learnOpenGL-Multiple light sources

Define two light source structures: parallel light and point light source

#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 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)
};

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));

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

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "dirLight.direction"), -0.2f, -1.0f, -0.3f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "dirLight.ambient"), 0.05f, 0.05f, 0.05f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "dirLight.diffuse"), 0.4f, 0.4f, 0.4f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "dirLight.specular"), 0.5f, 0.5f, 0.5f);

		glm::vec3 cameraFront = myCamera->getCameraPos();
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "light.direction"), cameraFront.x, cameraFront.y, cameraFront.z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].position"), pointLightPositions[0].x, pointLightPositions[0].y, pointLightPositions[0].z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].ambient"), 0.05f, 0.05f, 0.05f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[0].quadratic"), 0.032);

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].position"), pointLightPositions[1].x, pointLightPositions[1].y, pointLightPositions[1].z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].ambient"), 0.05f, 0.05f, 0.05f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[1].quadratic"), 0.032);

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].position"), pointLightPositions[2].x, pointLightPositions[2].y, pointLightPositions[2].z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].ambient"), 0.05f, 0.05f, 0.05f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[2].quadratic"), 0.032);

		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].position"), pointLightPositions[3].x, pointLightPositions[3].y, pointLightPositions[3].z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].ambient"), 0.05f, 0.05f, 0.05f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "pointLights[3].quadratic"), 0.032);
		
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "spotLight.position"), cameraFront.x, cameraFront.y, cameraFront.z);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "spotLight.ambient"), 0.0f, 0.0f, 0.0f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "spotLight.diffuse"), 1.0f, 1.0f, 1.0f);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "spotLight.specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "spotLight.constant"), 1.0f);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "spotLight.linear"), 0.09);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "spotLight.quadratic"), 0.032);
		glUniform3f(glGetUniformLocation(testShader->getProgram(), "spotLight.direction"), cameraFront.x, cameraFront.y, cameraFront.z);
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "spotLight.cutOff"), glm::cos(glm::radians(12.5f)));
		glUniform1f(glGetUniformLocation(testShader->getProgram(), "spotLight.outerCutOff"), glm::cos(glm::radians(15.0f)));

		

		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
		lightShader->Use();
		glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
		for (GLuint i = 0; i < 4; i++)
		{
    
    
			model = glm::mat4();
			model = glm::translate(model, pointLightPositions[i]);
			model = glm::scale(model, glm::vec3(0.2f));
			glUniformMatrix4fv(glGetUniformLocation(lightShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
			// 绘制灯立方体对象
			glDrawArrays(GL_TRIANGLES, 0, 36);
		}
		

		glBindVertexArray(0);

		glfwSwapBuffers(window);
	}


	glfwTerminate();
	return 0;
}

vertex shader

#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;
}

fragment shader

#version 330 core

out vec4 color;

in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;

uniform vec3 objectColor;
uniform vec3 lightColor;

struct Material
{
    
    
    sampler2D diffuse; 
    sampler2D specular;
    float shininess;
};

uniform Material material;
uniform vec3 viewPos;

//平行光
struct DirLight {
    
    
    vec3 direction;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};  
uniform DirLight dirLight;
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);  //因为定义写在main函数后,所以要在main函数前先声明,才能再main函数中调用

//点光源
struct PointLight {
    
    
    vec3 position;

    float constant;
    float linear;
    float quadratic;  

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};  
#define NR_POINT_LIGHTS 4  
uniform PointLight pointLights[NR_POINT_LIGHTS];
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);  

struct SpotLight
{
    
    
    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 SpotLight spotLight;
vec3 CalcSpotLight(SpotLight spotLight,vec3 normal,vec3 fragPos,vec3 viewDir);

void main()
{
    
    
    /*// 定义输出颜色
    vec3 output;
    // 将平行光的运算结果颜色添加到输出颜色
    output += someFunctionToCalculateDirectionalLight();
    // 同样,将定点光的运算结果颜色添加到输出颜色
    for(int i = 0; i < nr_of_point_lights; i++)
        output += someFunctionToCalculatePointLight();
    // 添加其他光源的计算结果颜色(如投射光)
    output += someFunctionToCalculateSpotLight();
    color = vec4(output, 1.0);*/

    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 result = CalcDirLight(dirLight, norm, viewDir); //计算平行光照

    for(int i = 0; i < NR_POINT_LIGHTS; i++){
    
    
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); //计算顶点光照
    }

    // 第三部,计算 Spot light
    result += CalcSpotLight(spotLight, norm, FragPos, viewDir);

    color = vec4(result, 1.0);

}

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    
    
    vec3 lightDir = normalize(-light.direction);
    // 计算漫反射强度
    float diff = max(dot(normal, lightDir), 0.0);
    // 计算镜面反射强度
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 合并各个光照分量
    vec3 ambient  = light.ambient  * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse  = light.diffuse  * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    return (ambient + diffuse + specular);
}  

// 计算定点光在确定位置的光照颜色
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    
    
    vec3 lightDir = normalize(light.position - fragPos);
    // 计算漫反射强度
    float diff = max(dot(normal, lightDir), 0.0);
    // 计算镜面反射
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 计算衰减
    float distance    = length(light.position - fragPos);
    float attenuation = 1.0f / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
    // 将各个分量合并
    vec3 ambient  = light.ambient  * vec3(texture(material.diffuse, TexCoords));
    vec3 diffuse  = light.diffuse  * diff * vec3(texture(material.diffuse, TexCoords));
    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
    ambient  *= attenuation;
    diffuse  *= attenuation;
    specular *= attenuation;
    return (ambient + diffuse + specular);
}

vec3 CalcSpotLight(SpotLight spotLight,vec3 normal,vec3 fragPos,vec3 viewDir)
{
    
    
    vec3 lightDir = normalize(spotLight.position - FragPos);

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

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

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

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

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

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

    diffuse  *= attenuation;
    specular *= attenuation;
    diffuse  *= intensity;
    specular *= intensity;
                
    return (ambient + diffuse + specular);
}

Exercise:
It is to adjust the various parameters of light to achieve various effects.

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Origin blog.csdn.net/Mhypnos/article/details/130734048