feat(OpenGL-hello): moving source

This commit is contained in:
iridiumR 2023-05-25 18:32:58 +08:00
parent 6ca0e0315c
commit b175659ad2
3 changed files with 41 additions and 54 deletions

View file

@ -1,25 +1,32 @@
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec3 viewPos;
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);
}
void main() {
//
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
//
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
//
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}

View file

@ -1,8 +1,7 @@
#version 330 core
out vec4 FragColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor, 1.0); // set all 4 vector values to 1.0
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

View file

@ -69,18 +69,6 @@ int main() {
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);
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);
@ -99,44 +87,37 @@ int main() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.GetViewMatrix();
lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection =
glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 model = glm::mat4(1.0f);
// 绘制三角形
shader.use();
shader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
shader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
shader.setVec3("lightPos", lightPos);
shader.setVec3("viewPos", camera.Position);
shader.setMat4("model", model);
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));
shader.setMat4("trans", trans);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
for (unsigned int i = 0; i < 10; i++) {
glm::mat4 model(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i + 50.0f;
model =
glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
lightShader.use();
glm::mat4 model = glm::mat4(1.0f);
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
glBindVertexArray(lightVAO);
lightShader.use();
lightShader.setMat4("projection", projection);
lightShader.setMat4("view", view);
lightShader.setMat4("model", model);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
// 检查并调用事件,交换缓冲