写在前面
上一篇博客回顾:OpenGL学习(九)阴影映射(shadowMapping)
在昨天我们实现了非常简单的阴影映射特效,今天来更新立方体贴图的内容。这部分的内容相当简单,前提是要对 OpenGL 及其绘制过程有一个基本的理解。
相信我,仅 10 分钟足够你完成一个立方体贴图,并且用于天空盒的渲染。
天空盒简介
注意到我们之前的代码都是利用:
glClearColor(1.0, 1.0, 1.0, 1.0); // 背景颜色
来填充一个纯色来作为背景图像。
事实上在现代计算机游戏中,天空盒是一个常见的填充背景的手段,并且往往能够起到好的效果。
通过立方体贴图我们得以实现天空盒的绘制。立方体贴图顾名思义就是将一个立方体的 6 个面贴上对应的纹理,然后用这个立方体将相机包裹住:
这样相机视线的背景就永远是立方体上的花样纹理,而不是纯白或者纯黑的 glClearColor 。
回想起小时候玩的大富翁的纸质骰子,我们用 6 张图片就可以将立方体变成一个被风景包围的立方体:
立方体贴图和普通 2D 贴图一样,只是在查询的时候,我们以三维坐标去查询,而不是普通纹理的二维坐标。我们通过 glsl 中的 samplerCube 类型的采样器,就可以访问到立方体贴图:
uniform samplerCube skybox;
...
color = textureCube(skybox, texcoord);
其中纹理坐标我们直接 利用立方体的坐标 即可完成查询。因为 glsl 的采样器会自动根据我们提供的方向向量,来返回视线触碰到的立方体贴图的颜色。
创建立方体贴图
创建一个立方体贴图也十分简单。我们直接循环进行 6 张 2D 贴图的创建即可,值得注意的是使用
GL_TEXTURE_CUBE_MAP_POSITIVE_X + 偏移量
来指定当前生成的是第几张贴图,在最后我们返回当前创建的纹理对象的索引。下面给出创建立方体贴图的函数:
GLuint loadCubemap(std::vector<const GLchar*> faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
glActiveTexture(GL_TEXTURE0);
int width, height;
unsigned char* image;
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
for (GLuint i = 0; i < faces.size(); i++)
{
image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image
);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return textureID;
}
然后我们可以通过:
std::vector<const GLchar*> faces;
faces.push_back("skybox/right.jpg");
faces.push_back("skybox/left.jpg");
faces.push_back("skybox/top.jpg");
faces.push_back("skybox/bottom.jpg");
faces.push_back("skybox/back.jpg");
faces.push_back("skybox/front.jpg");
skyboxTexture = loadCubemap(faces);
来指定 6 张贴图的路径,并且调用 loadCubemap 进行创建。
渲染一个立方体
在获取了立方体贴图的纹理对象之后,我们还需要向场景中添加一个立方体,同时将纹理贴上去。立方体的添加也十分简单,我们指定 8 个顶点,然后指定 36 个三角面片索引即可。
注意因为我们直接使用立方体的坐标作为纹理采样的坐标(毕竟逻辑上也是直接获取对应点上的像素值),我们无需传递纹理坐标和法线等顶点属性。
Model skybox; // 渲染一个立方体用于立方体贴图绘制天空盒
...
// 生成一个立方体做天空盒的 “画布”
Mesh cube;
cube.vertexPosition = {
// 立方体的 8 个顶点
glm::vec3(-1, -1, -1),glm::vec3(1, -1, -1),glm::vec3(-1, 1, -1),glm::vec3(1, 1, -1),
glm::vec3(-1, -1, 1),glm::vec3(1, -1, 1),glm::vec3(-1, 1, 1),glm::vec3(1, 1, 1)
};
cube.index = {
0,3,1,0,2,3,1,5,4,1,4,0,4,2,0,4,6,2,5,6,4,5,7,6,2,6,7,2,7,3,1,7,5,1,3,7};
cube.bindData();
skybox.meshes.push_back(cube);
立方体贴图着色器
因为立方体贴图直接利用立方体的坐标作为方向向量进行纹理采样,而无需纹理坐标,于是我们的着色器发生了一些变换。我们最好利用一组新的着色器来管理这些特殊情况。我们创建 skybox 系列着色器。
其中顶点着色器仍然负责完成 mvp 变换,值得注意的是,我们直接将变换后的坐标作为采样的方向向量,传递到片元着色器中:
#version 330 core
// 顶点着色器输入
layout (location = 0) in vec3 vPosition;
out vec3 texcoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(vPosition, 1.0);
texcoord = vPosition; // 坐标作为cubeMap采样坐标
}
片元着色器则更为简单,我们利用传入的 cubmap 采样器,和从顶点着色器中获取的 “纹理坐标” 进行立方体贴图的采样,并且输出最终的结果:
#version 330 core
in vec3 texcoord;
out vec4 fColor;
uniform samplerCube skybox;
void main()
{
fColor = textureCube(skybox, texcoord);
}
与此同时,在 c++ 中别忘记创建我们的着色器对象:
GLuint skyboxProgram; // 天空盒绘制
...
skyboxProgram = getShaderProgram("shaders/skybox.fsh", "shaders/skybox.vsh");
开始绘制天空盒
我们正式开始绘制天空盒。这一部分我们放到 display 也就是每一帧的回调函数中进行。首先我们使用着色器,并且做一些清空窗口等杂活:
// 绘制天空盒
glUseProgram(skyboxProgram);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, windowWidth, windowHeight);
注:
我是在正常渲染之前进行天空盒的绘制,所以必须提前 glClear
而后续的正常渲染则不需要调用 glClear 了
因为渲染的像素是覆盖在天空盒之上的
然后我们传送相机的变换矩阵,同时传送我们天空盒的立方体贴图纹理,最后调用 draw call:
// 传视图,投影矩阵
glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "view"), 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "projection"), 1, GL_FALSE, glm::value_ptr(camera.getProjectionMatrix()));
// 传cubemap纹理
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 1);
// 立方体永远跟随相机
skybox.translate = camera.position;
glDepthMask(GL_FALSE);
skybox.draw(skyboxProgram);
glDepthMask(GL_TRUE);
值得注意的是,立方体必须时刻跟随相机
因为我们的立方体默认在 (0,0,0) 位置,但是相机发生移动之后,立方体就无法包裹住相机了
就会出现。。。唔 单独的一个立方体的情况,如下图:
好,如果一切顺利,那么我们会得到一个十分逼真的效果:
这下牛大了,这不把之前的白色背景干的碎碎的
完整代码
着色器
- debug 和 shadow 和正常渲染的着色器见:上一篇博客
- 天空盒着色器见:上文 立方体贴图着色器部分
c++
// std c++
#include <iostream>
#include <string>
#include <fstream>
#include <vector>
#include <map>
#include <sstream>
#include <iostream>
// glew glut
#include <GL/glew.h>
#include <GL/freeglut.h>
// glm
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// SOIL
#include <SOIL2/SOIL2.h>
// assimp
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
// --------------------- end of include --------------------- //
class Mesh
{
public:
// OpenGL 对象
GLuint vao, vbo, ebo;
GLuint diffuseTexture; // 漫反射纹理
// 顶点属性
std::vector<glm::vec3> vertexPosition;
std::vector<glm::vec2> vertexTexcoord;
std::vector<glm::vec3> vertexNormal;
// glDrawElements 函数的绘制索引
std::vector<int> index;
Mesh() {
}
void bindData()
{
// 创建顶点数组对象
glGenVertexArrays(1, &vao); // 分配1个顶点数组对象
glBindVertexArray(vao); // 绑定顶点数组对象
// 创建并初始化顶点缓存对象 这里填NULL 先不传数据
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
vertexPosition.size() * sizeof(glm::vec3) +
vertexTexcoord.size() * sizeof(glm::vec2) +
vertexNormal.size() * sizeof(glm::vec3),
NULL, GL_STATIC_DRAW);
// 传位置
GLuint offset_position = 0;
GLuint size_position = vertexPosition.size() * sizeof(glm::vec3);
glBufferSubData(GL_ARRAY_BUFFER, offset_position, size_position, vertexPosition.data());
glEnableVertexAttribArray(0); // 着色器中 (layout = 0) 表示顶点位置
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset_position));
// 传纹理坐标
GLuint offset_texcoord = size_position;
GLuint size_texcoord = vertexTexcoord.size() * sizeof(glm::vec2);
glBufferSubData(GL_ARRAY_BUFFER, offset_texcoord, size_texcoord, vertexTexcoord.data());
glEnableVertexAttribArray(1); // 着色器中 (layout = 1) 表示纹理坐标
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset_texcoord));
// 传法线
GLuint offset_normal = size_position + size_texcoord;
GLuint size_normal = vertexNormal.size() * sizeof(glm::vec3);
glBufferSubData(GL_ARRAY_BUFFER, offset_normal, size_normal, vertexNormal.data());
glEnableVertexAttribArray(2); // 着色器中 (layout = 2) 表示法线
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset_normal));
// 传索引到 ebo
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index.size() * sizeof(GLuint), index.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
void draw(GLuint program)
{
glBindVertexArray(vao);
// 传纹理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseTexture);
glUniform1i(glGetUniformLocation(program, "texture"), 0);
// 绘制
glDrawElements(GL_TRIANGLES, this->index.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
};
class Model
{
public:
std::vector<Mesh> meshes;
std::map<std::string, GLuint> textureMap;
glm::vec3 translate = glm::vec3(0, 0, 0), rotate = glm::vec3(0, 0, 0), scale = glm::vec3(1, 1, 1);
Model() {
}
void load(std::string filepath)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(filepath, aiProcess_Triangulate | aiProcess_FlipUVs);
// 异常处理
if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "读取模型出现错误: " << import.GetErrorString() << std::endl;
exit(-1);
}
// 模型文件相对路径
std::string rootPath = filepath.substr(0, filepath.find_last_of('/'));
// 循环生成 mesh
for (int i = 0; i < scene->mNumMeshes; i++)
{
// 引用当前mesh
meshes.push_back(Mesh());
Mesh& mesh = meshes.back();
// 获取 assimp 的读取到的 aimesh 对象
aiMesh* aimesh = scene->mMeshes[i];
// 我们将数据传递给我们自定义的mesh
for (int j = 0; j < aimesh->mNumVertices; j++)
{
// 顶点
glm::vec3 vvv;
vvv.x = aimesh->mVertices[j].x;
vvv.y = aimesh->mVertices[j].y;
vvv.z = aimesh->mVertices[j].z;
mesh.vertexPosition.push_back(vvv);
// 法线
vvv.x = aimesh->mNormals[j].x;
vvv.y = aimesh->mNormals[j].y;
vvv.z = aimesh->mNormals[j].z;
mesh.vertexNormal.push_back(vvv);
// 纹理坐标: 如果存在则加入。assimp 默认可以有多个纹理坐标 我们取第一个(0)即可
glm::vec2 vv(0, 0);
if (aimesh->mTextureCoords[0])
{
vv.x = aimesh->mTextureCoords[0][j].x;
vv.y = aimesh->mTextureCoords[0][j].y;
}
mesh.vertexTexcoord.push_back(vv);
}
// 如果有材质,那么传递材质
if (aimesh->mMaterialIndex >= 0)
{
// 获取当前 aimesh 的材质对象
aiMaterial* material = scene->mMaterials[aimesh->mMaterialIndex];
// 获取 diffuse 贴图文件路径名称 我们只取1张贴图 故填 0 即可
aiString aistr;
material->GetTexture(aiTextureType_DIFFUSE, 0, &aistr);
std::string texpath = aistr.C_Str();
texpath = rootPath + '/' + texpath; // 取相对路径
// 如果没生成过纹理,那么生成它
if (textureMap.find(texpath) == textureMap.end())
{
// 生成纹理
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
int textureWidth, textureHeight;
unsigned char* image = SOIL_load_image(texpath.c_str(), &textureWidth, &textureHeight, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); // 生成纹理
delete[] image;
textureMap[texpath] = tex;
}
// 传递纹理
mesh.diffuseTexture = textureMap[texpath];
}
// 传递面片索引
for (GLuint j = 0; j < aimesh->mNumFaces; j++)
{
aiFace face = aimesh->mFaces[j];
for (GLuint k = 0; k < face.mNumIndices; k++)
{
mesh.index.push_back(face.mIndices[k]);
}
}
mesh.bindData();
}
}
void draw(GLuint program)
{
// 传模型矩阵
glm::mat4 unit( // 单位矩阵
glm::vec4(1, 0, 0, 0),
glm::vec4(0, 1, 0, 0),
glm::vec4(0, 0, 1, 0),
glm::vec4(0, 0, 0, 1)
);
glm::mat4 scale = glm::scale(unit, this->scale);
glm::mat4 translate = glm::translate(unit, this->translate);
glm::mat4 rotate = unit; // 旋转
rotate = glm::rotate(rotate, glm::radians(this->rotate.x), glm::vec3(1, 0, 0));
rotate = glm::rotate(rotate, glm::radians(this->rotate.y), glm::vec3(0, 1, 0));
rotate = glm::rotate(rotate, glm::radians(this->rotate.z), glm::vec3(0, 0, 1));
// 模型变换矩阵
glm::mat4 model = translate * rotate * scale;
GLuint mlocation = glGetUniformLocation(program, "model"); // 名为model的uniform变量的位置索引
glUniformMatrix4fv(mlocation, 1, GL_FALSE, glm::value_ptr(model)); // 列优先矩阵
for (int i = 0; i < meshes.size(); i++)
{
meshes[i].draw(program);
}
}
};
class Camera
{
public:
// 相机参数
glm::vec3 position = glm::vec3(0, 0, 0); // 位置
glm::vec3 direction = glm::vec3(0, 0, -1); // 视线方向
glm::vec3 up = glm::vec3(0, 1, 0); // 上向量,固定(0,1,0)不变
float pitch = 0.0f, roll = 0.0f, yaw = 0.0f; // 欧拉角
float fovy = 70.0f, aspect = 1.0, zNear = 0.01, zFar = 100; // 透视投影参数
float left = -1.0, right = 1.0, top = 1.0, bottom = -1.0; // 正交投影参数
Camera() {
}
// 视图变换矩阵
glm::mat4 getViewMatrix(bool useEulerAngle = true)
{
if (useEulerAngle) // 使用欧拉角更新相机朝向
{
direction.x = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
direction.y = sin(glm::radians(pitch));
direction.z = -cos(glm::radians(pitch)) * cos(glm::radians(yaw)); // 相机看向z轴负方向
}
return glm::lookAt(position, position + direction, up);
}
// 投影矩阵
glm::mat4 getProjectionMatrix(bool usePerspective = true)
{
if (usePerspective) // 透视投影
{
return glm::perspective(glm::radians(fovy), aspect, zNear, zFar);
}
return glm::ortho(left, right, bottom, top, zNear, zFar);
}
};
// ---------------------------- end of class definition ---------------------------- //
// 模型
std::vector<Model> models; // 场景
Model screen; // 渲染一个四方形做屏幕
Model skybox; // 渲染一个立方体用于立方体贴图绘制天空盒
// 着色器程序对象
GLuint program;
GLuint debugProgram; // 调试用
GLuint shadowProgram; // 绘制阴影的着色器程序对象
GLuint skyboxProgram; // 天空盒绘制
// 纹理
GLuint skyboxTexture; // 天空盒
GLuint shadowTexture; // 阴影纹理
// 相机
Camera camera; // 正常渲染
Camera shadowCamera; // 从光源方向渲染
// 光源与阴影参数
int shadowMapResolution = 1024; // 阴影贴图分辨率
GLuint shadowMapFBO; // 从光源方向进行渲染的帧缓冲
// glut与交互相关变量
int windowWidth = 512; // 窗口宽
int windowHeight = 512; // 窗口高
bool keyboardState[1024]; // 键盘状态数组 keyboardState[x]==true 表示按下x键
// --------------- end of global variable definition --------------- //
// 读取文件并且返回一个长字符串表示文件内容
std::string readShaderFile(std::string filepath)
{
std::string res, line;
std::ifstream fin(filepath);
if (!fin.is_open())
{
std::cout << "文件 " << filepath << " 打开失败" << std::endl;
exit(-1);
}
while (std::getline(fin, line))
{
res += line + '\n';
}
fin.close();
return res;
}
// 获取着色器对象
GLuint getShaderProgram(std::string fshader, std::string vshader)
{
// 读取shader源文件
std::string vSource = readShaderFile(vshader);
std::string fSource = readShaderFile(fshader);
const char* vpointer = vSource.c_str();
const char* fpointer = fSource.c_str();
// 容错
GLint success;
GLchar infoLog[512];
// 创建并编译顶点着色器
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, (const GLchar**)(&vpointer), NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); // 错误检测
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "顶点着色器编译错误\n" << infoLog << std::endl;
exit(-1);
}
// 创建并且编译片段着色器
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, (const GLchar**)(&fpointer), NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); // 错误检测
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "片段着色器编译错误\n" << infoLog << std::endl;
exit(-1);
}
// 链接两个着色器到program对象
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
// 鼠标滚轮函数
void mouseWheel(int wheel, int direction, int x, int y)
{
// zFar += 1 * direction * 0.1;
glutPostRedisplay(); // 重绘
}
// 鼠标运动函数
void mouse(int x, int y)
{
// 调整旋转
camera.yaw += 35 * (x - float(windowWidth) / 2.0) / windowWidth;
camera.yaw = glm::mod(camera.yaw + 180.0f, 360.0f) - 180.0f; // 取模范围 -180 ~ 180
camera.pitch += -35 * (y - float(windowHeight) / 2.0) / windowHeight;
camera.pitch = glm::clamp(camera.pitch, -89.0f, 89.0f);
glutWarpPointer(windowWidth / 2.0, windowHeight / 2.0);
glutPostRedisplay(); // 重绘
}
// 键盘回调函数
void keyboardDown(unsigned char key, int x, int y)
{
keyboardState[key] = true;
}
void keyboardDownSpecial(int key, int x, int y)
{
keyboardState[key] = true;
}
void keyboardUp(unsigned char key, int x, int y)
{
keyboardState[key] = false;
}
void keyboardUpSpecial(int key, int x, int y)
{
keyboardState[key] = false;
}
// 根据键盘状态判断移动
void move()
{
float cameraSpeed = 0.035f;
// 相机控制
if (keyboardState['w']) camera.position += cameraSpeed * camera.direction;
if (keyboardState['s']) camera.position -= cameraSpeed * camera.direction;
if (keyboardState['a']) camera.position -= cameraSpeed * glm::normalize(glm::cross(camera.direction, camera.up));
if (keyboardState['d']) camera.position += cameraSpeed * glm::normalize(glm::cross(camera.direction, camera.up));
if (keyboardState[GLUT_KEY_CTRL_L]) camera.position.y -= cameraSpeed;
if (keyboardState[' ']) camera.position.y += cameraSpeed;
// 光源位置控制
if (keyboardState['i']) shadowCamera.position.x += cameraSpeed;
if (keyboardState['I']) shadowCamera.position.x -= cameraSpeed;
if (keyboardState['o']) shadowCamera.position.y += cameraSpeed;
if (keyboardState['O']) shadowCamera.position.y -= cameraSpeed;
glutPostRedisplay(); // 重绘
}
GLuint loadCubemap(std::vector<const GLchar*> faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
glActiveTexture(GL_TEXTURE0);
int width, height;
unsigned char* image;
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
for (GLuint i = 0; i < faces.size(); i++)
{
image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image
);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return textureID;
}
// 初始化
void init()
{
// 生成着色器程序对象
program = getShaderProgram("shaders/fshader.fsh", "shaders/vshader.vsh");
shadowProgram = getShaderProgram("shaders/shadow.fsh", "shaders/shadow.vsh");
debugProgram = getShaderProgram("shaders/debug.fsh", "shaders/debug.vsh");
skyboxProgram = getShaderProgram("shaders/skybox.fsh", "shaders/skybox.vsh");
// ------------------------------------------------------------------------ //
// 读取 obj 模型
Model tree1 = Model();
tree1.translate = glm::vec3(2.5, 0, 2);
tree1.scale = glm::vec3(0.0025, 0.0025, 0.0025);
tree1.load("models/tree/tree02.obj");
models.push_back(tree1);
Model tree2 = Model();
tree2.translate = glm::vec3(10, 0, 7);
tree2.scale = glm::vec3(0.0015, 0.0015, 0.0015);
tree2.load("models/tree/tree02.obj");
models.push_back(tree2);
Model plane = Model();
plane.translate = glm::vec3(0, -1.1, 0);
plane.scale = glm::vec3(10, 10, 10);
plane.rotate = glm::vec3(0, 0, 0);
plane.load("models/plane/plane.obj");
models.push_back(plane);
// 光源位置标志物
Model vlight = Model();
vlight.translate = glm::vec3(1, 0, -1);
vlight.rotate = glm::vec3(-90, 0, 0);
vlight.scale = glm::vec3(0.03, 0.03, 0.03);
vlight.load("models/duck/12248_Bird_v1_L2.obj");
models.push_back(vlight);
// ------------------------------------------------------------------------ //
// 生成一个四方形做荧幕 -- 用以显示纹理中的数据
Mesh msquare;
msquare.vertexPosition = {
glm::vec3(-1, -1, 0), glm::vec3(1, -1, 0), glm::vec3(-1, 1, 0), glm::vec3(1, 1, 0) };
msquare.vertexTexcoord = {
glm::vec2(0, 0), glm::vec2(1, 0), glm::vec2(0, 1), glm::vec2(1, 1) };
msquare.index = {
0,1,2,2,1,3 };
msquare.bindData();
screen.meshes.push_back(msquare);
// ------------------------------------------------------------------------ //
// 生成一个立方体做天空盒的 “画布”
Mesh cube;
cube.vertexPosition = {
// 立方体的 8 个顶点
glm::vec3(-1, -1, -1),glm::vec3(1, -1, -1),glm::vec3(-1, 1, -1),glm::vec3(1, 1, -1),
glm::vec3(-1, -1, 1),glm::vec3(1, -1, 1),glm::vec3(-1, 1, 1),glm::vec3(1, 1, 1)
};
cube.index = {
0,3,1,0,2,3,1,5,4,1,4,0,4,2,0,4,6,2,5,6,4,5,7,6,2,6,7,2,7,3,1,7,5,1,3,7};
cube.bindData();
skybox.meshes.push_back(cube);
// 加载立方体贴图
std::vector<const GLchar*> faces;
faces.push_back("skybox/right.jpg");
faces.push_back("skybox/left.jpg");
faces.push_back("skybox/top.jpg");
faces.push_back("skybox/bottom.jpg");
faces.push_back("skybox/back.jpg");
faces.push_back("skybox/front.jpg");
/*
faces.push_back("skybox/DOOM16RT.png");
faces.push_back("skybox/DOOM16LF.png");
faces.push_back("skybox/DOOM16UP.png");
faces.push_back("skybox/DOOM16DN.png");
faces.push_back("skybox/DOOM16FT.png");
faces.push_back("skybox/DOOM16BK.png");
*/
skyboxTexture = loadCubemap(faces);
// ------------------------------------------------------------------------ //
// 正交投影参数配置 -- 视界体范围 -- 调整到场景一般大小即可
shadowCamera.left = -20;
shadowCamera.right = 20;
shadowCamera.bottom = -20;
shadowCamera.top = 20;
shadowCamera.position = glm::vec3(0, 4, 15);
// 创建shadow帧缓冲
glGenFramebuffers(1, &shadowMapFBO);
// 创建阴影纹理
glGenTextures(1, &shadowTexture);
glBindTexture(GL_TEXTURE_2D, shadowTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapResolution, shadowMapResolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 将阴影纹理绑定到 shadowMapFBO 帧缓冲
glBindFramebuffer(GL_FRAMEBUFFER, shadowMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowTexture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ------------------------------------------------------------------------ //
glEnable(GL_DEPTH_TEST); // 开启深度测试
glClearColor(1.0, 1.0, 1.0, 1.0); // 背景颜色
}
// 显示回调函数
void display()
{
move(); // 移动控制 -- 控制相机位置
// 最后一个物体作为光源位置的标志物
models.back().translate = shadowCamera.position + glm::vec3(0, 0, 2);
// ------------------------------------------------------------------------ //
// 从光源方向进行渲染
glUseProgram(shadowProgram);
glBindFramebuffer(GL_FRAMEBUFFER, shadowMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, shadowMapResolution, shadowMapResolution);
// 光源看向世界坐标原点
shadowCamera.direction = glm::normalize(glm::vec3(0, 0, 0) - shadowCamera.position);
// 传视图矩阵
glUniformMatrix4fv(glGetUniformLocation(shadowProgram, "view"), 1, GL_FALSE, glm::value_ptr(shadowCamera.getViewMatrix(false)));
// 传投影矩阵
glUniformMatrix4fv(glGetUniformLocation(shadowProgram, "projection"), 1, GL_FALSE, glm::value_ptr(shadowCamera.getProjectionMatrix(false)));
// 从光源方向进行绘制
for (auto m : models)
{
m.draw(shadowProgram);
}
// ------------------------------------------------------------------------ //
// 绘制天空盒
glUseProgram(skyboxProgram);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, windowWidth, windowHeight);
// 传视图,投影矩阵
glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "view"), 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "projection"), 1, GL_FALSE, glm::value_ptr(camera.getProjectionMatrix()));
// 传cubemap纹理
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 1);
// 立方体永远跟随相机
skybox.translate = camera.position;
glDepthMask(GL_FALSE);
skybox.draw(skyboxProgram);
glDepthMask(GL_TRUE);
// ------------------------------------------------------------------------ //
// 正常滴渲染
glUseProgram(program);
// 传视图矩阵
glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
// 传投影矩阵
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(camera.getProjectionMatrix()));
/*
// debug用 -- 从光源方向渲染场景 -- 测试正交投影是否正确
glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(shadowCamera.getViewMatrix(false)));
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(shadowCamera.getProjectionMatrix(false)));
*/
// 传递矩阵: 转换到光源坐标的变换矩阵
glm::mat4 shadowVP = shadowCamera.getProjectionMatrix(false) * shadowCamera.getViewMatrix(false);
glUniformMatrix4fv(glGetUniformLocation(program, "shadowVP"), 1, GL_FALSE, glm::value_ptr(shadowVP));
// 传深度纹理
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowTexture);
glUniform1i(glGetUniformLocation(program, "shadowtex"), 1);
// 传递光源位置
glUniform3fv(glGetUniformLocation(program, "lightPos"), 1, glm::value_ptr(shadowCamera.position));
// 传递相机位置
glUniform3fv(glGetUniformLocation(program, "cameraPos"), 1, glm::value_ptr(camera.position));
// 正常绘制
for (auto m : models)
{
m.draw(program);
}
// ------------------------------------------------------------------------ //
// debug着色器输出一个四方形以显示深度纹理中的数据
glDisable(GL_DEPTH_TEST); // 需要取消深度测试以保证其覆盖在原画面上
glUseProgram(debugProgram);
glViewport(0, 0, windowWidth / 3, windowHeight / 3);
// 传深度纹理
glActiveTexture(GL_TEXTURE1);
GLuint test = models.back().textureMap.begin()->second;
glBindTexture(GL_TEXTURE_2D, shadowTexture);
glUniform1i(glGetUniformLocation(debugProgram, "shadowtex"), 1);
// 绘制
screen.draw(debugProgram);
glEnable(GL_DEPTH_TEST);
// ------------------------------------------------------------------------ //
glutSwapBuffers(); // 交换缓冲区
}
// -------------------------------- main -------------------------------- //
int main(int argc, char** argv)
{
glutInit(&argc, argv); // glut初始化
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);// 窗口大小
glutCreateWindow("9 - skybox"); // 创建OpenGL上下文
#ifdef __APPLE__
#else
glewInit();
#endif
init();
// 绑定鼠标移动函数 --
//glutMotionFunc(mouse); // 左键按下并且移动
glutPassiveMotionFunc(mouse); // 鼠标直接移动
//glutMouseWheelFunc(mouseWheel); // 滚轮缩放
// 绑定键盘函数
glutKeyboardFunc(keyboardDown);
glutSpecialFunc(keyboardDownSpecial);
glutKeyboardUpFunc(keyboardUp);
glutSpecialUpFunc(keyboardUpSpecial);
glutDisplayFunc(display); // 设置显示回调函数 -- 每帧执行
glutMainLoop(); // 进入主循环
return 0;
}