计算机图形学的新题目要求
OpenGL配置参考:
南邮老前辈wonz哥的OpenGL配置(Shader.h始终不用改)、SOIL2 环境配置、GLM 环境配置
学习网站:LearnOpenGL CN
思路:
本次新增了镜头camera
,
由于课上讲了制作一个环绕移动的光源,只要讲运动圆心设为中心体的中心即可(初始化的时候设置就行),并将旋转设置为对应的轴(我选择了z轴)
谁发光谁不发光就不管了,嘿嘿 。
代码较前面几个实验修改的地方看下面:
glm::vec3 lightPos = glm::vec3(1.0f, 1.0f, 0.0f);
/*
*
*
*/
lightPos = glm::rotate(lightPos, glm::radians(0.1f), glm::vec3(0.0f, 0.0f, 1.0f));
话不多说上代码:
main.cpp 文件
(135行有误,勘正在评论区)
#include
//GLEW
#define GLEW_STATIC
#include
//GLFW
#include
#include"shader.h"
#include"Camera.h"
#include"Light.h"
#include "SOIL2/SOIL2.h"
#include
#include
#include
#include
const GLint WIDTH = 800, HEIGTH = 600;
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode);
void MouseCallback(GLFWwindow* window, double xPos, double yPos);
void DoMovement();
bool keys[1024];
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
GLfloat deltaTime = 0.0f;
GLfloat lastTime = 0.0f;
GLfloat lastX = WIDTH / 2.0;
GLfloat lastY=HEIGTH/2.0;
bool firstMouse = true;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGTH, "Learn OpenGL", nullptr, nullptr);
if (nullptr == window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//next two lines are for mac retina display
int screenWidth, screenHeight;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
glfwSetCursorPosCallback(window, MouseCallback);
//glfwSetScrollCallback(window, ScrollCallback);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit())
{
std::cout << "Failed to initialise GLEW" << std::endl;
return -1;
}
glViewport(0, 0, screenWidth, screenHeight);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Shader ourShader = Shader("res/shaders/core.vs", "res/shaders/core.fs");
Shader lightShader= Shader("res/shaders/light.vs", "res/shaders/light.fs");
Light lightModel = Light();
glm::vec3 lightPos = glm::vec3(1.0f, 1.0f, 0.0f);//设置光源的起始坐标,既然z坐标为0则下面绕z轴转动
GLfloat vertices[] =
{
// position //color //normal
-0.5f,-0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
0.5f,-0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
0.5f,0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
0.5f,0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
-0.5f,0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
-0.5f,-0.5f,0.5f, 0.0f,1.0f,0.0f, 0.0f,0.0f,-0.1f,
-0.5f,-0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
0.5f,-0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
0.5f,0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
0.5f,0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
-0.5f,0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
-0.5f,-0.5f,-0.5f, 1.0f,0.0f,0.0f, 0.0f,0.0f,0.1f,
-0.5f,0.5f,0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
-0.5f,0.5f,-0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
-0.5f,-0.5f,-0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
-0.5f,-0.5f,-0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
-0.5f,-0.5f,0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
-0.5f,0.5f,0.5f, 0.0f,0.0f,1.0f, 1.0f,0.0f,0.0f,
0.5f,0.5f,0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
0.5f,0.5f,-0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
0.5f,-0.5f,-0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
0.5f,-0.5f,-0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
0.5f,-0.5f,0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
0.5f,0.5f,0.5f, 1.0f,1.0f,0.0f, -1.0f,0.0f,0.0f,
-0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
-0.5f,-0.5f,0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
-0.5f,-0.5f,-0.5f, 1.0f,0.0f,1.0f, 0.0f,-1.0f,0.0f,
-0.5f,0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
0.5f,0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
0.5f,0.5f,0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
0.5f,0.5f,0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
-0.5f,0.5f,0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
-0.5f,0.5f,-0.5f, 0.0f,1.0f,1.0f, 0.0f,1.0f,0.0f,
};
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
GLfloat currentTime = glfwGetTime();
deltaTime = currentTime - lastTime;
lastTime = currentTime;
glfwPollEvents();
DoMovement();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glm::mat4 transform = glm::mat4(1.0f);
lightPos = glm::rotate(lightPos, glm::radians(0.1f), glm::vec3(0.0f, 0.0f, 1.0f));
transform = glm::translate(transform, lightPos);
transform = glm::scale(transform, glm::vec3(0.1f, 0.1f, 0.1f));
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(camera.GetZoom()), float(screenWidth) / float(screenHeight), 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
lightShader.Use();
GLuint transLoc = glGetUniformLocation(lightShader.Program, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
transLoc = glGetUniformLocation(lightShader.Program, "projection");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(projection));
transLoc = glGetUniformLocation(lightShader.Program, "view");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(view));
lightModel.Draw(lightShader);
transform = glm::mat4(1.0f);
transform = glm::rotate(transform, glm::radians(90.0f) * static_cast<GLfloat>(glfwGetTime()), glm::vec3(1.0f, 1.0f, 1.0f));
//transform = glm::scale(transform, glm::vec3(0.5f, 0.5f, 0.5f));
//transform = glm::translate(transform, glm::vec3(0.1f, 0.0f,-0.8f));
ourShader.Use();
transLoc = glGetUniformLocation(ourShader.Program, "transform");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(transform));
transLoc= glGetUniformLocation(ourShader.Program, "projection");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(projection));
transLoc = glGetUniformLocation(ourShader.Program, "view");
glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniform3f(glGetUniformLocation(ourShader.Program, "LightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(ourShader.Program, "ViewPos"),camera.GetPosition().x, camera.GetPosition().y, camera.GetPosition().z);
glUniform1f(glGetUniformLocation(ourShader.Program, "material.diffuse"), 0.6f);
glUniform1f(glGetUniformLocation(ourShader.Program, "material.specular"), 0.9f);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
ourShader.~Shader();
glfwTerminate();
return 0;
}
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
}
void DoMovement()
{
if (keys[GLFW_KEY_W] || keys[GLFW_KEY_UP]) {
camera.ProcessKeyboard(FORWARD, deltaTime);
}
if (keys[GLFW_KEY_S] || keys[GLFW_KEY_DOWN]) {
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if (keys[GLFW_KEY_A] || keys[GLFW_KEY_LEFT]) {
camera.ProcessKeyboard(LEFT, deltaTime);
}
if (keys[GLFW_KEY_D] || keys[GLFW_KEY_RIGHT]) {
camera.ProcessKeyboard(RIGHT, deltaTime);
}
}
void MouseCallback(GLFWwindow* window, double xPos, double yPos)
{
if (firstMouse)
{
lastX = xPos;
lastY = yPos;
firstMouse = false;
}
GLfloat xOffset = xPos - lastX;
GLfloat yOffset = lastY - yPos;
lastX = xPos;
lastY = yPos;
camera.ProcessMouseMovement(xOffset, yOffset);
}
Camera.h 文件
#pragma once
#ifndef Camera_h
#define Camera_h
#include
#define GLEW_STATIC
#include
#include
#include
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat ZOOM = 45.0f;
const GLfloat SPEED = 6.0f;
const GLfloat SENSITIVITY = 0.25f;
enum Camera_Movement
{
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
class Camera
{
public:
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH) :front(glm::vec3(0.0f, 0.0f, -1.0f)), zoom(ZOOM),movementSpeed(SPEED),mouseSensitivity(SENSITIVITY)
{
this->position = position;
this->worldUp = up;
this->yaw = yaw;
this->pitch = pitch;
this->updateCameraVectors();
}
glm::mat4 GetViewMatrix()
{
return glm::lookAt(this->position, this->position + this->front, this->up);
}
GLfloat GetZoom()
{
return this->zoom;
}
glm::vec3 GetPosition()
{
return this->position;
}
void ProcessKeyboard(Camera_Movement direction,GLfloat deltaTima)
{
GLfloat velocity = this->movementSpeed * deltaTima;
if (direction == FORWARD) {
this->position += this->front * velocity;
}
if (direction == BACKWARD) {
this->position -= this->front * velocity;
}
if (direction == LEFT) {
this->position -= this->right * velocity;
}
if (direction == RIGHT) {
this->position += this->right * velocity;
}
}
void ProcessMouseMovement(GLfloat xOffset,GLfloat yOffset)
{
xOffset *= this->mouseSensitivity;
yOffset *= this->mouseSensitivity;
this->yaw += xOffset;
this->pitch += yOffset;
this->updateCameraVectors();
}
private:
glm::vec3 front;
glm::vec3 position;
glm::vec3 up;
glm::vec3 right;
glm::vec3 worldUp;
GLfloat zoom;
GLfloat yaw;
GLfloat pitch;
GLfloat movementSpeed;
GLfloat mouseSensitivity;
void updateCameraVectors()
{
glm::vec3 front;
front.x = cos(glm::radians(this->pitch)) * cos(glm::radians(this->yaw));
front.y = sin(glm::radians(this->pitch));
front.z = cos(glm::radians(this->pitch)) * sin(glm::radians(this->yaw));
this->front = glm::normalize(front);
this->right = glm::normalize(glm::cross(this->front, this->worldUp));
this->up = glm::normalize(glm::cross(this->right, this->front));
}
};
#endif // !Camera
Light.h 文件
#pragma once
#ifndef Light_h
#define Light_h
#include
#include"shader.h"
#include
#include
GLfloat vertices[] =
{
-0.5f,-0.5f,0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,0.5f,-0.5f,
0.5f,0.5f,-0.5f,
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f,0.5f,
0.5f,-0.5f,0.5f,
-0.5f,-0.5f,0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,0.5f,-0.5f,
0.5f,0.5f,-0.5f,
0.5f,0.5f,0.5f,
0.5f,0.5f,0.5f,
-0.5f,0.5f,0.5f,
-0.5f,0.5f,-0.5f,
};
class Light
{
public:
Light()
{
this->update();
}
void Draw(Shader &shader)
{
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
private:
GLuint VAO, VBO;
void update()
{
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
};
#endif // !Light_h
core.vs 文件
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
layout(location = 2) in vec3 normal;
out vec3 ourColor;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 transform;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position =projection*view*transform* vec4(position,1.0f);
FragPos=vec3(transform*vec4(position,1.0f));
ourColor=color;
Normal=vec3(transpose(inverse(transform)));
}
core.fs
#version 330 core
in vec3 ourColor;
in vec3 Normal;
in vec3 FragPos;
out vec4 color;
uniform vec3 LightPos;
uniform vec3 ViewPos;
struct Material
{
float specular;
float diffuse;
};
uniform Material material;
void main()
{
// color = vec4(ourColor,0.5f);
vec3 lightDirection=normalize(LightPos-FragPos);
vec3 viewDirection=normalize(ViewPos-FragPos);
vec3 norm=normalize(Normal);
//环境光
vec3 ambient=0.6f*ourColor;
//漫反射
float diff =material.diffuse *max(dot(norm,lightDirection),0.0f);
vec3 diffuse=diff*ourColor;
//镜面反射
vec3 halfAngle=normalize(viewDirection+lightDirection);
float spec=material.specular*pow(max(dot(norm,halfAngle),0.0f),32.0f);
vec3 specular=spec*ourColor;
color=vec4(ambient+diffuse+specular,1.0f);
}
light.vs 文件
#version 330 core
layout(location = 0) in vec3 position;
uniform mat4 transform;
uniform mat4 projection;
uniform mat4 view;
void main()
{
gl_Position =projection*view*transform* vec4(position,1.0f);
}
light.fs 文件
#version 330 core
out vec4 color;
void main()
{
color = vec4(1.0f,1.0f,1.0f,1.0f);
}