, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            model *= rotMatrix;
            SurfaceShader.setMat4("model", model);
    
            // render the cube
            glBindVertexArray(cubeVAO);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            model = glm::mat4(1.0f);
        }
    
    
        // ------------------------------------ OBJECT RENDERING SETTINGS --------------------------------------------------
    
    
    
    
    
    
        // ------------------------------------ LIGHT RENDERING SETTINGS --------------------------------------------------
        LightShader.use();
        LightShader.setMat4("projection", projection);
        LightShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
        LightShader.setMat4("model", model);
        // render the cube
        glBindVertexArray(lightVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);
    
    }
    
    
    int main()
    {
        glfwInit();
        FrameWindow FrameWindow(SRC_WIDTH,SRC_HEIGHT);
        glfwSetFramebufferSizeCallback(FrameWindow.getWindow(), framebuffer_size_callback);
        glfwSetCursorPosCallback(FrameWindow.getWindow(),mouse_callback);
        glfwSetScrollCallback(FrameWindow.getWindow(), scroll_callback);
        init();
        // RENDER--------------
        while(!glfwWindowShouldClose(FrameWindow.getWindow())){
            processInput(FrameWindow.getWindow());
            display();
            glfwSwapBuffers(FrameWindow.getWindow());
            glfwPollEvents();
        }
        delete camera;
        return 0;
    }
    
    void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
        // make sure the viewport matches the new window dimensions; note that width and
        // height will be significantly larger than specified on retina displays.
        glViewport(0, 0, width, height);
    }
    
    void processInput(GLFWwindow *window)
    {
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);
        if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::FORWARD);
        if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::BACKWARD);
        if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::LEFT);
        if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
            camera->processKeyboardMove(deltaTime,GLFWCamera::RIGHT);
    }
    
    // ROTATE VIEW DIR
    void mouse_callback(GLFWwindow* window, double xpos, double ypos){
    
        int middow_mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_MIDDLE);
        int mouse_state = glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT);
        int key_state = glfwGetKey(window,GLFW_KEY_LEFT_ALT);
        // set up the camera view
        if( mouse_state == GLFW_PRESS && key_state== GLFW_PRESS)
        {
            if (firstMouse){
                lastX = xpos;
                lastY = ypos;
                firstMouse = false;
            }
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->processMouseMove(xoffset,yoffset);
        }
        if (key_state == GLFW_RELEASE || mouse_state == GLFW_RELEASE){
            firstMouse = true;
        }
    
    
        // Move Camera Position
        if( middow_mouse_state == GLFW_PRESS) {
    
            if (firstMiddowMouse){
                lastX = xpos;
                lastY = ypos;
                firstMiddowMouse = false;
            }
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->pos.x += xoffset*0.01f;
            camera->pos.y += yoffset*0.01f;
    
        }
        if ( middow_mouse_state == GLFW_RELEASE){
            firstMiddowMouse = true;
        }
    
    }
    
    void scroll_callback(GLFWwindow *window, double xoffset, double yoffset){
        camera->processFov(yoffset);
    }
    View Code

    CP16:

    聚光灯

    #version 450 core
    // Final Color To export
    out vec4 FragColor;
    
    // from vert shader
    in vec3 f_Normal;
    in vec2 f_TexCoord;
    in vec3 f_Pos; // fragment position
    
    // current light is spot light
    struct Light {
        vec3 spotDir;
        float cutOff;       //phi
        float outerCutOff;  //gamma
        vec3 position;
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    
    struct Material{
        float Kd;        // diffuse mult
        float kS;        // specular mult
        float shininess; // phong pow(,shine)
        sampler2D diffuse_map;
        sampler2D specular_map;
        sampler2D emission_map;
    };
    
    uniform vec3 viewPos;
    uniform Material material;
    uniform Light light;
    
    void main()
    {
        vec3 L = vec3(0.0f);
        vec3 diffuse_tex =  texture(material.diffuse_map, f_TexCoord).rgb;
        vec3 specular_tex =  texture(material.specular_map, f_TexCoord).rgb;
        vec3 emission_tex =  texture(material.emission_map, f_TexCoord).rgb;
    
        vec3 ambient = light.ambient * diffuse_tex; // Final rediance , first is ambient light
    
    
        vec3 nn = normalize(f_Normal);
        vec3 wi = normalize(light.position - f_Pos);
        vec3 wo = normalize(viewPos - f_Pos);
    
        // cal the diffuse
        float ndotwi = max(dot(nn,wi),0.0f);
        vec3 diffuse_brdf = material.Kd * diffuse_tex *  light.diffuse * ndotwi;
        diffuse_brdf *= light.diffuse;
    
        // cal the blinn specular
        vec3 h = normalize(wi + wo);
        float ndoth = max(dot(nn,h),0.0f);
        float blinn_brdf = pow(ndoth,material.shininess) * material.kS ;
        vec3 specular = specular_tex * blinn_brdf;
        specular *= light.specular;
    
        // add emission;
        //L += emission_tex;
    
        // cal the distance attenuation;
        float d = distance(light.position, f_Pos);
        float attuen = 1.0f / (1.0f + 0.09f* d + 0.032f * d* d);
    
        // cal spotlight
        float theta = dot(normalize(-light.spotDir),wi);
        float eps = light.cutOff - light.outerCutOff;
        float intensity = clamp((theta - light.outerCutOff) / eps, 0.0f,1.0f );
    
    
        // spot light E
        diffuse_brdf *= intensity*5;
        specular *= intensity*5;
    
        ambient *= attuen;
        diffuse_brdf *= attuen;
        specular *= attuen;
        L += diffuse_brdf;
        L += specular;
    
        FragColor = vec4(L,1.0f);
    }
    SurfaceShader.frag

    把灯光设置了一个合理的位置:

    // light define
    static glm::vec3 lightPos(0.0f, 4.0f,-2.0f);

    main.cpp主要设置材质中聚光灯方向,还有cut off的量,还有外部的cutoff量

    SurfaceShader.setVec3("viewPos",camera->pos);
    SurfaceShader.setFloat("material.Kd",1.0f); // diffuse strength
    SurfaceShader.setFloat("material.kS",1.0f); // diffuse strength
    SurfaceShader.setFloat("material.shininess",65.0f);   // specular pow
    SurfaceShader.setVec3("light.position", lightPos);  // send light position to fragment shader
    SurfaceShader.setVec3("light.spotDir",-0.0f,-1.0f, 0.0f);
    SurfaceShader.setFloat("light.cutOff", glm::cos(glm::radians(10.5f)));
    SurfaceShader.setFloat("light.outerCutOff", glm::cos(glm::radians(20.5f)));
    SurfaceShader.setVec3("light.ambient", 0.0f, 0.0f, 0.0f);
    SurfaceShader.setVec3("light.diffuse", 1.0f, 1.00f, 1.0f);
    SurfaceShader.setVec3(
    "light.specular", 1.0f, 1.0f, 1.0f);

    Assimp dump obj infos:

    #include <iostream>
    #include <assimp/Importer.hpp>
    #include <assimp/scene.h>
    #include <assimp/postprocess.h>
    #include <string>
    using namespace std;
    
    void processNode(aiNode * node, const aiScene* scene);
    int main(){
        Assimp::Importer import;
        string path = "model/nanosuit.obj";
        const aiScene * scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
        if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
        {
            cout << "ERROR::ASSIMP::" << import.GetErrorString() << endl;
    
        }
    
        string directory = path.substr(0, path.find_last_of('/'));
        cout << directory << endl;
    
        // Get Root Node
        aiNode * node = scene->mRootNode;
        cout <<"ROOT NODE:  " <<node->mName.C_Str() << endl;
    
        processNode(node,scene);
    
    
    
    
    
        return 0;
    }
    
    void processNode(aiNode * node, const aiScene* scene){
        cout << "LOOP At Node->" << node->mName.C_Str() << endl;
        for(unsigned int i = 0; i < node->mNumMeshes; i++)
        {
            aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
            // mesh points
            cout <<"Num points:" <<mesh->mNumVertices<< endl;
    
            // Dump materials infos
            aiMaterial *mat = scene->mMaterials[mesh->mMaterialIndex];
            cout << "Get Mesh Name: "<<mesh->mName.C_Str()<< " <->  MaterialName: " << mat->GetName().C_Str()  << endl;
            cout << "{
    ";
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_DIFFUSE); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_DIFFUSE, i, &str);
                cout << "	diffuseTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_NORMALS); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_NORMALS, i, &str);
                cout << "	NormalTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_AMBIENT); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_AMBIENT, i, &str);
                cout << "	AmbientTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_OPACITY); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_OPACITY, i, &str);
                cout << "	OpacityTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_SPECULAR); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_SPECULAR, i, &str);
                cout << "	SpecularTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_HEIGHT); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_HEIGHT, i, &str);
                cout << "	HeightTexture: "<<str.C_Str() << endl;
            }
            for(unsigned int i = 0; i < mat->GetTextureCount(aiTextureType_UNKNOWN); i++)
            {
                aiString str;
                mat->GetTexture(aiTextureType_HEIGHT, i, &str);
                cout << "	UnkownTexture: "<<str.C_Str() << endl;
            }
            cout << "}
    ";
    
        }
    
        for(unsigned int i = 0; i < node->mNumChildren; i++)
        {
            processNode(node->mChildren[i], scene);
        }
    }

    DUMPINFOS:

    model
    ROOT NODE:  nanosuit.obj
    LOOP At Node->nanosuit.obj
    LOOP At Node->Visor
    Num points:156
    Get Mesh Name: Visor <->  MaterialName: Glass
    {
        diffuseTexture: glass_dif.png
        HeightTexture: glass_ddn.png
    }
    LOOP At Node->Legs
    Num points:15222
    Get Mesh Name: Legs <->  MaterialName: Leg
    {
        diffuseTexture: leg_dif.png
        SpecularTexture: leg_showroom_spec.png
        HeightTexture: leg_showroom_ddn.png
    }
    LOOP At Node->hands
    Num points:19350
    Get Mesh Name: hands <->  MaterialName: Hand
    {
        diffuseTexture: hand_dif.png
        SpecularTexture: hand_showroom_spec.png
        HeightTexture: hand_showroom_ddn.png
    }
    LOOP At Node->Lights
    Num points:78
    Get Mesh Name: Lights <->  MaterialName: Glass
    {
        diffuseTexture: glass_dif.png
        HeightTexture: glass_ddn.png
    }
    LOOP At Node->Arms
    Num points:6804
    Get Mesh Name: Arms <->  MaterialName: Arm
    {
        diffuseTexture: arm_dif.png
        SpecularTexture: arm_showroom_spec.png
        HeightTexture: arm_showroom_ddn.png
    }
    LOOP At Node->Helmet
    Num points:7248
    Get Mesh Name: Helmet <->  MaterialName: Helmet
    {
        diffuseTexture: helmet_diff.png
        SpecularTexture: helmet_showroom_spec.png
        HeightTexture: helmet_showroom_ddn.png
    }
    LOOP At Node->Body
    Num points:8316
    Get Mesh Name: Body <->  MaterialName: Body
    {
        diffuseTexture: body_dif.png
        SpecularTexture: body_showroom_spec.png
        HeightTexture: body_showroom_ddn.png
    }

    在废物Maya中:

     

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  • 原文地址:https://www.cnblogs.com/gearslogy/p/12318092.html
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