效果图:左起分别为 平行光光源,点光源,聚光灯光源
片元shader
uniform vec4 U_LightPos;//光源位置
uniform vec3 U_EyePos;//眼睛位置
uniform vec4 U_LightDirection;//聚光灯中心线向量
uniform float U_Cutoff;//聚光灯中心线向量和入射光线最大夹角
uniform float U_DiffuseIntensity; //漫反射光强度
uniform vec4 U_AmbientLightColor;//环境光颜色
uniform vec4 U_AmbientMaterial;//环境光材质
uniform vec4 U_DiffuseLightColor;//漫反射光颜色
uniform vec4 U_DiffuseMaterial;//漫反射光材质
uniform vec4 U_SpecularLightColor;//镜面光颜色
uniform vec4 U_SpecularMaterial;//镜面光材质
varying vec3 V_Normal; //转换到世界空间的法向量
varying vec3 V_WorldPos;
void main()
{
//角度转弧度
float radianCutoff=U_Cutoff*3.14/180.0;
float cosThta=cos(radianCutoff);
//聚光灯中心线向量归一化
vec3 spotLightDirection=normalize(U_LightDirection.xyz);
//--计算环境光
vec4 ambientColor=U_AmbientLightColor*U_AmbientMaterial;
//--计算漫反射光
//入射光向量
vec3 L=vec3(0.0);
float distance=0.0;
float attenuation=1.0;
float constantFactor=0.5;
float linearFactor=0.3;
float expFactor=0.1;
if(U_LightPos.w==0.0)//如果是方向光光源
{
//方向光光源 入射光线是平行的
L=U_LightPos.xyz;
}
else //如果是点光源
{
//入射光线的方向是从被照射点指向光源的位置
L=U_LightPos.xyz-V_WorldPos;
//计算入射光线的长度
distance=length(L);
//计算光线的衰减因子
attenuation=1.0/(constantFactor+linearFactor*distance+expFactor*distance*distance);
}
//入射光线归一化
L=normalize(L);
//法向量归一化
vec3 n=normalize(V_Normal);
float diffuseIntensity=0.0;
if(U_LightPos.w!=0.0f&&U_Cutoff>0.0)//如果是聚光灯
{
//计算聚光灯中心线和入射光线的夹角
float currentCosThta=max(0.0,dot(-L,spotLightDirection));
if(currentCosThta>cosThta)
{
if(dot(L,n)>0.0)//为了减少计算量,过滤掉照射到背面的光
{
//为了让聚光灯边缘变的光滑
diffuseIntensity=pow(currentCosThta,U_LightDirection.w);
}
}
}
else
{
//点光源或者方向光
diffuseIntensity=max(0.0,dot(L,n));
}
vec4 diffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity*attenuation*U_DiffuseIntensity;
//--镜面光的计算
//计算眼睛到被观察点的向量
vec3 viewDir=U_EyePos-V_WorldPos;
viewDir=normalize(viewDir);
//根据Blin-phone计算反射光
vec3 halfVector=L+viewDir;
halfVector=normalize(halfVector);
float specularIntensity=0.0;
if(diffuseIntensity==0.0)
{
specularIntensity=0.0;
}
else
{
specularIntensity=pow(max(0.0,dot(n,halfVector)),128.0);
}
vec4 specularColor=U_SpecularLightColor*U_SpecularMaterial*specularIntensity*attenuation;
gl_FragColor=ambientColor+diffuseColor+specularColor;
}
attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
uniform mat4 NM;
varying vec3 V_Normal;
varying vec3 V_WorldPos;
void main()
{
V_Normal=mat3(NM)*normal;
vec4 worldPos=M*vec4(pos,1.0);
V_WorldPos=worldPos.xyz;
gl_Position=P*V*worldPos;
}
#include
#include "glew.h"
#include
#include
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
}
INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
WNDCLASSEX wndClass;
wndClass.cbClsExtra = 0;
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.cbWndExtra = 0;
wndClass.hbrBackground = NULL;
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hIcon = NULL;
wndClass.hIconSm = NULL;
wndClass.hInstance = hInstance;
wndClass.lpfnWndProc=GLWindowProc;
wndClass.lpszClassName = L"OpenGL";
wndClass.lpszMenuName = NULL;
wndClass.style = CS_VREDRAW | CS_HREDRAW;
ATOM atom = RegisterClassEx(&wndClass);
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 800;
rect.bottom = 600;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowEx(NULL, L"OpenGL", L"RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, hInstance, NULL);
HDC dc = GetDC(hwnd);
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
pfd.iLayerType = PFD_MAIN_PLANE;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
int pixelFormatID = ChoosePixelFormat(dc, &pfd);
SetPixelFormat(dc,pixelFormatID,&pfd);
HGLRC rc = wglCreateContext(dc);
wglMakeCurrent(dc, rc);
GetClientRect(hwnd, &rect);
int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
glewInit();
//init gpu program
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "Debug/res/shader/Light.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "Debug/res/shader/Light.fs");
gpuProgram.Link();
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
gpuProgram.DetectUniform("NM");
gpuProgram.DetectUniform("U_AmbientLightColor");
gpuProgram.DetectUniform("U_AmbientMaterial");
gpuProgram.DetectUniform("U_DiffuseLightColor");
gpuProgram.DetectUniform("U_DiffuseMaterial");
gpuProgram.DetectUniform("U_SpecularLightColor");
gpuProgram.DetectUniform("U_SpecularMaterial");
gpuProgram.DetectUniform("U_LightPos");
gpuProgram.DetectUniform("U_EyePos");
gpuProgram.DetectUniform("U_LightDirection");
gpuProgram.DetectUniform("U_Cutoff");
gpuProgram.DetectUniform("U_DiffuseIntensity");
//init 3d model
ObjModel cube;
cube.Init("Debug/res/model/Cube.obj");
float identity[] = {
1.0f,0,0,0,
0,1.0f,0,0,
0,0,1.0f,0,
0,0,0,1.0f
};
float ambientLightColor[] = { 0.4f,0.4f,0.4f,1.0f };//环境光颜色
float ambientMaterial[] = { 0.2f,0.2f,0.2f,1.0f };//环境光材质
float diffuseLightColor[] = { 1.0f,1.0f,1.0f,1.0f };//漫反射光颜色
float diffuseMaterial[] = { 0.6f,0.6f,0.6f,1.0f };//漫反射光材质
float diffuseIntensity = 2.0f;//漫反射光强度
float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };//镜面光颜色
float specularMaterial[] = { 1.0f,1.0f,1.0f,1.0f };//镜面光材质
float lightPos[] = { 0.0f,1.5f,0.0f,0.0f };//光源位置
float spotLightDirection[] = { 0.0f,-1.0f,0.0f,128.0f };//聚光灯中心线向量
float spotLightCutoff = 0.0f;// 15.0f 聚光灯中心线向量和入射光线最大夹角
float eyePos[] = { 0.0f,0.0f,0.0f };//眼睛的位置
glm::mat4 model1 = glm::translate(-2.0f, 0.0f, -6.0f)*glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 model2 = glm::translate(0.0f, 0.0f, -6.0f)*glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 model3 = glm::translate(2.0f, 0.0f, -6.0f)*glm::rotate(-30.0f, 1.0f, 1.0f, 1.0f);
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
glm::mat4 normalMatrix1 = glm::inverseTranspose(model1);
glm::mat4 normalMatrix2 = glm::inverseTranspose(model2);
glm::mat4 normalMatrix3 = glm::inverseTranspose(model3);
glClearColor(41.0f/255.0f, 71.0f/255.0f, 121.0f / 255.0f, 1.0f);
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
MSG msg;
while (true)
{
if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(gpuProgram.mProgram);
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
glUniform4fv(gpuProgram.GetLocation("U_LightDirection"), 1, spotLightDirection);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
//平行光光源
lightPos[0] = 0.0f;
lightPos[1] = 1.5f;
lightPos[2] = 0.0f;
lightPos[3] = 0.0f;
diffuseIntensity = 3.0f;
spotLightCutoff = 0.0f;// 15.0f;//degree
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model1));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix1));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
//点光源
lightPos[0] = 0.0f;
lightPos[1] = 3.0f;
lightPos[2] =-6.0f;
lightPos[3] = 1.0f;
diffuseIntensity = 8.5f; //3.0f
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model2));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix2));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
//聚光灯
lightPos[0] = 2.0f;
lightPos[1] = 3.0f;
lightPos[2] = -6.0f;
lightPos[3] = 1.0f;
diffuseIntensity = 5.8f;
spotLightCutoff = 15.0f;//degree
glUniform4fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
glUniform1f(gpuProgram.GetLocation("U_DiffuseIntensity"), diffuseIntensity);
glUniform1f(gpuProgram.GetLocation("U_Cutoff"), spotLightCutoff);
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(model3));
glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix3));
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUseProgram(0);
glFinish();
SwapBuffers(dc);
}
return 0;
}