基于C++的OpenGL 12 之多光源

2022/8/16 14:53:32

本文主要是介绍基于C++的OpenGL 12 之多光源,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!

1. 引言

本文基于C++语言,描述OpenGL的多光源

前置知识可参考:

  • 基于C++的OpenGL 11 之投光物 - 当时明月在曾照彩云归 - 博客园 (cnblogs.com)

笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:

  • 多光源 - LearnOpenGL CN (learnopengl-cn.github.io)

2. 概述

生活中,光源往往是不止一个的,通常是多个光源同时出现

3. 编码

使用多个光源时,将光照计算代码全写在片段着色器的main函数里,不利于代码的编写与阅读

在这里,将多个光照封装为GLSL中的函数

平行光照函数:

struct DirLight {
    vec3 direction;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};  
    
uniform DirLight dirLight;

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);

void main()
{
    ...
}

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    vec3 lightDir = normalize(-light.direction);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 合并结果
    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);
}

点光照函数:

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]; // 定义四个点光源

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

void main()
{
    ...
}

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 衰减
    float distance    = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + 
                 light.quadratic * (distance * distance));    
    // 合并结果
    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);
}

合并光照:

void main()
{
    // 属性
    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);

    // 第一阶段:定向光照
    vec3 result = CalcDirLight(dirLight, norm, viewDir);
    // 第二阶段:点光源
    for(int i = 0; i < NR_POINT_LIGHTS; i++)
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
    // 第三阶段:聚光
    //result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    

    FragColor = vec4(result, 1.0);
}

向GPU传输数据:

// positions of the point lights
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)
};
...
// directional light
lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
// point light 1
lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("pointLights[0].constant", 1.0f);
lightingShader.setFloat("pointLights[0].linear", 0.09f);
lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
// point light 2
lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("pointLights[1].constant", 1.0f);
lightingShader.setFloat("pointLights[1].linear", 0.09f);
lightingShader.setFloat("pointLights[1].quadratic", 0.032f);
// point light 3
lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("pointLights[2].constant", 1.0f);
lightingShader.setFloat("pointLights[2].linear", 0.09f);
lightingShader.setFloat("pointLights[2].quadratic", 0.032f);
// point light 4
lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("pointLights[3].constant", 1.0f);
lightingShader.setFloat("pointLights[3].linear", 0.09f);
lightingShader.setFloat("pointLights[3].quadratic", 0.032f);
// spotLight
lightingShader.setVec3("spotLight.position", camera.Position);
lightingShader.setVec3("spotLight.direction", camera.Front);
lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("spotLight.constant", 1.0f);
lightingShader.setFloat("spotLight.linear", 0.09f);
lightingShader.setFloat("spotLight.quadratic", 0.032f);
lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));     

结果图如下:

image-20220816131348811

4. 完整代码

主要文件MultipleLights.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <math.h>
#include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>  // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
#include <glm/gtc/type_ptr.hpp>

//全局变量
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 10.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 lightPos(0.8f, 1.0f, 2.0f);

// 函数声明
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void process_input(GLFWwindow *window);


int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    GLFWwindow *window = glfwCreateWindow(800, 600, "MultipleLights", nullptr, nullptr);

    if (window == nullptr)
    {
        std::cout << "Faild to create window" << std::endl;
        glfwTerminate();
    }
    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Faild to initialize glad" << std::endl;
        return -1;
    }
    glad_glViewport(0, 0, 800, 600);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    //配置项
    glEnable(GL_DEPTH_TEST);

    Shader lightCubeShader("../light_cube.vs.glsl", "../light_cube.fs.glsl");
    Shader lightingShader("../cube.vs.glsl", "../cube.fs.glsl");

    unsigned int cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glBindVertexArray(cubeVAO);

    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;
    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(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);

    // 纹理
    unsigned int texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    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);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // 加载并生成纹理
    int width, height, nrChannels;
    unsigned char *data = stbi_load("../container2.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    lightingShader.setInt("material.diffuse", 0);

    // 镜面反射纹理
    unsigned int texture1;
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // 为当前绑定的纹理对象设置环绕、过滤方式
    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);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // 加载并生成纹理
    data = stbi_load("../container2_specular.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    lightingShader.setInt("material.diffuse", 1);

    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);
    // 只需要绑定VBO不用再次设置VBO的数据,因为箱子的VBO数据中已经包含了正确的立方体顶点数据
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // positions all containers
    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)
    };

    // positions of the point lights
    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)
    };
    while (!glfwWindowShouldClose(window))
    {
        process_input(window);

        glClearColor(0.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture1);

        lightingShader.use();
        lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
        lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("lightPos", lightPos);
        lightingShader.setVec3("viewPos", cameraPos);
        lightingShader.setFloat("material.shininess", 32.0f);

        // directional light
        lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
        lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
        // point light 1
        lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
        lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[0].constant", 1.0f);
        lightingShader.setFloat("pointLights[0].linear", 0.09f);
        lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
        // point light 2
        lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
        lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[1].constant", 1.0f);
        lightingShader.setFloat("pointLights[1].linear", 0.09f);
        lightingShader.setFloat("pointLights[1].quadratic", 0.032f);
        // point light 3
        lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
        lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[2].constant", 1.0f);
        lightingShader.setFloat("pointLights[2].linear", 0.09f);
        lightingShader.setFloat("pointLights[2].quadratic", 0.032f);
        // point light 4
        lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
        lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[3].constant", 1.0f);
        lightingShader.setFloat("pointLights[3].linear", 0.09f);
        lightingShader.setFloat("pointLights[3].quadratic", 0.032f);
        // spotLight
        lightingShader.setVec3("spotLight.position", cameraPos);
        lightingShader.setVec3("spotLight.direction", cameraFront);
        lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("spotLight.constant", 1.0f);
        lightingShader.setFloat("spotLight.linear", 0.09f);
        lightingShader.setFloat("spotLight.quadratic", 0.032f);
        lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));     

        glm::mat4 model = glm::mat4(1.0f);
        model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));

        glm::mat4 view = glm::mat4(1.0f);
        // view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);

        glm::mat4 projection = glm::mat4(1.0f);
        projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);

        // 模型矩阵
        int modelLoc = glGetUniformLocation(lightingShader.ID, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        // 观察矩阵和投影矩阵与之类似
        int viewLoc = glGetUniformLocation(lightingShader.ID, "view");
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        int projectionLoc = glGetUniformLocation(lightingShader.ID, "projection");
        glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));

        // render the cube
        glBindVertexArray(cubeVAO);
        // glDrawArrays(GL_TRIANGLES, 0, 36);
        for (unsigned int i = 0; i < 10; i++)
        {
            // calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);

            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);
        
        // also draw the lamp object(s)
         lightCubeShader.use();
         lightCubeShader.setMat4("projection", projection);
         lightCubeShader.setMat4("view", view);
    
         // we now draw as many light bulbs as we have point lights.
         glBindVertexArray(lightCubeVAO);
         for (unsigned int i = 0; i < 4; i++)
         {
             model = glm::mat4(1.0f);
             model = glm::translate(model, pointLightPositions[i]);
             model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
             lightCubeShader.setMat4("model", model);
             glDrawArrays(GL_TRIANGLES, 0, 36);
         }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void process_input(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
    {
        glfwSetWindowShouldClose(window, true);
    }
    float cameraSpeed = 0.05f; // adjust accordingly
    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        cameraPos += cameraSpeed * cameraFront;
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        cameraPos -= cameraSpeed * cameraFront;
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}

立方体顶点着色器GLSLcube.vs.glsl

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

out vec3 Normal;
out vec3 FragPos;  
out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = aNormal;
    TexCoords = aTexCoords;
}

立方体片段着色器GLSLcube.fs.glsl

#version 330 core
struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float     shininess;
}; 
struct DirLight {
    vec3 direction;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};  
    
uniform DirLight dirLight;

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);

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]; // 定义四个点光源

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

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

out vec4 FragColor;

uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;

void main()
{
    // 属性
    vec3 norm = normalize(Normal);
    vec3 viewDir = normalize(viewPos - FragPos);

    // 第一阶段:定向光照
    vec3 result = CalcDirLight(dirLight, norm, viewDir);
    // 第二阶段:点光源
    for(int i = 0; i < NR_POINT_LIGHTS; i++)
        result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
    // 第三阶段:聚光
    //result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    

    FragColor = vec4(result, 1.0);
}

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
    vec3 lightDir = normalize(-light.direction);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 合并结果
    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);
}

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
    vec3 lightDir = normalize(light.position - fragPos);
    // 漫反射着色
    float diff = max(dot(normal, lightDir), 0.0);
    // 镜面光着色
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    // 衰减
    float distance    = length(light.position - fragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + 
                 light.quadratic * (distance * distance));    
    // 合并结果
    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);
}

着色器Shader.hpp、光源顶点着色器GLSLlight_cube.vs.glsl、光源片段着色器GLSLlight_cube.fs.glsl见:

  • 基于C++的OpenGL 07 之颜色 - 当时明月在曾照彩云归 - 博客园 (cnblogs.com)

5. 参考资料

[1]多光源 - LearnOpenGL CN (learnopengl-cn.github.io)



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