基于Qt的OpenGL编程(3.x以上GLSL可编程管线版)---(十六)法线贴图

未完成!!!!

Vries的原教程地址如下,

https://learnopengl-cn.github.io/05%20Advanced%20Lighting/04%20Normal%20Mapping/ 关于法线贴图的详细知识请看这个教程,本篇旨在对Vires基于visual studio的编程思想做Qt平台的移植,重在记录自身学习之用)


一.法线贴图

 

                         普通法线                                                                                    法线贴图

可以看出将在bline-phone式光照模型中的法线计算,由buffer赋值,改为法线贴图后,渲染效果有一个质的提升。

 

            原图                                        法线贴图

发现贴图本质是将法线的xyz三坐标转换为纹理的rgb三元素,而多数图像的法线初始状态下是指向z轴的,所以大多数法线贴图显蓝色。

项目组织如下:


按“b”键进行法线计算方法的切换。

cube.vert

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;


out VS_OUT{
		vec3 Normal;
		vec3 FragPos;
		vec2 TexCoords;
}vs_out;

uniform mat4 view;
uniform mat4 projection;

void main(){
		gl_Position = projection * view * vec4(aPos, 1.0f);

		vs_out.FragPos = aPos;
		vs_out.Normal = aNormal;
		vs_out.TexCoords = aTexCoords;
}

cube.frag

#version 330 core
out vec4 FragColor;

in VS_OUT {
		vec3 Normal;
		vec3 FragPos;
		vec2 TexCoords;
}fs_in;

uniform sampler2D floorTexture;
uniform sampler2D normalMap;

uniform vec3 lightPos;
uniform vec3 viewPos;
uniform bool isFlag;

void main(){
		vec3 normal;

		if(isFlag){
				normal = texture2D(normalMap, fs_in.TexCoords).rgb;
				normal = normalize(normal * 2.0 - 1.0);
		}else{
				normal = normalize(fs_in.Normal);
		}

		vec3 color = texture2D(floorTexture, fs_in.TexCoords).rgb;
		//ambient;
		vec3 ambient = color * 0.05f;

		//diffuse;
		vec3 lightDir = normalize(lightPos - fs_in.FragPos);
		float diff = max(dot(lightDir, normal), 0.0f);
		vec3 diffuse = color * diff * 0.4f;

		//specular;
		vec3 viewDir = normalize(viewPos - fs_in.FragPos);
		vec3 halfwayDir = normalize(lightDir + viewDir);
		float spec = pow(max(dot(normal, halfwayDir), 0.0f), 32.0f);
		vec3 specular = color * spec * 0.8f;

		//all
		FragColor = vec4(ambient + diffuse + specular, 1.0f);
}

oglmanager.cpp

#include "oglmanager.h"
#include <QKeyEvent>
#include <QDebug>
#include "resourcemanager.h"
#include "cube.h"

const QVector3D CAMERA_POSITION(0.0f, 0.0f, 3.0f);
const QVector3D LIGHT_POSITION(0.3f, 0.3f, 0.8f);
GLboolean isFlag = true;

Cube *cube;

OGLManager::OGLManager(GLuint w, GLuint h){
  this->width = w;
  this->height = h;
  for(GLuint i = 0; i != 1024; ++i)
    keys[i] = GL_FALSE;

}

OGLManager::~OGLManager(){
  delete this->camera;
  ResourceManager::clear();
}

void OGLManager::init(){
  cube = new Cube();

  this->camera = new Camera(CAMERA_POSITION);
  cube->init();
  core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();

  ResourceManager::loadShader("cube", ":/shaders/res/shaders/cube.vert", ":/shaders/res/shaders/cube.frag");
  ResourceManager::loadShader("light", ":/shaders/res/shaders/light.vert", ":/shaders/res/shaders/light.frag");

  ResourceManager::getShader("cube").use().setInteger("floorTexture", 0);
  ResourceManager::getShader("cube").use().setInteger("normalMap", 1);

  ResourceManager::getShader("cube").use().setVector3f("lightPos", LIGHT_POSITION);

  QMatrix4x4 model;
  model.translate(LIGHT_POSITION);
  model.scale(0.1f);
  ResourceManager::getShader("light").use().setMatrix4f("model", model);
  //开启状态
  core->glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
  core->glEnable(GL_DEPTH_TEST);
}

void OGLManager::processInput(GLfloat dt){
  if (keys[Qt::Key_W])
    camera->processKeyboard(FORWARD, dt);
  if (keys[Qt::Key_S])
    camera->processKeyboard(BACKWARD, dt);
  if (keys[Qt::Key_A])
    camera->processKeyboard(LEFT, dt);
  if (keys[Qt::Key_D])
    camera->processKeyboard(RIGHT, dt);
  if (keys[Qt::Key_E])
    camera->processKeyboard(UP, dt);
  if (keys[Qt::Key_Q])
    camera->processKeyboard(DOWN, dt);

  if (keys[Qt::Key_B])
    isFlag = !isFlag;
}

//GLfloat time = 0.0f;

void OGLManager::update(GLfloat dt){
  QMatrix4x4 projection;
  projection.perspective(camera->zoom, (GLfloat)width/(GLfloat)height, 0.1f, 200.f);

  ResourceManager::getShader("cube").use().setMatrix4f("projection", projection);
  ResourceManager::getShader("cube").use().setVector3f("viewPos", camera->position);
  ResourceManager::getShader("cube").use().setMatrix4f("view", camera->getViewMatrix());
  ResourceManager::getShader("cube").use().setBool("isFlag", isFlag);

  ResourceManager::getShader("light").use().setMatrix4f("projection", projection);
  ResourceManager::getShader("light").use().setMatrix4f("view", camera->getViewMatrix());
}

void OGLManager::resize(GLuint w, GLuint h){
  core->glViewport(0, 0, w, h);
}

void OGLManager::draw(GLfloat dt)
{
  core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  ResourceManager::getShader("cube").use();
  cube->drawCube();

  ResourceManager::getShader("light").use();
  cube->drawLight();
}

cube.h

#ifndef CUBE_H
#define CUBE_H

#include <QOpenGLFunctions_3_3_Core>

class Cube
{
public:
  Cube();
  ~Cube();
  void init();
  void drawLight();
  void drawCube();
private:
  QOpenGLFunctions_3_3_Core *core;
  GLuint cubeVBO, lightVBO, cubeVAO, lightVAO;
};

#endif // CUBE_H

cube.cpp

#include "cube.h"
#include "resourcemanager.h"

Cube::Cube(){

}

Cube::~Cube(){
  core->glDeleteVertexArrays(1, &cubeVAO);
  core->glDeleteVertexArrays(1, &lightVAO);
}

void Cube::init(){
  core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
  float cubeVertices[] = {
      // positions          // normals           // texture coords
      -0.5f, -0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,
       0.5f, -0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
       0.5f,  0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
       0.5f,  0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
      -0.5f,  0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
      -0.5f, -0.5f,  0.0f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,
  };

  float lightVertices[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f, -0.5f,  0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,

        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,

         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,

        -0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f,  0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f
  };

  core->glGenVertexArrays(1, &cubeVAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
  core->glGenVertexArrays(1, &lightVAO);
  core->glGenBuffers(1, &cubeVBO);
  core->glGenBuffers(1, &lightVBO);

  core->glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
  core->glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);

  core->glBindVertexArray(cubeVAO);
    core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    core->glEnableVertexAttribArray(0);
    core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
    core->glEnableVertexAttribArray(1);
    core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
    core->glEnableVertexAttribArray(2);
  core->glBindVertexArray(0);

  core->glBindBuffer(GL_ARRAY_BUFFER, lightVBO);
  core->glBufferData(GL_ARRAY_BUFFER, sizeof(lightVertices), lightVertices, GL_STATIC_DRAW);

  core->glBindVertexArray(lightVAO);
    core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    core->glEnableVertexAttribArray(0);
  core->glBindVertexArray(0);

  core->glDeleteBuffers(1, &cubeVBO);
  core->glDeleteBuffers(1, &lightVBO);

  ResourceManager::loadTexture("brickwall", ":/textures/res/textures/brickwall.jpg");
  ResourceManager::loadTexture("brickwall_normal", ":/textures/res/textures/brickwall_normal_mapping.png");

}

void Cube::drawCube(){
  core->glActiveTexture(GL_TEXTURE0);
  ResourceManager::getTexture("brickwall").bind();

  core->glActiveTexture(GL_TEXTURE1);
  ResourceManager::getTexture("brickwall_normal").bind();


  core->glBindVertexArray(cubeVAO);
  core->glDrawArrays(GL_TRIANGLES, 0, 6);
}

void Cube::drawLight(){
  core->glBindVertexArray(lightVAO);
  core->glDrawArrays(GL_TRIANGLES, 0, 36);
}

/*待补充*/

猜你喜欢

转载自blog.csdn.net/z136411501/article/details/80205106