1. 平行光
cube.vs******************#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;void main()
{FragPos=vec3(model*vec4(aPos,1.0));Normal=mat3(transpose(inverse(model)))*aNormal;TexCoords=aTexCoords;gl_Position = projection * view * vec4(FragPos, 1.0);
}cube.fs******************
#version 330 core
out vec4 FragColor;in vec3 Normal;
in vec3 FragPos;struct Material {sampler2D diffuse;sampler2D specular;float shininess;
};
in vec2 TexCoords;
struct Light {vec3 direction;vec3 ambient;vec3 diffuse;vec3 specular;
};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;void main()
{//ambientvec3 ambient=vec3(0.1)*light.ambient*vec3(texture(material.diffuse,TexCoords));//diffusevec3 norm=normalize(Normal);vec3 lightDir=normalize(-light.direction);//光的方向向量是光源位置向量与片段位置向量之间的向量差。//对norm和lightDir向量进行点乘,计算光源对当前片段实际的漫反射影响//两个向量之间的角度越大,漫反射分量就会越小,点乘的几何意义也如此float diff=max(dot(norm,lightDir),0.0);vec3 diffuse=light.diffuse*diff*vec3(texture(material.diffuse,TexCoords));//specular//漫反射是光源指向片段位置。现在这个是摄像机指向片段位置vec3 viewDir=normalize(viewPos-FragPos);vec3 reflectDir=reflect(-lightDir,norm);//reflect第一个参数就是要片段指向摄像机位置float spec=pow(max(dot(viewDir,reflectDir),0.0),material.shininess);vec3 specular=light.specular*spec*vec3(texture(material.specular,TexCoords));vec3 result=ambient+diffuse+specular;FragColor = vec4(result, 1.0);
}light_cube.vs******************
#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);
}light_cube.fs******************#version 330 core
out vec4 FragColor;
uniform vec4 CubeFragColor;
void main()
{ FragColor =vec4(1.0);
}
main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);// settings
const unsigned int SCR_WIDTH = 900;
const unsigned int SCR_HEIGHT = 600;//camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;//timing
float deltaTime = 0.0f;//不同配置绘制速度不同,所以需要这个属性
float lastFrame = 0.0f;// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{unsigned int textureID;glGenTextures(1, &textureID);int width, height, nrComponents;unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);if (data){GLenum format;if (nrComponents == 1)format = GL_RED;else if (nrComponents == 3)format = GL_RGB;else if (nrComponents == 4)format = GL_RGBA;glBindTexture(GL_TEXTURE_2D, textureID);glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);glGenerateMipmap(GL_TEXTURE_2D);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_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);stbi_image_free(data);}else{std::cout << "Texture failed to load at path: " << path << std::endl;stbi_image_free(data);}return textureID;
}int main() {//glfw:initialize and configure//=============================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//glfw window creation//=============================GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Learn", NULL, NULL);if (window == NULL) {std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);glfwSetCursorPosCallback(window, mouse_callback);glfwSetScrollCallback(window, scroll_callback);//tell GLFW to capture our mouseglfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);//glad::load all OPenGL function pointers//=============================if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//configure gloabl opengl state//=============================glEnable(GL_DEPTH_TEST);//build and compile our shader zprogram//=============================Shader lightingShader("./cube.vs", "./cube.fs");Shader lightingCubeShader("./light_cube.vs", "./light_cube.fs");//set up 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)};//第一个unsigned int VBO, cubeVAO;glGenVertexArrays(1, &cubeVAO);glGenBuffers(1, &VBO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glBindVertexArray(cubeVAO);//position attributeglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//normal attributeglVertexAttribPointer(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);//第二个unsigned int lightCubeVAO;glGenVertexArrays(1, &lightCubeVAO);glBindVertexArray(lightCubeVAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//----------std::string texturePath = "../../Data/container2.png";unsigned int diffuseMap = loadTexture(texturePath.c_str());std::string specularPath = "../../Data/container2_specular.png";unsigned int specularMap = loadTexture(specularPath.c_str());lightingShader.use();lightingShader.setInt("material.diffuse", 0);lightingShader.setInt("material.specular", 1);// render loop// -----------while (!glfwWindowShouldClose(window)){// per-frame time logic// --------------------float currentFrame = static_cast<float>(glfwGetTime());deltaTime = currentFrame - lastFrame;lastFrame = currentFrame;// input// -----processInput(window);// render// ------glClearColor(0.1f, 0.1f, 0.1f, 1.0f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// be sure to activate shader when setting uniforms/drawing objectslightingShader.use();lightingShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);lightingShader.setVec3("viewPos", camera.Position);//光照属性lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);//材质属性lightingShader.setVec3("material.specular", 0.5f,0.5f, 0.5f);lightingShader.setFloat("material.shininess",32.0f);// view/projection transformationsglm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);glm::mat4 view = camera.GetViewMatrix();lightingShader.setMat4("projection", projection);lightingShader.setMat4("view", view);// world transformationglm::mat4 model = glm::mat4(1.0f);lightingShader.setMat4("model", model);//bind diffuse mapglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, diffuseMap);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, specularMap);// render the cubeglBindVertexArray(cubeVAO);for (unsigned int i = 0; i < 10; i++) {glm::mat4 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));lightingShader.setMat4("model", model);glDrawArrays(GL_TRIANGLES, 0, 36);}// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &cubeVAO);glDeleteVertexArrays(1, &lightCubeVAO);glDeleteBuffers(1, &VBO);glfwTerminate();return 0;}
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 framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{float xpos = static_cast<float>(xposIn);float ypos = static_cast<float>(yposIn);if (firstMouse){lastX = xpos;lastY = ypos;firstMouse = false;}float xoffset = xpos - lastX;float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to toplastX = xpos;lastY = ypos;camera.ProcessMouseMovement(xoffset, yoffset);
}// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
2. 点光源
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;void main()
{FragPos=vec3(model*vec4(aPos,1.0));Normal=mat3(transpose(inverse(model)))*aNormal;TexCoords=aTexCoords;gl_Position = projection * view * vec4(FragPos, 1.0);
}#version 330 core
out vec4 FragColor;in vec3 Normal;
in vec3 FragPos;struct Material {sampler2D diffuse;sampler2D specular;float shininess;
};
in vec2 TexCoords;
struct Light {vec3 position;vec3 ambient;vec3 diffuse;vec3 specular;float constant;float linear;float quadratic;
};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;void main()
{float distance = length(light.position - FragPos);float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));//ambientvec3 ambient=vec3(0.1)*light.ambient*vec3(texture(material.diffuse,TexCoords));//diffusevec3 norm=normalize(Normal);vec3 lightDir=normalize(light.position-FragPos);//光的方向向量是光源位置向量与片段位置向量之间的向量差。//对norm和lightDir向量进行点乘,计算光源对当前片段实际的漫反射影响//两个向量之间的角度越大,漫反射分量就会越小,点乘的几何意义也如此float diff=max(dot(norm,lightDir),0.0);vec3 diffuse=light.diffuse*diff*vec3(texture(material.diffuse,TexCoords));//specular//漫反射是光源指向片段位置。现在这个是摄像机指向片段位置vec3 viewDir=normalize(viewPos-FragPos);vec3 reflectDir=reflect(-lightDir,norm);//reflect第一个参数就是要片段指向摄像机位置float spec=pow(max(dot(viewDir,reflectDir),0.0),material.shininess);vec3 specular=light.specular*spec*vec3(texture(material.specular,TexCoords));ambient*=attenuation;diffuse*=attenuation;specular*=attenuation;vec3 result=ambient+diffuse+specular;FragColor = vec4(result, 1.0);
}#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);
}#version 330 core
out vec4 FragColor;
void main()
{ FragColor =vec4(1.0);
}
camera.h
#ifndef CAMERA_H
#define CAMERA_H#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>#include <vector>// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {FORWARD,BACKWARD,LEFT,RIGHT
};// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
class Camera
{
public:// camera Attributesglm::vec3 Position;glm::vec3 Front;glm::vec3 Up;glm::vec3 Right;glm::vec3 WorldUp;// euler Anglesfloat Yaw;float Pitch;// camera optionsfloat MovementSpeed;float MouseSensitivity;float Zoom;// constructor with vectorsCamera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM){Position = position;WorldUp = up;Yaw = yaw;Pitch = pitch;updateCameraVectors();}// constructor with scalar valuesCamera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM){Position = glm::vec3(posX, posY, posZ);WorldUp = glm::vec3(upX, upY, upZ);Yaw = yaw;Pitch = pitch;updateCameraVectors();}// returns the view matrix calculated using Euler Angles and the LookAt Matrixglm::mat4 GetViewMatrix(){return glm::lookAt(Position, Position + Front, Up);}// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)void ProcessKeyboard(Camera_Movement direction, float deltaTime){float velocity = MovementSpeed * deltaTime;if (direction == FORWARD)Position += Front * velocity;if (direction == BACKWARD)Position -= Front * velocity;if (direction == LEFT)Position -= Right * velocity;if (direction == RIGHT)Position += Right * velocity;}// processes input received from a mouse input system. Expects the offset value in both the x and y direction.void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true){xoffset *= MouseSensitivity;yoffset *= MouseSensitivity;Yaw += xoffset;Pitch += yoffset;// make sure that when pitch is out of bounds, screen doesn't get flippedif (constrainPitch){if (Pitch > 89.0f)Pitch = 89.0f;if (Pitch < -89.0f)Pitch = -89.0f;}// update Front, Right and Up Vectors using the updated Euler anglesupdateCameraVectors();}// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axisvoid ProcessMouseScroll(float yoffset){Zoom -= (float)yoffset;if (Zoom < 1.0f)Zoom = 1.0f;if (Zoom > 45.0f)Zoom = 45.0f;}private:// calculates the front vector from the Camera's (updated) Euler Anglesvoid updateCameraVectors(){// calculate the new Front vectorglm::vec3 front;front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));front.y = sin(glm::radians(Pitch));front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));Front = glm::normalize(front);// also re-calculate the Right and Up vectorRight = glm::normalize(glm::cross(Front, WorldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.Up = glm::normalize(glm::cross(Right, Front));}
};
#endif
main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(char const* path);
// settings
const unsigned int SCR_WIDTH = 900;
const unsigned int SCR_HEIGHT = 600;//camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;//timing
float deltaTime = 0.0f;//不同配置绘制速度不同,所以需要这个属性
float lastFrame = 0.0f;
// lighting
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);int main() {//glfw:initialize and configure//=============================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//glfw window creation//=============================GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Learn", NULL, NULL);if (window == NULL) {std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);glfwSetCursorPosCallback(window, mouse_callback);glfwSetScrollCallback(window, scroll_callback);//tell GLFW to capture our mouseglfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);//glad::load all OPenGL function pointers//=============================if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//configure gloabl opengl state//=============================glEnable(GL_DEPTH_TEST);//build and compile our shader zprogram//=============================Shader lightingShader("./cube.vs", "./cube.fs");Shader lightingCubeShader("./light_cube.vs", "./light_cube.fs");//set up 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)};//第一个unsigned int VBO, cubeVAO;glGenVertexArrays(1, &cubeVAO);glGenBuffers(1, &VBO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glBindVertexArray(cubeVAO);//position attributeglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//normal attributeglVertexAttribPointer(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);//第二个unsigned int lightCubeVAO;glGenVertexArrays(1, &lightCubeVAO);glBindVertexArray(lightCubeVAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//----------std::string texturePath = "../../Data/container2.png";unsigned int diffuseMap = loadTexture(texturePath.c_str());std::string specularPath = "../../Data/container2_specular.png";unsigned int specularMap = loadTexture(specularPath.c_str());lightingShader.use();lightingShader.setInt("material.diffuse", 0);lightingShader.setInt("material.specular", 1);// render loop// -----------while (!glfwWindowShouldClose(window)){// per-frame time logic// --------------------float currentFrame = static_cast<float>(glfwGetTime());deltaTime = currentFrame - lastFrame;lastFrame = currentFrame;// input// -----processInput(window);// render// ------glClearColor(0.1f, 0.1f, 0.1f, 1.0f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// be sure to activate shader when setting uniforms/drawing objectslightingShader.use();lightingShader.setVec3("light.position",lightPos);lightingShader.setVec3("viewPos", camera.Position);//光照属性lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);lightingShader.setFloat("light.constant", 1.0f);lightingShader.setFloat("light.linear", 0.09f);lightingShader.setFloat("light.quadratic", 0.032f);//材质属性lightingShader.setVec3("material.specular", 0.5f,0.5f, 0.5f);lightingShader.setFloat("material.shininess",32.0f);// view/projection transformationsglm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);glm::mat4 view = camera.GetViewMatrix();lightingShader.setMat4("projection", projection);lightingShader.setMat4("view", view);// world transformationglm::mat4 model = glm::mat4(1.0f);lightingShader.setMat4("model", model);//bind diffuse mapglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, diffuseMap);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, specularMap);// render the cubeglBindVertexArray(cubeVAO);for (unsigned int i = 0; i < 10; i++) {glm::mat4 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));lightingShader.setMat4("model", model);glDrawArrays(GL_TRIANGLES, 0, 36);}// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &cubeVAO);glDeleteVertexArrays(1, &lightCubeVAO);glDeleteBuffers(1, &VBO);glfwTerminate();return 0;}
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 framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{float xpos = static_cast<float>(xposIn);float ypos = static_cast<float>(yposIn);if (firstMouse){lastX = xpos;lastY = ypos;firstMouse = false;}float xoffset = xpos - lastX;float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to toplastX = xpos;lastY = ypos;camera.ProcessMouseMovement(xoffset, yoffset);
}// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{camera.ProcessMouseScroll(static_cast<float>(yoffset));
}// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{unsigned int textureID;glGenTextures(1, &textureID);int width, height, nrComponents;unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);if (data){GLenum format;if (nrComponents == 1)format = GL_RED;else if (nrComponents == 3)format = GL_RGB;else if (nrComponents == 4)format = GL_RGBA;glBindTexture(GL_TEXTURE_2D, textureID);glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);glGenerateMipmap(GL_TEXTURE_2D);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_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);stbi_image_free(data);}else{std::cout << "Texture failed to load at path: " << path << std::endl;stbi_image_free(data);}return textureID;
}
3. 手电筒
#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);
}#version 330 core
out vec4 FragColor;
void main()
{ FragColor =vec4(1.0);
}#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;void main()
{FragPos=vec3(model*vec4(aPos,1.0));Normal=mat3(transpose(inverse(model)))*aNormal;TexCoords=aTexCoords;gl_Position = projection * view * vec4(FragPos, 1.0);
}#version 330 core
out vec4 FragColor;in vec3 Normal;
in vec3 FragPos;struct Material {sampler2D diffuse;sampler2D specular;float shininess;
};
in vec2 TexCoords;
struct Light {vec3 position;vec3 direction;float cutOff;float outerCutOff;vec3 ambient;vec3 diffuse;vec3 specular;float constant;float linear;float quadratic;};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;void main()
{vec3 lightDir=normalize(light.position-FragPos);//判断float theta=dot(lightDir,normalize(-light.direction));if(theta > light.cutOff) // remember that we're working with angles as cosines instead of degrees so a '>' is used.{ // ambientvec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;// diffuse vec3 norm = normalize(Normal);float diff = max(dot(norm, lightDir), 0.0);vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb; // specularvec3 viewDir = normalize(viewPos - FragPos);vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb; // attenuationfloat distance = length(light.position - FragPos);float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); // ambient *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branchdiffuse *= attenuation;specular *= attenuation; vec3 result = ambient + diffuse + specular;FragColor = vec4(result, 1.0);}else {// else, use ambient light so scene isn't completely dark outside the spotlight.FragColor = vec4(light.ambient * texture(material.diffuse, TexCoords).rgb, 1.0);}}
main.cpp
#include <glad/glad.h>
#include <GLFW/glfw3.h>#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(char const* path);
// settings
const unsigned int SCR_WIDTH = 900;
const unsigned int SCR_HEIGHT = 600;//camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;//timing
float deltaTime = 0.0f;//不同配置绘制速度不同,所以需要这个属性
float lastFrame = 0.0f;
// lighting
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);int main() {//glfw:initialize and configure//=============================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//glfw window creation//=============================GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Learn", NULL, NULL);if (window == NULL) {std::cout << "Failed to create GLFW window" << std::endl;glfwTerminate();return -1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);glfwSetCursorPosCallback(window, mouse_callback);glfwSetScrollCallback(window, scroll_callback);//tell GLFW to capture our mouseglfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);//glad::load all OPenGL function pointers//=============================if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {std::cout << "Failed to initialize GLAD" << std::endl;return -1;}//configure gloabl opengl state//=============================glEnable(GL_DEPTH_TEST);//build and compile our shader zprogram//=============================Shader lightingShader("./cube.vs", "./cube.fs");Shader lightingCubeShader("./light_cube.vs", "./light_cube.fs");//set up 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)};//第一个unsigned int VBO, cubeVAO;glGenVertexArrays(1, &cubeVAO);glGenBuffers(1, &VBO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glBindVertexArray(cubeVAO);//position attributeglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//normal attributeglVertexAttribPointer(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);//第二个unsigned int lightCubeVAO;glGenVertexArrays(1, &lightCubeVAO);glBindVertexArray(lightCubeVAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);glEnableVertexAttribArray(0);//----------std::string texturePath = "../../Data/container2.png";unsigned int diffuseMap = loadTexture(texturePath.c_str());std::string specularPath = "../../Data/container2_specular.png";unsigned int specularMap = loadTexture(specularPath.c_str());lightingShader.use();lightingShader.setInt("material.diffuse", 0);lightingShader.setInt("material.specular", 1);// render loop// -----------while (!glfwWindowShouldClose(window)){// per-frame time logic// --------------------float currentFrame = static_cast<float>(glfwGetTime());deltaTime = currentFrame - lastFrame;lastFrame = currentFrame;// input// -----processInput(window);// render// ------glClearColor(0.1f, 0.1f, 0.1f, 1.0f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// be sure to activate shader when setting uniforms/drawing objectslightingShader.use();lightingShader.setVec3("light.position", camera.Position);lightingShader.setVec3("light.direction", camera.Front);lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));lightingShader.setVec3("viewPos", camera.Position);//光照属性lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);lightingShader.setFloat("light.constant", 1.0f);lightingShader.setFloat("light.linear", 0.09f);lightingShader.setFloat("light.quadratic", 0.032f);//材质属性lightingShader.setFloat("material.shininess", 32.0f);// view/projection transformationsglm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);glm::mat4 view = camera.GetViewMatrix();lightingShader.setMat4("projection", projection);lightingShader.setMat4("view", view);// world transformationglm::mat4 model = glm::mat4(1.0f);lightingShader.setMat4("model", model);//bind diffuse mapglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, diffuseMap);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, specularMap);// render the cubeglBindVertexArray(cubeVAO);for (unsigned int i = 0; i < 10; i++) {glm::mat4 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));lightingShader.setMat4("model", model);glDrawArrays(GL_TRIANGLES, 0, 36);}// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)// -------------------------------------------------------------------------------glfwSwapBuffers(window);glfwPollEvents();}glDeleteVertexArrays(1, &cubeVAO);glDeleteVertexArrays(1, &lightCubeVAO);glDeleteBuffers(1, &VBO);glfwTerminate();return 0;}
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 framebuffer_size_callback(GLFWwindow* window, int width, int height)
{// make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays.glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{float xpos = static_cast<float>(xposIn);float ypos = static_cast<float>(yposIn);if (firstMouse){lastX = xpos;lastY = ypos;firstMouse = false;}float xoffset = xpos - lastX;float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to toplastX = xpos;lastY = ypos;camera.ProcessMouseMovement(xoffset, yoffset);
}// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{camera.ProcessMouseScroll(static_cast<float>(yoffset));
}// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{unsigned int textureID;glGenTextures(1, &textureID);int width, height, nrComponents;unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);if (data){GLenum format;if (nrComponents == 1)format = GL_RED;else if (nrComponents == 3)format = GL_RGB;else if (nrComponents == 4)format = GL_RGBA;glBindTexture(GL_TEXTURE_2D, textureID);glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);glGenerateMipmap(GL_TEXTURE_2D);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_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);stbi_image_free(data);}else{std::cout << "Texture failed to load at path: " << path << std::endl;stbi_image_free(data);}return textureID;
}