多光源
将“投光物”一章的三个光源的场景整合即可。
#include "../env/glm/glm.hpp"
#include "../env/glm/gtc/matrix_transform.hpp"
#include "../env/glm/gtc/type_ptr.hpp"
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "../env/std_image.h"
#include "../env/glad.h"
#include "../env/glfw3.h"
#include <fstream>
#include "../tools/shader.h"
#include "../tools/camera.h"
#define WIDTH 800
#define HEIGHT 600
GLFWwindow *initialize(int width, int height);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
Camera camera = Camera(glm::vec3(0.0f, 0.0f, 3.0f),
glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
0.0f, 0.0f);
float cameraSpeed = 2.5f;
float lastTime;
float lastXPos;
float lastYPos;
bool firstMouse;
float fov = 45.0f;
int main()
{
GLFWwindow *window = initialize(WIDTH, HEIGHT);
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 myVBO;
glGenBuffers(1, &myVBO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint objectVAO;
glGenVertexArrays(1, &objectVAO);
glBindVertexArray(objectVAO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
int width, height, channel;
unsigned char *data = stbi_load("../images/container2.png", &width, &height, &channel, 0);
std::cout << width << " " << height << " " << channel << std::endl;
GLuint diffuseTexture;
glGenTextures(1, &diffuseTexture);
glBindTexture(GL_TEXTURE_2D, diffuseTexture);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
data = stbi_load("../images/container2_specular.png", &width, &height, &channel, 0);
std::cout << width << " " << height << " " << channel << std::endl;
GLuint specularTexture;
glGenTextures(1, &specularTexture);
glBindTexture(GL_TEXTURE_2D, specularTexture);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glm::mat4 model, view, projection, ambient, diffuse, specular;
Shader lampShader("1-vertex.glsl", "1-lamp-fragment.glsl");
Shader lightShader("4-vertex.glsl", "6-fragment.glsl");
lastTime = glfwGetTime();
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
view = camera.lookAt();
projection = glm::perspective(glm::radians(fov), 1.0f * WIDTH / HEIGHT, 0.1f, 100.0f);
lampShader.use();
lampShader.setm4fv("view", GL_FALSE, glm::value_ptr(view));
lampShader.setm4fv("projection", GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(lightVAO);
for (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));
lampShader.setm4fv("model", GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
lightShader.use();
lightShader.setm4fv("view", GL_FALSE, glm::value_ptr(view));
lightShader.setm4fv("projection", GL_FALSE, glm::value_ptr(projection));
float shiness = 64.0f;
lightShader.setf("material.shiness", shiness);
lightShader.seti("material.diffuse", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseTexture);
lightShader.seti("material.specular", 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularTexture);
lightShader.setv3("directLight.direction", -0.2f, -1.0f, -0.3f);
lightShader.setv3("directLight.ambient", 0.05f, 0.05f, 0.05f);
lightShader.setv3("directLight.diffuse", 0.4f, 0.4f, 0.4f);
lightShader.setv3("directLight.specular", 0.5f, 0.5f, 0.5f);
lightShader.setv3("pointlights[0].position", glm::value_ptr(pointLightPositions[0]));
lightShader.setv3("pointlights[0].ambient", 0.05f, 0.05f, 0.05f);
lightShader.setv3("pointlights[0].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setv3("pointlights[0].specular", 1.0f, 1.0f, 1.0f);
lightShader.setf("pointlights[0].constant", 1.0f);
lightShader.setf("pointlights[0].linear", 0.9f);
lightShader.setf("pointlights[0].quadratic", 0.032f);
lightShader.setv3("pointlights[1].position", glm::value_ptr(pointLightPositions[1]));
lightShader.setv3("pointlights[1].ambient", 0.05f, 0.05f, 0.05f);
lightShader.setv3("pointlights[1].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setv3("pointlights[1].specular", 1.0f, 1.0f, 1.0f);
lightShader.setf("pointlights[1].constant", 1.0f);
lightShader.setf("pointlights[1].linear", 0.9f);
lightShader.setf("pointlights[1].quadratic", 0.032f);
lightShader.setv3("pointlights[2].position", glm::value_ptr(pointLightPositions[2]));
lightShader.setv3("pointlights[2].ambient", 0.05f, 0.05f, 0.05f);
lightShader.setv3("pointlights[2].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setv3("pointlights[2].specular", 1.0f, 1.0f, 1.0f);
lightShader.setf("pointlights[2].constant", 1.0f);
lightShader.setf("pointlights[2].linear", 0.9f);
lightShader.setf("pointlights[2].quadratic", 0.032f);
lightShader.setv3("pointlights[3].position", glm::value_ptr(pointLightPositions[3]));
lightShader.setv3("pointlights[3].ambient", 0.05f, 0.05f, 0.05f);
lightShader.setv3("pointlights[3].diffuse", 0.8f, 0.8f, 0.8f);
lightShader.setv3("pointlights[3].specular", 1.0f, 1.0f, 1.0f);
lightShader.setf("pointlights[3].constant", 1.0f);
lightShader.setf("pointlights[3].linear", 0.9f);
lightShader.setf("pointlights[3].quadratic", 0.032f);
glm::vec3 cameraPosition = camera.getPosition();
glm::vec3 cameraFront = camera.getFront();
lightShader.setv3("spotLight.position", glm::value_ptr(cameraPosition));
lightShader.setv3("spotLight.direction", glm::value_ptr(cameraFront));
lightShader.setv3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
lightShader.setv3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
lightShader.setv3("spotLight.specular", 1.0f, 1.0f, 1.0f);
lightShader.setf("spotLight.constant", 1.0f);
lightShader.setf("spotLight.linear", 0.9f);
lightShader.setf("spotLight.quadratic", 0.032f);
lightShader.setf("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
lightShader.setf("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
lightShader.setv3("viewPos", glm::value_ptr(cameraPosition));
glBindVertexArray(objectVAO);
for (int i = 0; i < 10; ++i)
{
model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
model = glm::rotate(model, glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
lightShader.setm4fv("model", GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
}
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
float currentTime = glfwGetTime();
float delta = currentTime - lastTime;
lastTime = currentTime;
float distance = cameraSpeed * delta;
// 移动照相机位置
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
else if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.move(CameraMovement::FORWARD, distance);
}
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.move(CameraMovement::BACKWARD, distance);
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.move(CameraMovement::LEFT, distance);
}
else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.move(CameraMovement::RIGHT, distance);
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
camera.move(CameraMovement::DOWN, distance);
}
else if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
camera.move(CameraMovement::UP, distance);
}
}
GLFWwindow *initialize(int width, int height)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "2", nullptr, nullptr);
if (!window)
{
exit(-1);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
exit(-1);
}
glViewport(0, 0, width, height);
glfwSetWindowSizeCallback(window, framebuffer_size_callback);
// 光标初始位置
lastXPos = 400;
lastYPos = 300;
firstMouse = true;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
return window;
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos)
{
if (firstMouse)
{
lastXPos = xpos;
lastYPos = ypos;
firstMouse = false;
}
float sensitivity = 0.05f;
float xOffset = (xpos - lastXPos) * sensitivity;
float yOffset = (lastYPos - ypos) * sensitivity;
lastXPos = xpos;
lastYPos = ypos;
camera.rotate(xOffset, yOffset);
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
{
fov -= yoffset;
if (fov <= 1.0f)
{
fov = 1.0f;
}
if (fov >= 45.0f)
{
fov = 45.0f;
}
}
6-fragment.glsl
#version 330 core
in vec3 Normal;
in vec3 fragPos;
in vec2 ourTexCoord;
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shiness;
};
struct DirectLight{
vec3 direction, ambient, diffuse, specular;
};
struct PointLight{
vec3 position, ambient, diffuse, specular;
float constant, linear, quadratic;
};
struct SpotLight{
vec3 position, direction, ambient, diffuse, specular;
float constant, linear, quadratic;
float cutOff;
float outerCutOff;
};
uniform vec3 viewPos;
uniform Material material;
uniform DirectLight directLight;
uniform PointLight pointlights[4];
uniform SpotLight spotLight;
vec3 getDirectLightEffect(DirectLight light);
vec3 getPointLightEffect(PointLight light);
vec3 getSpotLightEffect(SpotLight light);
void main() {
vec3 color = vec3(0.0f, 0.0f, 0.0f);
color = getDirectLightEffect(directLight);
for( int i = 0; i < 4; ++i ) {
color += getPointLightEffect(pointlights[i]);
}
color += getSpotLightEffect(spotLight);
FragColor = vec4(color, 1.0f);
}
vec3 getDirectLightEffect(DirectLight light) {
vec3 ambientStrength = vec3(texture(material.diffuse, ourTexCoord)) * light.ambient;
vec3 lightDir = normalize(-light.direction);
vec3 normal = normalize(Normal);
vec3 diffuseStrength = max(0.0f, dot(normal, lightDir)) * vec3(texture(material.diffuse, ourTexCoord)) * light.diffuse;
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 specularStrength = pow(max(0.0f, dot(viewDir, reflectDir)), material.shiness) * vec3(texture(material.specular, ourTexCoord)) * light.specular;
return (ambientStrength + diffuseStrength + specularStrength);
}
vec3 getPointLightEffect(PointLight light) {
vec3 ambientStrength = vec3(texture(material.diffuse, ourTexCoord)) * light.ambient;
vec3 lightDir = normalize(light.position - fragPos);
vec3 normal = normalize(Normal);
vec3 diffuseStrength = max(0.0f, dot(normal, lightDir)) * vec3(texture(material.diffuse, ourTexCoord)) * light.diffuse;
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 specularStrength = pow(max(0.0f, dot(viewDir, reflectDir)), material.shiness) * vec3(texture(material.specular, ourTexCoord)) * light.specular;
// 衰减项
float dist = length(light.position - fragPos);
float attenuation = 1.0f / (light.constant + light.linear * dist + light.quadratic * dist * dist);
return (ambientStrength + diffuseStrength * attenuation + specularStrength * attenuation);
}
vec3 getSpotLightEffect(SpotLight light) {
vec3 ambientStrength = vec3(texture(material.diffuse, ourTexCoord)) * light.ambient;
vec3 lightDir = normalize(light.position - fragPos);
float theta = dot(lightDir, normalize(-light.direction));
vec3 normal = normalize(Normal);
vec3 diffuseStrength = max(0.0f, dot(normal, lightDir)) * vec3(texture(material.diffuse, ourTexCoord)) * light.diffuse;
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 specularStrength = pow(max(0.0f, dot(viewDir, reflectDir)), material.shiness) * vec3(texture(material.specular, ourTexCoord)) * light.specular;
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
// 衰减项
float dist = length(light.position - fragPos);
float attenuation = 1.0f / (light.constant + light.linear * dist + light.quadratic * dist * dist);
if(theta > light.cutOff)
{
return (ambientStrength + diffuseStrength * attenuation + specularStrength * attenuation);
} else if(theta > light.outerCutOff) {
return (ambientStrength + diffuseStrength * intensity * attenuation + specularStrength * intensity * attenuation);
} else {
return ambientStrength;
}
}