feat(OpenGL-hello): basic light

This commit is contained in:
iridiumR 2023-05-25 18:13:29 +08:00
parent 1c5b887de1
commit 6ca0e0315c
8 changed files with 139 additions and 122 deletions

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@ -9,30 +9,49 @@
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
float vertices[] = {
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float vertices[] = {
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};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
@ -47,6 +66,7 @@ float lastFrame = 0.0f; // 上一帧的时间
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 800;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
// 创建摄像机
Camera camera = Camera(SCR_HEIGHT / 2.0f, SCR_HEIGHT / 2.0f);

25
OpenGL/hello/src/cube.fs Normal file
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@ -0,0 +1,25 @@
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}

18
OpenGL/hello/src/cube.vs Normal file
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@ -0,0 +1,18 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

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@ -0,0 +1,8 @@
#version 330 core
out vec4 FragColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor, 1.0); // set all 4 vector values to 1.0
}

11
OpenGL/hello/src/light.vs Normal file
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@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

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@ -37,7 +37,8 @@ int main() {
glfwSetScrollCallback(window, scroll_callback);
// 创建着色器程序
Shader shader = Shader("src/tex.vs", "src/tex.fs");
Shader shader = Shader("src/cube.vs", "src/cube.fs");
Shader lightShader = Shader("src/light.vs", "src/light.fs");
unsigned int VAO, VBO, EBO;
// 创建顶点数组对象
@ -50,80 +51,35 @@ int main() {
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 纹理坐标属性
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
// 法向量属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// 创建纹理
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// 设置纹理环绕方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// 设置纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
int width, height, nrChannels;
// 图片翻转y轴
stbi_set_flip_vertically_on_load(true);
unsigned char *data =
stbi_load("resources/container.jpg", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// 设置纹理环绕方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// 设置纹理过滤方式
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 加载并生成纹理
// 图片翻转y轴
stbi_set_flip_vertically_on_load(true);
data =
stbi_load("resources/awesomeface.png", &width, &height, &nrChannels, 0);
if (data) {
// note that the awesomeface.png has transparency and thus an alpha channel,
// so make sure to tell OpenGL the data type is of GL_RGBA
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// 设置光源
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// 只需要绑定VBO不用再次设置VBO的数据因为箱子的VBO数据中已经包含了正确的立方体顶点数据
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// 激活着色器
shader.use();
// 绑定纹理
shader.setInt("texture1", 0);
shader.setInt("texture2", 1);
shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
// create transformations
glm::mat4 view =
glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projection = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
lightShader.use();
lightShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
lightShader.setVec3("lightPos", lightPos);
// 开启深度测试
glEnable(GL_DEPTH_TEST);
@ -140,18 +96,20 @@ int main() {
processInput(window);
// 设置为白色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绑定纹理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection =
glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// 绘制三角形
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// 设置变换矩阵
glm::mat4 trans(1.0f);
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.25, 0.0));
@ -169,13 +127,18 @@ int main() {
glDrawArrays(GL_TRIANGLES, 0, 36);
}
float radius = 10.0f;
view = camera.GetViewMatrix();
shader.setMat4("view", view);
lightShader.use();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
glBindVertexArray(lightVAO);
lightShader.setMat4("projection", projection);
lightShader.setMat4("view", view);
lightShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
projection = glm::perspective(
glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("projection", projection);
// 检查并调用事件,交换缓冲
glfwSwapBuffers(window);
glfwPollEvents();

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@ -1,12 +0,0 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

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@ -1,16 +0,0 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 trans;
void main() {
gl_Position = projection * view * model * trans * vec4(aPos, 1.0);
// gl_Position = trans * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}