OpenGL学习之光照中的材质

本文参考LearnOpenGL CN

在现实世界中,每个物体会对光产生不同的反应。比如:钢看起来通常会比陶瓷瓶更闪闪发光,木头箱子也不会像钢制箱子那样对光产生很强的反射。每个梧桐对镜面高光也有不同的反应。有些物体反射光的时候不会有太多的散射,因而产生一个较小的高光点,而有些物体则会散射很多,产生一个有着更大半径的高光点。如果我们想要在OPenGL中模拟多种类型的物体,我们必须为每个物体分别定义一个材质属性。

上一节指定了一个物体和光的颜色,以及结合环境光和镜面强度分量,来定义物体的视觉输出。当描述一个物体的时候,我们可以定义一个材质颜色(Material Color):环境光照(Ambient Lighting),漫反射光照(Diffuse Lighting)和镜面光照(Specular Lighting).通过为每个分量指定一个颜色,再加上高光系数shininess,我们就能够对物体的颜色输出有着精细的控制了。整个材质在片元着色器中的定义为如下所示的结构体:

#version 330 core
struct Material{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
 uniform Material material;

上述结构体中,ambient材质向量定义了在环境光照下这个物体反射得什么颜色,通常这是和物体颜色相同的颜色。

diffuse材质向量定义了在漫反射光照下物体的颜色。(和环境光照一样)蛮烦设颜色也要设置为我们需要的物体颜色。

specualr材质向量设置的是镜面光照对物体的颜色影响(或者甚至可能反射一个物体特定的镜面高光颜色)

shininess影响镜面高光的散射/半径。

设置材质

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);
}

在main函数中使用分量来设置属性各个部分的实现:

glUniform3f(glGetUniformLocation(ourShader->ID, "material.ambient"), 0.2f,0.1f,0.0f);
glUniform3f(glGetUniformLocation(ourShader->ID, "material.diffuse"), 10.0f, 10.0f, -5.0f); 
glUniform3f(glGetUniformLocation(ourShader->ID, "material.specular"), 1.0f, 0.5f, 0.31f);    
glUniform1f(glGetUniformLocation(ourShader->ID, "material.shininess"), 32,0f);

将环境光和漫反射分量设置成我们想让物体拥有的颜色,而将镜面分量设置为一个中等亮度的颜色,我们不希望镜面分量在这个物体上过于强烈。我们将反光度保持为32。

材质类

Material.h

#include "Material.h"


Material::Material(Shader * _shader, glm::vec3 _diffuse, glm::vec3 _specular, glm::vec3 _ambient, float _shininess)
	:shader(_shader),
	diffuse(_diffuse),
	specular(_specular),
	ambient(_ambient),
	shininess(_shininess)
{

}

Material::~Material()
{
}

Material.cpp

#pragma once
#include"Shader.h"
#include 
#include 
#include 
class Material
{
public:
	Shader *shader;
	glm::vec3 diffuse;
	glm::vec3 specular;
	glm::vec3 ambient;
	float shininess;

	Material(Shader* _shader,glm::vec3 _diffuse,glm::vec3 _specular,glm::vec3 _ambient,float _shininess);
	~Material();
};

在shader.h中添加函数

void SetUniform3f(const char* paramNameString, glm::vec3 param);
void SetUniform1f(const char* paraNameString, float param);

shader.cpp中

void Shader::SetUniform3f(const char * paramNameString, glm::vec3 param)
{
	glUniform3f(glGetUniformLocation(ID, paramNameString), param.x,param.y,param.z);
}

void Shader::SetUniform1f(const char * paraNameString, float param)
{
	glUniform1f(glGetUniformLocation(ID, paraNameString), param);
}

fragmentSource.txt

#version 330 core
struct Material{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};

in vec3 FragPos;
in vec3 Normal;

uniform vec3 objColor;
uniform vec3 ambientColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3  CameraPos;
uniform Material material;

out vec4 FragColor;

void main()
{
	vec3 lightDir = normalize(lightPos-FragPos);
	vec3 reflectVec = reflect(-lightDir,Normal);
	vec3 CameraVec = normalize(CameraPos-FragPos);

	//specular
	float specularAmount = pow(max(dot(reflectVec,CameraVec),0),material.shininess);
	vec3 specular = material.specular * specularAmount * lightColor;
	//diffuse 
	vec3 diffuse =material.diffuse * max( dot(lightDir,Normal),0) * lightColor;

	//ambient
	vec3 ambient = material.ambient*ambientColor;

	FragColor = vec4((diffuse + ambient + specular) * objColor,1.0);

}

VertexSource.txt

#version 330 core
layout (location = 0) in vec3 aPos;
layout(location = 3) in vec3 aNormal;

uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;

//out vec2 TexCoord;
//out vec4 vertexColor;
out vec3 FragPos;
out vec3 Normal;

void main()
{
	gl_Position = projMat *  viewMat * modelMat * vec4(aPos, 1.0);
	FragPos= (modelMat * vec4(aPos.xyz,1.0)).xyz;
	Normal = mat3(transpose(inverse(modelMat)))* aNormal;

}

main函数

#include 
#include 

#include 
#include"Shader.h"
#include"Camera.h"

#include 
#include 
#include 

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include"Material.h"
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT =600;

	#pragma region Camera Declare
Camera camera(glm::vec3(0, 0, 3.0f), glm::radians(-15.0f), glm::radians(180.0f), glm::vec3(0, 1.0f, 0));
#pragma endregion

	#pragma region Input Declare
float lastX;
float lastY;
bool firstMouse = true;

void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
	{
		camera.speedZ = 0.1f;
	}
	else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
	{
		camera.speedZ = -0.1f;
	}
	else
	{
		camera.speedZ = 0;
		if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		{
			glfwSetWindowShouldClose(window, true);
		}
		if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
		{
			camera.speedX = 0.1f;
		}
		else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
		{
			camera.speedX = -0.1f;
		}
		else
		{
			camera.speedX = 0;
		}
	}
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
	{
		glfwSetWindowShouldClose(window, true);
	}
	if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
	{
		camera.speedY = -0.1f;
	}
	else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
	{
		camera.speedY = 0.1f;
	}
	else
	{
		camera.speedY = 0;
	}
}

// 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);
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouse == true)
	{
		lastX = xpos;
		lastY = ypos;
		firstMouse = false;

	}
	float deltaX, deltaY;
	deltaX = xpos - lastX;
	deltaY = ypos - lastY;

	lastX = xpos;
	lastY = ypos;
	camera.ProcessMouseMovement(deltaX, deltaY);

}

#pragma endregion

unsigned int LoadImageToGPU(const char*filename, GLint internalformat, GLenum format, int textureSlot)
{
	unsigned int texBuffer;
	glGenTextures(1, &texBuffer);
	glActiveTexture(GL_TEXTURE0 + textureSlot);
	glBindTexture(GL_TEXTURE_2D, texBuffer);

	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
	unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, format, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);
	return texBuffer;
}
int main()
{
	#pragma region Open a window
	// 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);

														
	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);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// configure global opengl state
	// -----------------------------
	glEnable(GL_DEPTH_TEST);
#pragma endregion
	
	
	#pragma region Model Data
	GLfloat 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
	};

	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)
	};
#pragma endregion
	
	#pragma region Init Shader Pragram
	Shader *ourShader = new Shader("VertexSource.vert", "fragmentSource.frag");

	#pragma region Init Material
	Material* myMaterial = new Material(ourShader,
		glm::vec3(1.0f, 0.5f, 0.31f),
		glm::vec3(1.0f, 0.5f, 0.31f), 
		glm::vec3(0, 1.0f, 0),
		32.0f);
#pragma endregion

#pragma endregion

	#pragma region Init and Load Models to VAO,VBO 
	unsigned int  VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	unsigned int VBO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);


	// position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	
	glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(3);

#pragma endregion

	#pragma region Init and Load Texture
	unsigned int texBufferA;
	texBufferA = LoadImageToGPU("container.jpg",GL_RGB,GL_RGB,0);
	unsigned int texBufferB;
	texBufferB = LoadImageToGPU("awesomeface.png",GL_RGBA, GL_RGBA, 1);
#pragma endregion
	// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
	// -------------------------------------------------------------------------------------------
	#pragma region Prepare MVP matrices
	glm::mat4 modelMat;
	glm::mat4 viewMat;
	glm::mat4 projMat;
	projMat = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
#pragma endregion
	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		processInput(window);

		// clear srceen 
		glClearColor(0, 0, 0, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!


		viewMat = camera.GetViewMatrix();
		
		for (unsigned int i = 0; i < 10; i++)
		{
			//set Model Matrix
			modelMat = glm::translate(glm::mat4(1.0f), cubePositions[i]);
			//set View and Project Matrices here

			//set Material->shader program
			ourShader->use();
			//set Material->textures																								
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, texBufferA);
			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, texBufferB);
			//set material->uniforms
		/*	glUniform1i(glGetUniformLocation(ourShader.ID, "ourTexture"), 0);
			glUniform1i(glGetUniformLocation(ourShader.ID, "ourFace"), 1);*/
			unsigned int modelLoc = glGetUniformLocation(ourShader->ID, "modelMat");
			unsigned int viewLoc = glGetUniformLocation(ourShader->ID, "viewMat");
			unsigned int projectLoc = glGetUniformLocation(ourShader->ID, "projMat");
			glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(modelMat));
			glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(viewMat));
			glUniformMatrix4fv(projectLoc, 1, GL_FALSE, glm::value_ptr(projMat));
			glUniform3f(glGetUniformLocation(ourShader->ID, "objColor"), 1.0f, 0.5f, 0.31f);
			glUniform3f(glGetUniformLocation(ourShader->ID, "ambientColor"), 0.2f,0.1f,0.0f);
			glUniform3f(glGetUniformLocation(ourShader->ID, "lightPos"), 10.0f, 10.0f, -5.0f);
			glUniform3f(glGetUniformLocation(ourShader->ID, "lightColor"), 1.0f, 1.0f, 1.0f);
			glUniform3f(glGetUniformLocation(ourShader->ID, "CameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);

			myMaterial->shader->SetUniform3f("material.ambient", myMaterial->ambient);
			myMaterial->shader->SetUniform3f("material.diffuse", myMaterial->diffuse);
			myMaterial->shader->SetUniform1f("material.shininess", myMaterial->shininess);

			// set Model
			glBindVertexArray(VAO);

			//Drawcall
			glDrawArrays(GL_TRIANGLES, 0, 36);
		}

		//Clean up,prepare for next render loop
		glfwSwapBuffers(window);
		glfwPollEvents();
		camera.UpdataCameraPos();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

 

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