LearnOpenGL 光照贴图

2020-10-05  本文已影响0人  li_礼光

漫反射贴图

我们希望通过某种方式对每个原始像素独立设置diffuse颜色。有可以让我们基于物体原始像素的位置来获取颜色值的系统吗?

这可能听起来极其相似,坦白来讲我们使用这样的系统已经有一段时间了。听起来很像在一个LearnOpenGL 纹理中谈论的纹理,它基本就是一个纹理。我们其实是使用同一个潜在原则下的不同名称:使用一张图片覆盖住物体,以便我们为每个原始像素索引独立颜色值。在光照场景中,通过纹理来呈现一个物体的diffuse颜色,这个做法被称做漫反射贴图(Diffuse texture)(因为3D建模师就是这么称呼这个做法的)。

着色器中使用漫反射贴图和纹理教程介绍的一样。这次我们把纹理以sampler2D类型储存在Material结构体中。我们使用diffuse贴图替代早期定义的vec3类型的diffuse颜色。

要记住的是sampler2D也叫做模糊类型,这意味着我们不能以某种类型对它实例化,只能用uniform定义它们。如果我们用结构体而不是uniform实例化(就像函数的参数那样),GLSL会抛出奇怪的错误;这同样也适用于其他模糊类型。


这里跟纹理贴图的做法差不多, 跟LearnOpenGL 材质中的做法相似

因为要用到纹理,所以要重新处理立方体的纹理坐标.

    //顶点数据              法线                  纹理坐标
   -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,

    ....
修改顶点着色器
layout (location = 2) in vec2 texCoords; //纹理数据源输入(2D)

out vec2 TexCoords;//把片元着色器的纹理从这里输出
....
main {
  ....
  TexCoords = texCoords;
}

修改片段着色器

struct Material {
    sampler2D ambient;
    sampler2D diffuse;
    sampler2D specular;
    float shininess;//镜面反射散射因子(半径).
};
uniform Material material;//材质

 ...

main {
    ...
    //环境颜色 = 光源颜色 × 环境光照强度 × 贴图
    vec3 ambient = lightColor * light.ambientStrength * vec3(texture(material.ambient, TexCoords));

    //漫反射颜色 = 光源颜色 × 漫反射因子(diffuseFactor) × 漫反射光照强度  × 贴图
    ...
    vec3 diffuse = lightColor * diffuseFactor * light.diffuseStrength * vec3(texture(material.diffuse, TexCoords));

}

LearnOpenGL 材质不同的是. 因为修改了材质结构体的类型属性. 所以本来

vec3 diffuse = lightColor * material.ambient * diffuseFactor * light.diffuseStrength; 

中的material.ambient替换为

vec3(texture(material.ambient, TexCoords))




Shader

//顶点着色器程序
static char *myLightMapsVertexShaderStr = SHADER(
    \#version 330 core\n
                                             
    layout (location = 0) in vec3 position; //顶点数据源输入
    layout (location = 1) in vec3 normal; //法向量
    layout (location = 2) in vec2 texCoords; //纹理数据源输入(2D)

    uniform mat4 myProjection;//投影矩阵
    uniform mat4 myView;//观察矩阵
    uniform mat4 myModel;//模型矩阵
                                             
    out vec3 Normal;//法线向量
    out vec3 FragPos;//片段位置
    out vec2 TexCoords;//把片元着色器的纹理从这里输出


    void main()
    {
        gl_Position = myProjection * myView * myModel * vec4(position, 1.0f);
        Normal = normal;
        FragPos = vec3(myModel * vec4(position, 1.0f) );
        TexCoords = texCoords;
    }
);



//片元着色器程序
static char *myLightMapsFragmentShaderSrc = SHADER(
    \#version 330 core\n
    //材质
    /**
    要记住的是sampler2D也叫做模糊类型,这意味着我们不能以某种类型对它实例化,只能用uniform定义它们。
    如果我们用结构体而不是uniform实例化(就像函数的参数那样),GLSL会抛出奇怪的错误;这同样也适用于其他模糊类型。
    */
    struct Material {
        sampler2D diffuse;
        sampler2D specular;
        float shininess;//镜面反射散射因子(半径).
    };
    uniform Material material;//材质

    //光照强度
    struct Light {
        vec3 position;
        vec3 ambient;//环境光照
        vec3 diffuse;//漫反射光照
        vec3 specular;//镜面反射光照
    };
    uniform Light light;

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

    uniform vec3 lightColor;//光照颜色
    uniform vec3 lightPos;//光源位置
    uniform vec3 viewPos;//镜面反射

    out vec4 color;
                                                               
    void main()
    {
        //环境光ambient
        //环境颜色 = 光源颜色 × 环境光照强度 × 贴图
        vec3 ambient = lightColor * light.ambient * vec3(texture(material.diffuse, TexCoords));

        //漫反射diffuse
        //DiffuseFactor = max(0, dot(N, L))
        //漫反射颜色 = 光源颜色 × 漫反射因子(diffuseFactor) × 漫反射光照强度 × 贴图
        vec3 norm = normalize(Normal);
        vec3 lightDir = normalize(lightPos - FragPos);
        float diffuseFactor = max(dot(norm, lightDir),0.0);
        vec3 diffuse = lightColor * diffuseFactor * light.diffuse * vec3(texture(material.diffuse, TexCoords));
    
        //镜面反射specular
        //R=reflect(L, N)
        //SpecularFactor = pow(max(dot(R,V),0.0), shininess)
        //镜面反射颜色 = 光源颜色 × 镜面反射因子(SpecularFactor) × 镜面光照强度 × 贴图
        vec3 viewDir = normalize(viewPos - FragPos);
        vec3 reflectDir = reflect(-lightDir , norm);
        float specularFactor = pow(max(dot(viewDir, reflectDir),0.0),material.shininess);
        vec3 specular = lightColor * specularFactor * light.specular * vec3(texture(material.specular, TexCoords));

        //最终片段颜色:环境颜色+漫反射颜色+镜面反射颜色
        vec3 result = ambient + diffuse + specular;
        color = vec4(result , 1.0f);
    }
);

顶点数据


GLfloat myLightMapsVertices[] = {
    //顶点数据              法线                  纹理坐标
   -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,   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,   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, 0.0f,

    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, 1.0f,
    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, 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,   1.0f, 0.0f,
    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, 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,   0.0f, 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,   1.0f, 0.0f,
    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, 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,   0.0f, 0.0f,
};

程序

#include <iostream>
#include "MyLightMaps.hpp"
#include "MyProgram.hpp"
#include "MyLightMapsShader.h"
#include "MyLightMapsVertices.h"
#include "glm.hpp"
#include "matrix_transform.hpp"
#include "type_ptr.hpp"

#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_STATIC
#include "stb_image.h"


int runMyLightMapsCube() {
    int result = glfwInit();
    if (result == GL_FALSE) {
        printf("glfwInit 初始化失败");
        return -1;
    }
    
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
    GLFWwindow *window = glfwCreateWindow(600, 400, "My Opengl Window", NULL, NULL);
    if(!window) {
        printf("window 创建失败");
    }
    glfwMakeContextCurrent(window);
    gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);

    //切换为纹理着色器程序
    MyProgram myProgram = MyProgram(myLightMapsVertexShaderStr, myLightMapsFragmentShaderSrc);

    ///
    GLuint VBO , VAO ;
    unsigned int squareIndicesCount = 0;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(myLightMapsVertices), myLightMapsVertices, GL_STATIC_DRAW);
    
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(0 * sizeof(GLfloat)));
    glEnableVertexAttribArray(0);

    //法线
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    
    //纹理
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

    //解绑VAO
    glBindVertexArray(0);
    squareIndicesCount = sizeof(myLightMapsVertices)/(sizeof(myLightMapsVertices[0]) * 8);

    glEnable(GL_DEPTH_TEST);
    
    
    

    //加载纹理
    unsigned int diffuseMaps_texture;
    unsigned char *diffuseMaps_data;
    int diffuseMaps_width, diffuseMaps_height, diffuseMaps_nrChannels;
    glGenTextures(1, &diffuseMaps_texture);
    glBindTexture(GL_TEXTURE_2D, diffuseMaps_texture);
    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);
    diffuseMaps_data = stbi_load( "/Users/liliguang/Desktop/LearnOpengl/LearnOpenGl/LearnOpenGl/Demo/Common/ImgSources/box.png" , &diffuseMaps_width, &diffuseMaps_height, &diffuseMaps_nrChannels, 0);
    if (diffuseMaps_data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, diffuseMaps_width, diffuseMaps_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, diffuseMaps_data);
        glGenerateMipmap(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, 0);

    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(diffuseMaps_data);
    
    
    unsigned int specularMaps_texture;
    unsigned char *specularMaps_data;
    int specularMaps_width, specularMaps_height, specularMaps_nrChannels;
    glGenTextures(1, &specularMaps_texture);
    glBindTexture(GL_TEXTURE_2D, specularMaps_texture);
    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);
    specularMaps_data = stbi_load( "/Users/liliguang/Desktop/LearnOpengl/LearnOpenGl/LearnOpenGl/Demo/Common/ImgSources/box_specular.png" , &specularMaps_width, &specularMaps_height, &specularMaps_nrChannels, 0);
    if (specularMaps_data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, specularMaps_width, specularMaps_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, specularMaps_data);
        glGenerateMipmap(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, 0);

    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(specularMaps_data);
    
    
    //材质-光照贴图
    glUseProgram(myProgram.program);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, diffuseMaps_texture);
    glUniform1i(glGetUniformLocation(myProgram.program, "material.diffuse"), 0);//环境贴图
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, specularMaps_texture);
    glUniform1i(glGetUniformLocation(myProgram.program, "material.specular"), 1);//环境贴图
    
    //进行绘制
    while(!glfwWindowShouldClose(window)){
        glfwPollEvents();
        
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        
        //================================================
        glm::mat4 model = glm::mat4(1.0f);
        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);
        
        GLint myModelLoc = glGetUniformLocation(myProgram.program,"myModel");
        GLint myViewLoc = glGetUniformLocation(myProgram.program,"myView");
        GLint myProjectionLoc = glGetUniformLocation(myProgram.program,"myProjection");
        
        projection = glm::perspective(glm::radians(60.0f), 1.0f, 0.01f, 100.f);//投影矩阵
        glUniformMatrix4fv(myProjectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
        glUniformMatrix4fv(myModelLoc, 1, GL_FALSE, glm::value_ptr(model));

        // Material
        glm::vec3 MaterialEye   = glm::vec3(2.0f, 2.0f,  2.0f);
        glm::vec3 MaterialCenter = glm::vec3(0.0f, 0.0f, 0.0f);
        glm::vec3 MaterialUp    = glm::vec3(0.0f, 1.0f,  0.0f);
        
        glBindVertexArray(VAO);
        view = glm::lookAt(MaterialEye,       //摄像机位置
                           MaterialCenter,    //目标
                           MaterialUp);       //上向量
        
        //================================================

        
        
        
        //================================================
        //镜面反射半径
        GLint matShineLoc = glGetUniformLocation(myProgram.program, "material.shininess");
        glUniform1f(matShineLoc, 64.0f);
        

        //光照强度
        GLint lightAmbientLoc = glGetUniformLocation(myProgram.program, "light.ambient");
        GLint lightDiffuseLoc = glGetUniformLocation(myProgram.program, "light.diffuse");
        GLint lightSpecularLoc = glGetUniformLocation(myProgram.program, "light.specular");

        glUniform3f(lightAmbientLoc, 0.6f, 0.6f, 0.6f);
        glUniform3f(lightDiffuseLoc, 0.9f, 0.9f, 0.9f);
        glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);

        //光源位置
        GLint myLightPosLoc = glGetUniformLocation(myProgram.program,"lightPos");
        glUniform3f(myLightPosLoc,1.0f,0.0f,4.0f); //
        
        //镜面反射
        GLint myViewPosLoc = glGetUniformLocation(myProgram.program,"viewPos");
        glUniform3f(myViewPosLoc,0.0,0.0f,3.0f); //
        
        //光照颜色
        GLint lightColorLoc = glGetUniformLocation(myProgram.program,"lightColor");
        glUniform3f(lightColorLoc,1.0f,1.0f,1.0f); //白光
                    
        glUniformMatrix4fv(myViewLoc, 1, GL_FALSE, glm::value_ptr(view));
        glDrawArrays(GL_TRIANGLES, 0, squareIndicesCount);
        glBindVertexArray(0);

        glfwSwapBuffers(window);
    }

    //程序销毁
    glfwTerminate();
    
    return 1;
}

效果

光照贴图
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