参考:多光源
整合多种光源类型在一个场景。
注:设置值的时候检查字符串和shader里的字符串是否对应。
如:
cubeShader.setFloat("spotLight.outerCutoff", glm::cos(glm::radians(10.0f)));
多种光源需要在shader里计算所有类型的光照,叠加。
程序代码:
//顺序不能错
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double x, double y);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(const char* path);
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2, lastY = SCR_WIDTH / 2;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
int main()
{
//Init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hahaha", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window !" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD !" << endl;
}
//configure
glEnable(GL_DEPTH_TEST);
//隐藏光标
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//build and compile shader
Shader cubeShader("Shaders/Learn14_Cube.vs", "Shaders/Learn14_Cube.fs");
Shader lightShader("Shaders/Learn14_Light.vs", "Shaders/Learn14_Light.fs");
//set vertex data
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
};
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)
};
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)
};
//set buffer
//create cube
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//bind
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//set data
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//set pointer:position
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);
//create light
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
//再次绑定VBO,不需要设置VBO,上面已经设置了,只需要绑定即可
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//设置灯的立方体顶点属性(对灯来说只有顶点数据),顶点数据里还有uv,但未用,步长还是5
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
unsigned int texture1 = loadTexture("Images/container2.png");
unsigned int texture2 = loadTexture("Images/container2_specular.png");
//设置物体材质
cubeShader.use();
cubeShader.setInt("material.diffuse", 0);
cubeShader.setInt("material.specular", 1);
cubeShader.setFloat("material.shininess", 32.0f);
//render loop
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//set shader uniform value
cubeShader.use();//设置uniform值之前要先激活shader
cubeShader.setVec3("viewPos", camera.Position);
//设置定向光
cubeShader.setVec3("dirLight.direction", 1.0f, 1.0f, 1.0f);
cubeShader.setVec3("dirLight.ambient", 0.2f, 0.2f, 0.2f);
cubeShader.setVec3("dirLight.diffuse", 0.5f, 0.5f, 0.5f);
cubeShader.setVec3("dirLight.specular", 1.0f, 1.0f, 1.0f);
//设置4个点光源
// point light 1
cubeShader.setVec3("pointLights[0].position", pointLightPositions[0]);
cubeShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
cubeShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
cubeShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
cubeShader.setFloat("pointLights[0].constant", 1.0f);
cubeShader.setFloat("pointLights[0].linear", 0.09);
cubeShader.setFloat("pointLights[0].quadratic", 0.032);
// point light 2
cubeShader.setVec3("pointLights[1].position", pointLightPositions[1]);
cubeShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
cubeShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
cubeShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
cubeShader.setFloat("pointLights[1].constant", 1.0f);
cubeShader.setFloat("pointLights[1].linear", 0.09);
cubeShader.setFloat("pointLights[1].quadratic", 0.032);
// point light 3
cubeShader.setVec3("pointLights[2].position", pointLightPositions[2]);
cubeShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
cubeShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
cubeShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
cubeShader.setFloat("pointLights[2].constant", 1.0f);
cubeShader.setFloat("pointLights[2].linear", 0.09);
cubeShader.setFloat("pointLights[2].quadratic", 0.032);
// point light 4
cubeShader.setVec3("pointLights[3].position", pointLightPositions[3]);
cubeShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
cubeShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
cubeShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
cubeShader.setFloat("pointLights[3].constant", 1.0f);
cubeShader.setFloat("pointLights[3].linear", 0.09);
cubeShader.setFloat("pointLights[3].quadratic", 0.032);
// spotLight
cubeShader.setVec3("spotLight.position", camera.Position);
cubeShader.setVec3("spotLight.direction", camera.Front);
cubeShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
cubeShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
cubeShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
cubeShader.setFloat("spotLight.constant", 1.0f);
cubeShader.setFloat("spotLight.linear", 0.09);
cubeShader.setFloat("spotLight.quadratic", 0.032);
cubeShader.setFloat("spotLight.cutoff", glm::cos(glm::radians(8.5f)));
cubeShader.setFloat("spotLight.outerCutoff", glm::cos(glm::radians(10.0f)));
lightShader.use();
lightShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
lightShader.setVec3("objectColor", glm::vec3(1.0f, 1.0f, 1.0f));
//active shader
cubeShader.use();
//create matrix transformations;
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
//set matrix
cubeShader.setMat4("model", model);
cubeShader.setMat4("view", view);
cubeShader.setMat4("projection", projection);
//render boxes
//bind data
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 10; i++)
{
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));
cubeShader.setMat4("model", model);
//draw
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//光位置立方体
lightShader.use();
model = glm::mat4(1.0f);
glBindVertexArray(lightVAO);
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));
lightShader.setMat4("model", model);
lightShader.setMat4("view", view);
lightShader.setMat4("projection", projection);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//swap buffer
glfwSwapBuffers(window);
//call event
glfwPollEvents();
}
//optional:de-allocate all resurces once they've outlived their pupose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
cubeShader.deleteShader();
lightShader.deleteShader();
//terminate clearing all previously allocated GLFW resources
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
}
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);
}
void mouse_callback(GLFWwindow* window, double x, double y)
{
if (firstMouse)
{
lastX = x;
lastY = y;
firstMouse = false;
}
float xoffset = x - lastX;
float yoffset = lastY - y;
lastX = x;
lastY = y;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
unsigned int loadTexture(const char* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
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);
//load
int width, height, channels;
auto data = stbi_load(path, &width, &height, &channels, 0);
if (data)
{
//根据通道数判断图片格式
GLenum format;
if (channels == 1)
format = GL_RED;
if (channels == 3)
format = GL_RGB;
if (channels == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
cout << "failed to load texture!" << path << endl;
}
stbi_image_free(data);
return textureID;
}
物体的顶点着色器代码:
#version 330 core
layout(location=0)in vec3 aPos;
layout(location=1)in vec3 aNormal;
layout(location=2)in vec2 aTexcoord;
out vec3 normal;
out vec3 fragPos;
out vec2 uv;
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=mat3(transpose(inverse(model)))*aNormal;
uv=aTexcoord;
}
物体的片元着色器代码:
#version 330 core
out vec4 fragColor;
struct Material
{
sampler2D diffuse;
sampler2D specular;
float shininess;
};
//定向光
struct DirLight
{
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
//点光源
struct PointLight
{
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
//聚光灯
struct SpotLight
{
vec3 position;
vec3 direction;
float cutoff;
float outerCutoff;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform DirLight dirLight;
#define NR_POINT_LIGHTS 4
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
in vec2 uv;
in vec3 normal;
in vec3 fragPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
vec3 CalcDirLight(DirLight light,vec3 normal,vec3 viewDir)
{
vec3 lightDir=normalize(-light.direction);
//环境光
vec3 ambient=light.ambient* vec3(texture(material.diffuse,uv));
//漫反射
float dif=max(dot(normal,lightDir),0.0);
vec3 diffuse=light.diffuse*dif*vec3(texture(material.diffuse,uv));
//高光
vec3 reflectDir=reflect(-lightDir,normal);
float spe=pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
vec3 specular=light.specular*spe*vec3(texture(material.specular,uv));
return ambient+diffuse+specular;
}
vec3 CalcPointLight(PointLight light,vec3 normal,vec3 fragPos,vec3 viewDir)
{
vec3 lightDir=normalize(light.position-fragPos);
//环境光
vec3 ambient=light.ambient* vec3(texture(material.diffuse,uv));
//漫反射
float dif=max(dot(normal,lightDir),0.0);
vec3 diffuse=light.diffuse*dif*vec3(texture(material.diffuse,uv));
//高光
vec3 reflectDir=reflect(-lightDir,normal);
float spe=pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
vec3 specular=light.specular*spe*vec3(texture(material.specular,uv));
//衰减:利用公式
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
return (ambient+diffuse+specular)*attenuation;
}
vec3 CalcSpotLight(SpotLight light,vec3 normal,vec3 fragPos,vec3 viewDir)
{
vec3 lightDir=normalize(light.position-fragPos);
//环境光
vec3 ambient=light.ambient* vec3(texture(material.diffuse,uv));
//漫反射
float dif=max(dot(normal,lightDir),0.0);
vec3 diffuse=light.diffuse*dif*vec3(texture(material.diffuse,uv));
//高光
vec3 reflectDir=reflect(-lightDir,normal);
float spe=pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
vec3 specular=light.specular*spe*vec3(texture(material.specular,uv));
//衰减:利用公式
float theta = dot(lightDir,normalize(-light.direction));
float epsilon=light.cutoff-light.outerCutoff;
float attenuation = clamp((theta-light.outerCutoff)/epsilon,0.0,1.0);
return ambient+(diffuse+specular)*attenuation;
}
void main()
{
vec3 worldNormal=normalize(normal);
vec3 viewDir=normalize(viewPos-fragPos);
//定向光
vec3 result=CalcDirLight(dirLight,worldNormal,viewDir);
//点光源
for(int i=0;i<NR_POINT_LIGHTS;i++)
{
result+=CalcPointLight(pointLights[i],worldNormal,fragPos,viewDir);
}
//聚光灯
result+=CalcSpotLight(spotLight,worldNormal,fragPos,viewDir);
fragColor=vec4(result,1.0);
}