属性封装-材质、光

主要是针对面向对象的设计,shader数据使用结构struct来抽象个体


  1. 材质 > 描述物体特有反射、散射、高光等属性。

        #version 330 core
        //结构定义
        struct Material {
            vec3 ambient;
            vec3 diffuse;
            vec3 specular;
            float shininess;
        }; 
        //材质属性
        uniform Material material;
  2. 使用材质属性变量

        void main()
        {    
            // 环境光
            vec3 ambient = lightColor * material.ambient;
            // 漫反射 
            vec3 norm = normalize(Normal);
            vec3 lightDir = normalize(lightPos - FragPos);
            float diff = max(dot(norm, lightDir), 0.0);
            vec3 diffuse = lightColor * (diff * material.diffuse);
            // 镜面光
            vec3 viewDir = normalize(viewPos - FragPos);
            vec3 reflectDir = reflect(-lightDir, norm);  
            float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
            vec3 specular = lightColor * (spec * material.specular);  
            vec3 result = ambient + diffuse + specular;
            FragColor = vec4(result, 1.0);
        }
  3. 为Shader材质属性设置值 > 结构体只是作为uniform变量的一个封装,所以如果想填充这个结构体的话,我们仍需要对每个单独的uniform进行设置,但这次要带上结构体名的前缀:

        lightingShader.setVec3("material.ambient",  1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("material.diffuse",  1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
        lightingShader.setFloat("material.shininess", 32.0f);
  4. 光的属性 > 光的对应属性叠加材质对应属性

        struct Light {
        vec3 position;
        vec3 ambient;
        vec3 diffuse;
        vec3 specular;
    };
    uniform Light light;
  5. 使用光属性变量 cpp void main() { // ambient vec3 ambient = light.ambient * material.ambient; // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * (diff * material.diffuse); // specular 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 * material.specular); vec3 result = ambient + diffuse + specular; FragColor = vec4(result, 1.0); }

  6. 为光属性传递值 cpp lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f); lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); // 将光照调暗了一些以搭配场景 lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

  7. 完整代码

    
        #include <glad/glad.h>
        #include <GLFW/glfw3.h>
    
        #include <glm/glm.hpp>
        #include <glm/gtc/matrix_transform.hpp>
        #include <glm/gtc/type_ptr.hpp>
    
        #include <shader_m.h>
        #include <camera.h>
    
        #include <iostream>
    
        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);
    
        // settings
        const unsigned int SCR_WIDTH = 800;
        const unsigned int SCR_HEIGHT = 600;
    
        // camera
        Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
        float lastX = SCR_WIDTH / 2.0f;
        float lastY = SCR_HEIGHT / 2.0f;
        bool firstMouse = true;
    
        // timing
        float deltaTime = 0.0f;
        float lastFrame = 0.0f;
    
        // lighting
        glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
    
        int main()
        {
            // glfw: initialize and configure
            // ------------------------------
            glfwInit();
            glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
            glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
            glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    
        #ifdef __APPLE__
            glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
        #endif
    
            // glfw window creation
            // --------------------
            GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
            if (window == NULL)
            {
                std::cout << "Failed to create GLFW window" << std::endl;
                glfwTerminate();
                return -1;
            }
            glfwMakeContextCurrent(window);
            glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
            glfwSetCursorPosCallback(window, mouse_callback);
            glfwSetScrollCallback(window, scroll_callback);
    
            // tell GLFW to capture our mouse
            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    
            // glad: load all OpenGL function pointers
            // ---------------------------------------
            if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
            {
                std::cout << "Failed to initialize GLAD" << std::endl;
                return -1;
            }
    
            //xx
            glViewport(0, 0, SCR_WIDTH, SCR_WIDTH);
    
            // configure global opengl state
            // -----------------------------
            glEnable(GL_DEPTH_TEST);
    
            // build and compile our shader zprogram
            // ------------------------------------
            Shader lightingShader("res/shaders/light_object_material.vs", "res/shaders/light_object_material.fs");
            Shader lightCubeShader("res/shaders/cube.vs", "res/shaders/white.fs");
    
            // set up vertex data (and buffer(s)) and configure vertex attributes
            // ------------------------------------------------------------------
            float vertices[] = {
                -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
                 0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
                 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
                 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
                -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
                -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    
                -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
                 0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
                 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
                 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
                -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
                -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
    
                -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
                -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
                -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
                -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
                -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
                -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    
                 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
                 0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
                 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
                 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
                 0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
                 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
    
                -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
                 0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
                 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
                 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
                -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
                -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
    
                -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
                 0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
                 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
                 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
                -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
                -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
            };
            // first, configure the cube's VAO (and VBO)
            unsigned int VBO, cubeVAO;
            glGenVertexArrays(1, &cubeVAO);
            glGenBuffers(1, &VBO);
    
            glBindBuffer(GL_ARRAY_BUFFER, VBO);
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
            glBindVertexArray(cubeVAO);
    
            // position attribute
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
            glEnableVertexAttribArray(0);
            // normal attribute
            glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
            glEnableVertexAttribArray(1);
    
            // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
            unsigned int lightCubeVAO;
            glGenVertexArrays(1, &lightCubeVAO);
            glBindVertexArray(lightCubeVAO);
    
            glBindBuffer(GL_ARRAY_BUFFER, VBO);
            // note that we update the lamp's position attribute's stride to reflect the updated buffer data
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
            glEnableVertexAttribArray(0);
    
            // render loop
            // -----------
            while (!glfwWindowShouldClose(window))
            {
                // per-frame time logic
                // --------------------
                float currentFrame = glfwGetTime();
                deltaTime = currentFrame - lastFrame;
                lastFrame = currentFrame;
    
                // input
                // -----
                processInput(window);
    
                // render
                // ------
                glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
                // be sure to activate shader when setting uniforms/drawing objects
                lightingShader.use();
                lightingShader.setVec3("light.position", lightPos);
                lightingShader.setVec3("viewPos", camera.Position);
    
                // light properties
                glm::vec3 lightColor;
                lightColor.x = sin(glfwGetTime() * 2.0f);
                lightColor.y = sin(glfwGetTime() * 0.7f);
                lightColor.z = sin(glfwGetTime() * 1.3f);
                glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f); // decrease the influence
                glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // low influence
                lightingShader.setVec3("light.ambient", ambientColor);
                lightingShader.setVec3("light.diffuse", diffuseColor);
                lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
    
                // material properties
                lightingShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f);
                lightingShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f);
                lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f); // specular lighting doesn't have full effect on this object's material
                lightingShader.setFloat("material.shininess", 32.0f);
    
                // view/projection transformations
                glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
                glm::mat4 view = camera.GetViewMatrix();
                lightingShader.setMat4("projection", projection);
                lightingShader.setMat4("view", view);
    
                // world transformation
                glm::mat4 model = glm::mat4(1.0f);
                lightingShader.setMat4("model", model);
    
                // render the cube
                glBindVertexArray(cubeVAO);
                glDrawArrays(GL_TRIANGLES, 0, 36);
    
                // also draw the lamp object
                lightCubeShader.use();
                lightCubeShader.setMat4("projection", projection);
                lightCubeShader.setMat4("view", view);
                model = glm::mat4(1.0f);
                model = glm::translate(model, lightPos);
                model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
                lightCubeShader.setMat4("model", model);
    
                glBindVertexArray(lightCubeVAO);
                glDrawArrays(GL_TRIANGLES, 0, 36);
    
                // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
                // -------------------------------------------------------------------------------
                glfwSwapBuffers(window);
                glfwPollEvents();
            }
    
            // optional: de-allocate all resources once they've outlived their purpose:
            // ------------------------------------------------------------------------
            glDeleteVertexArrays(1, &cubeVAO);
            glDeleteVertexArrays(1, &lightCubeVAO);
            glDeleteBuffers(1, &VBO);
    
            // glfw: terminate, clearing all previously allocated GLFW resources.
            // ------------------------------------------------------------------
            glfwTerminate();
            return 0;
        }
    
        // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
        // ---------------------------------------------------------------------------------------------------------
        void processInput(GLFWwindow *window)
        {
            if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
                glfwSetWindowShouldClose(window, true);
    
            if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
                camera.ProcessKeyboard(FORWARD, deltaTime);
            if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
                camera.ProcessKeyboard(BACKWARD, deltaTime);
            if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
                camera.ProcessKeyboard(LEFT, deltaTime);
            if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
                camera.ProcessKeyboard(RIGHT, deltaTime);
        }
    
        // glfw: whenever the window size changed (by OS or user resize) this callback function executes
        // ---------------------------------------------------------------------------------------------
        void framebuffer_size_callback(GLFWwindow* window, int width, int height)
        {
            // make sure the viewport matches the new window dimensions; note that width and 
            // height will be significantly larger than specified on retina displays.
            glViewport(0, 0, width, height);
        }
    
        // glfw: whenever the mouse moves, this callback is called
        // -------------------------------------------------------
        void mouse_callback(GLFWwindow* window, double xpos, double ypos)
        {
            if (firstMouse)
            {
                lastX = xpos;
                lastY = ypos;
                firstMouse = false;
            }
    
            float xoffset = xpos - lastX;
            float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
    
            lastX = xpos;
            lastY = ypos;
    
            camera.ProcessMouseMovement(xoffset, yoffset);
        }
    
        // glfw: whenever the mouse scroll wheel scrolls, this callback is called
        // ----------------------------------------------------------------------
        void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
        {
            camera.ProcessMouseScroll(yoffset);
        }

文章作者: Yonggang Long
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