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)。


  1. 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));

  2. 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);
        } 
  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:

    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);
  4. 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;
    }

文章作者: Yonggang Long
版权声明: 本博客所有文章除特別声明外,均采用 CC BY 4.0 许可协议。转载请注明来源 Yonggang Long !
 上一篇
2022-08-10 Yonggang Long
下一篇 
2022-08-10 Yonggang Long
  目录