光照贴图
为了对物体的漫反射分量(以及间接地对环境光分量,它们几乎总是一样的)和镜面光分量有着更精确的控制,材质属性准确的控制(环境光交给light)。
漫反射贴图 > 其实都是使用一张覆盖物体的图像,让我们能够逐片段索引其独立的颜色值。在光照场景中,它通常叫做一个漫反射贴图(Diffuse Map)(3D艺术家通常都这么叫它),它是一个表现了物体所有的漫反射颜色的纹理图像。 > 所以我们将材质结构体的漫反射变量 修改为漫反射贴图 > 并使用贴图采样
texture(material.diffuse, TexCoords)获取满发射颜色分量。cpp //漫反射 vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); //环境光,这里的环境光也是用漫反射分量影响,而不是用材质的环境光属性 vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));使用材质属性变量
#version 330 core out vec4 FragColor; //定义材质属性 struct Material { sampler2D diffuse; sampler2D specular; sampler2D emission; float shininess; }; //定义光属性 struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { // ambient vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb; // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb; // 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 * texture(material.specular, TexCoords).rgb; // emission 光滑度细节 vec3 emission = texture(material.emission, TexCoords).rgb; vec3 result = ambient + diffuse + specular + emission; FragColor = vec4(result, 1.0); }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:配置Shader贴图属性
cpp lightingShader.use(); lightingShader.setInt("material.diffuse", 0); lightingShader.setInt("material.specular", 1); lightingShader.setInt("material.emission", 2);lightingShader.use(); lightingShader.setVec3("light.position", lightPos); lightingShader.setVec3("viewPos", camera.Position); // 光属性 lightingShader.setVec3("light.ambient", 0.3f, 0.3f, 0.3f); lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // 对应贴图属性local的配置 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // 对应贴图属性local的配置 1 glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // 对应贴图属性local的配置 2 glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, emissionMap);完整代码
#include <glad/glad.h> #include <GLFW/glfw3.h> #define STB_IMAGE_IMPLEMENTATION #include "stb_image.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> using namespace std; 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); unsigned int loadTexture(const char *path); // settings const int wWidth = 800, wHeight = 600; const char* wName = "LearnOpenGL"; // camera Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); float lastX = wWidth / 2.0f; float lastY = wHeight / 2.0f; bool firstMouse = true; // timing float deltaTime = 0.0f; float lastFrame = 0.0f; // lighting glm::vec3 lightPos(0.f, 0.4f, 1.0f); int main() { //1. 初始化 if (glfwInit() == GLFW_FALSE) { cout << "init glfw fail"; return 1; } //2. 基本设置 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); #endif //3. 创建窗口 GLFWwindow *window = glfwCreateWindow(wWidth, wHeight, wName, nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window"; goto TERMINATE; //return 1; } //4. 当前主线程上下文窗口 glfwMakeContextCurrent(window); //5. 使用glad管理OpenGL指针。 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; goto TERMINATE; //return 1; } //6. 设置视口 glViewport(0, 0, wWidth, wHeight); //7. 设置resize回调,对应刷新视口 glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // build and compile our shader zprogram // ------------------------------------ Shader lightingShader("res/shaders/light_maps.vs", "res/shaders/light_maps.fs"); Shader textureShader("res/shaders/texture.vs", "res/shaders/texture1.fs"); Shader lightCubeShader("res/shaders/cube.vs", "res/shaders/white.fs"); 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 }; 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); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); // 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, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // load textures (we now use a utility function to keep the code more organized) // ----------------------------------------------------------------------------- unsigned int diffuseMap = loadTexture("./res/textures/container2.png"); unsigned int specularMap = loadTexture("./res/textures/container2_specular.png"); float verticesMMap[] = { //位置 // 基础颜色 // 贴图uv 0.6f, 0.6f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right 0.6f, 0.9f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right 0.9f, 0.9f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left 0.9f, 0.6f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left }; unsigned int indicesMMap[] = { 0, 1, 3, // 第一个三角形 1, 2, 3 // 第二个三角形 }; unsigned int mmapVBO, mmapVAO, mmapEBO; glGenVertexArrays(1, &mmapVAO); glBindVertexArray(mmapVAO); glGenBuffers(1, &mmapVBO); glBindBuffer(GL_ARRAY_BUFFER, mmapVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(verticesMMap), verticesMMap, GL_STATIC_DRAW); glGenBuffers(1, &mmapEBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mmapEBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicesMMap), indicesMMap, GL_STATIC_DRAW); //1. 指定顶点的顶点属性的结构,顶点 3个float,从0开始,整体每一组数据8个。 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); //2. 指定颜色的顶点属性的结构,三色 3个float,从3开始,整体每一组数据8个。 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); //3. 指定uv的顶点属性的结构,uv 2个float,从6开始,整体每一组数据8个。 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); //指定采样器贴图储存的位置 textureShader.use(); textureShader.setInt("texture1", 0); lightingShader.use(); lightingShader.setInt("material.diffuse", 0); lightingShader.setInt("material.specular", 1); glEnable(GL_DEPTH_TEST); while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); 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 lightingShader.setVec3("light.ambient", 0.3f, 0.3f, 0.3f); lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f); // material properties lightingShader.setFloat("material.shininess", 64.0f); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)wWidth / (float)wHeight, 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); // bind diffuse map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap); // bind diffuse map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, specularMap); // 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); // bind Texture1 /*glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, diffuseMap);*/ textureShader.use(); glBindVertexArray(mmapVAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightCubeVAO); glDeleteBuffers(1, &VBO); glDeleteVertexArrays(1, &mmapVAO); glDeleteBuffers(1, &mmapVBO); glDeleteBuffers(1, &mmapEBO); TERMINATE: 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); } // utility function for loading a 2D texture from file // --------------------------------------------------- unsigned int loadTexture(char const * path) { unsigned int textureID; glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0); if (data) { GLenum format; if (nrComponents == 1) format = GL_RED; else if (nrComponents == 3) format = GL_RGB; else if (nrComponents == 4) format = GL_RGBA; glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); 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_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); stbi_image_free(data); } else { std::cout << "Texture failed to load at path: " << path << std::endl; stbi_image_free(data); } return textureID; }