learnOpenGL-投光物

定向光:无线远的光源每条光线接近平行
需要定义从光源出发的方向direction。但计算时使用的是从片段指向光源的方向

点光源:从一个位置向所有方向发散光。
需要根据距离计算光的衰减。要定义constant,linear,quadratic设置三个参数作为衰减公式的参数。以及光源的位置position

聚光:位于环境中某处的光源,只朝一个方向照射。如手电筒,路灯
需要定义光源位置position,光的方向direction,光照角度cutOff。以此计算LightDir:片段指向光源的方向,SpotDir聚光所指方向,Phiϕ聚光半径的切光角,Thetaθ聚光方向SpotDir与片段和光源方向LightDir的夹角。θ小于ϕ时才会被聚光照亮。
切光角会分为内部切光角cutOff,外部切光角outerCutOff。通过公式计算亮度,来使聚光的边缘更平滑。

main.cpp

#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include "Camera.h"

GLfloat 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
};

Camera* myCamera = new 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));

void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
    
    
	myCamera->mouseCb(xpos, ypos);
};

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    
    
	myCamera->scrollCb(xoffset, yoffset);
}

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;

void processInput(GLFWwindow* window) {
    
    
	GLfloat currentFrame = glfwGetTime();
	deltaTime = currentFrame - lastFrame;
	lastFrame = currentFrame;
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
    
    
		myCamera->pressKeyW(deltaTime);
	}
	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
    
    
		myCamera->pressKeyS(deltaTime);
	}
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
    
    
		myCamera->pressKeyA(deltaTime);
	}
	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
    
    
		myCamera->pressKeyD(deltaTime);
	}
}

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 lightPos(1.2f, 1.0f, 2.0f);//声明全局变量表示光源在场景的坐标

int main()
{
    
    
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	GLFWwindow* window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
	if (window == nullptr)
	{
    
    
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);

	//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
	{
    
    
		std::cout << "Failed to initialize GLEW" << std::endl;
		glfwTerminate();
		return -1;
	}

	glViewport(0, 0, 800, 600);

	GLuint VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	GLuint VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3* sizeof(GLfloat)));
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);

	GLuint lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);
	// 只需要绑定VBO不用再次设置VBO的数据,因为容器(物体)的VBO数据中已经包含了正确的立方体顶点数据
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);

	glBindVertexArray(0);

	int width, height;
	unsigned char* image = stbi_load("container2.png", &width, &height, 0, 0);
	GLuint tex;
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);

	unsigned char* image1 = stbi_load("container2_specular.png", &width, &height, 0, 0);
	GLuint tex1;
	glGenTextures(1, &tex1);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, tex1);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
	glGenerateMipmap(GL_TEXTURE_2D);

	glm::mat4 model;
	glm::mat4 view;
	glm::mat4 projection;

	glEnable(GL_DEPTH_TEST);

	Shader* testShader = new Shader("test.vert", "test.frag");

	glm::vec3 lightColor(0.33f, 0.42f, 0.18f);
	glm::vec3 toyColor(1.0f, 0.5f, 0.31f);
	glm::vec3 result = lightColor * toyColor; // = (0.33f, 0.21f, 0.06f);

	//保持灯不受其他光照影响一直明亮,创建另外一套着色器。
	Shader* lightShader = new Shader("test.vert", "light.frag");

	while (!glfwWindowShouldClose(window))
	{
    
    
		processInput(window);
		glfwPollEvents();

		glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);

		testShader->Use();

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, tex);
		glUniform1i(glGetUniformLocation(testShader->getProgram(), "material.diffuse"), 0);

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, tex1);
		glUniform1i(glGetUniformLocation(testShader->getProgram(), "material.specular"), 1);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "material.shininess"), 32.0f);

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "objectColor"), 1.0f, 0.5f, 0.31f);// 设置物体颜色珊瑚红
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "lightColor"), 1.0f, 1.0f, 1.0f); // 把光源设置为白色

		view = myCamera->getViewMat4();
		glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));

		projection = glm::perspective(glm::radians(myCamera->getFov()), 800.0f / 600.0f, 0.1f, 100.0f);
		glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));

		//定向光
		//glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.direction"), -0.2f, -1.0f, -0.3f);
		//点光源
		/*glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.quadratic"), 0.032);*/
		//聚光
		glm::vec3 cameraFront = myCamera->getCameraPos();
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.direction"), cameraFront.x, cameraFront.y, cameraFront.z);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.cutOff"), glm::cos(glm::radians(12.5f)));
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.outerCutOff"), glm::cos(glm::radians(17.5f)));

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.position"), lightPos.x, lightPos.y, lightPos.z);

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.ambient"), 0.1f, 0.1f, 0.1f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.specular"), 1.0f, 1.0f, 1.0f);

		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "light.quadratic"), 0.032);

		glm::vec3 viewPos = myCamera->getCameraPos();
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "viewPos"), viewPos.x, viewPos.y, viewPos.z);

		glBindVertexArray(VAO);
		for (GLuint i = 0; i < 10; i++)
		{
    
    
			model = glm::mat4();
			model = glm::translate(model, cubePositions[i]);
			GLfloat angle = 20.0f * i;
			model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
			glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
			glDrawArrays(GL_TRIANGLES, 0, 36);
		}

		glBindVertexArray(lightVAO);

		//平移灯源位置到lightPos
		model = glm::mat4();
		model = glm::translate(model, lightPos);
		model = glm::scale(model, glm::vec3(0.2f));
		lightShader->Use();
		glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
		// 绘制灯立方体对象
		glDrawArrays(GL_TRIANGLES, 0, 36);


		glBindVertexArray(0);

		glfwSwapBuffers(window);
	}


	glfwTerminate();
	return 0;
}

顶点着色器

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal; //面的法向量
layout (location = 2) in vec2 texCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 Normal;
out vec3 FragPos; //片段位置
out vec2 TexCoords;

void main()
{
    
    
    gl_Position = projection * view * model * vec4(position, 1.0);
    FragPos = vec3(model * vec4(position, 1.0f));
    Normal = mat3(transpose(inverse(model))) * normal;
    TexCoords = texCoords;
}

片段着色器

#version 330 core
out vec4 color;

in vec3 Normal;
in vec3 FragPos;

uniform vec3 objectColor;
uniform vec3 lightColor;

//物体的材质属性
struct Material
{
    
    
    sampler2D diffuse; 
    sampler2D specular;
    float shininess;
};

uniform Material material;
uniform vec3 viewPos;

in vec2 TexCoords;

/* 定向光
//光的属性
struct Light
{
    //vec3 position; //投光不需要光的位置,因为光的位置无线远,所有光线当作平行线处理
    vec3 direction; //定向光,以光源为起点的向量
    vec3 ambient;
    vec3 diffuse; 
    vec3 specular;
};*/

/* 
//点光源,定向衰减
struct Light
{
    vec3 position;
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float constant;
    float linear;
    float quadratic;
}; */

//聚光,位于环境某处的光源,不向所有方向照射,只朝某个方向,只有一定照射方向的确定半径内的物品才被照亮。(路灯/手电筒)
struct Light
{
    
    
    vec3 position;
    vec3 direction;
    float cutOff; //切光角
    float outerCutOff; //外切角
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float constant;
    float linear;
    float quadratic;
};

uniform Light light;

void main()
{
    
    
    //vec3 lightDir = normalize(-light.direction); 定向光
    vec3 lightDir = normalize(light.position - FragPos);

    float theta = dot(lightDir, normalize(light.direction));

    float epsilon = light.cutOff - light.outerCutOff;
    float intensity = clamp((theta - light.outerCutOff) / epsilon,0.0, 1.0);

    /*if(theta > light.cutOff) //90°以内,cos余弦值越大,夹角越小
    {
        // 执行光照计算

        vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));

        vec3 norm = normalize(Normal);
        
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));

        vec3 viewDir = normalize(viewPos - FragPos);
        vec3 reflectDir = reflect(-lightDir, norm);  
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
        vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));  

        float distance = length(light.position - FragPos);//光源的距离
        float attenuation = 1.0f / (light.constant + light.linear*distance +light.quadratic*(distance*distance));

        //多个光源的时候,ambient会开始叠加,这时一般也要衰减,看具体效果
        //vec3 result = ambient + diffuse + specular;
        //result = result * attenuation;

        diffuse  *= attenuation;
        specular *= attenuation;   
                
        color = vec4(ambient + diffuse + specular, 1.0f);
    }
    else // 否则使用环境光,使得场景不至于完全黑暗
        color = vec4(light.ambient*vec3(texture(material.diffuse,TexCoords)), 1.0f);*/

    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));

    vec3 norm = normalize(Normal);
        
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));

    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));  

    float distance = length(light.position - FragPos);//光源的距离
    float attenuation = 1.0f / (light.constant + light.linear*distance +light.quadratic*(distance*distance));

    //多个光源的时候,ambient会开始叠加,这时一般也要衰减,看具体效果
    //vec3 result = ambient + diffuse + specular;
    //result = result * attenuation;

    diffuse  *= attenuation;
    specular *= attenuation;
    diffuse  *= intensity;
    specular *= intensity;
                
    color = vec4(ambient + diffuse + specular, 1.0f);
}

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转载自blog.csdn.net/Mhypnos/article/details/130724346