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main.cpp 12.38 KB
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zmant 提交于 2016年07月28日 15:54 +08:00 . diffuse贴图,specular贴图
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#include<cmath>
#include<iostream>
#include<GL/glew.h>
#include<GLFW/glfw3.h>
#include<SOIL.h>
#include<glm/glm.hpp>
#include<glm/gtc/type_ptr.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include "shader.h"
#include "camera.h"
typedef GLint Int;
typedef GLuint Uint;
typedef GLchar Char;
typedef GLfloat Float;
Uint WIDTH = 800, HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
Float lastX = 400.0;
Float lastY = 300.0;
bool keys[1025];
Float deltaTime = 0.0f;
Float lastFrame = 0.0f;
bool firstMouse = GL_TRUE;
glm::vec3 lightPos(0.5f, 0.4f, 1.0f);
void keyboard(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
void do_movement()
{
// Camera controls
if(keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if(keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if(keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if(keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
//cout << key << endl;
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key < 1024)
{
if(action == GLFW_PRESS)
keys[key] = true;
else if(action == GLFW_RELEASE)
keys[key] = false;
}
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if(firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos; // Reversed since y-coordinates go from bottom to left
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
GLFWwindow* InitWindow()
{
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "BasicLighting", nullptr, nullptr);
glfwMakeContextCurrent(window);
// 键盘回调函数
glfwSetKeyCallback(window, keyboard);
// 鼠标(光标)回调函数
glfwSetCursorPosCallback(window, mouse_callback);
// 滚轮回调函数
glfwSetScrollCallback(window, scroll_callback);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
return window;
}
void SetContainerAttrib(Shader containerShader, GLuint &containerVAO, GLuint &texture1, GLuint &texture2)
{
GLfloat 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
};
Uint VBO;
glGenVertexArrays(1,&containerVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(containerVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 顶点位置
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// 每个点的法向量
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// 每个点的纹理坐标
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}
void SetTextureAttrib(GLuint& texture, GLchar* textureName)
{
glGenTextures(1, &texture);
int width, height;
unsigned char* image = SOIL_load_image(textureName, &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
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_NEAREST_MIPMAP_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void SetLampAttrib(Shader lampShader, GLuint &lampVAO)
{
GLfloat lampvertices[] = {
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f
};
GLuint VBO;
glGenVertexArrays(1, &lampVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(lampVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(lampvertices), lampvertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
int main()
{
GLFWwindow* window = InitWindow();
const Char* vertexPath = "E:\\OpenGL\\OpenGL_test1\\Shader\\vertexShader.glsl";
const Char* fragmentPath = "E:\\OpenGL\\OpenGL_test1\\Shader\\fragmentShader.glsl";
const Char* lampVertex = "E:\\OpenGL\\OpenGL_test1\\Shader\\lampvertexShader.glsl";
const Char* lampFragment = "E:\\OpenGL\\OpenGL_test1\\Shader\\lampFragmentShader.glsl";
Shader containerShader(vertexPath, fragmentPath);
Shader lampShader(lampVertex, lampFragment);
GLuint containerVAO, texture1, texture2;
SetContainerAttrib(containerShader, containerVAO, texture1, texture2);
GLuint diffuseTexture = 0;
GLuint specularTexture = 0;
SetTextureAttrib(diffuseTexture, "container2.png");
SetTextureAttrib(specularTexture, "container2_specular.png");
// 分别设置diffuse贴图和specular贴图单元
containerShader.Use();
glUniform1i(glGetUniformLocation(containerShader.Program, "material.diffuse"), 0);
glUniform1i(glGetUniformLocation(containerShader.Program, "material.specular"), 1);
GLuint lampVAO;
SetLampAttrib(lampShader, lampVAO);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_DEPTH_TEST);
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
do_movement();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// 立方体
containerShader.Use();
// 光源位置
lightPos.x = cos(glfwGetTime() / 2.0f)*1.0f;
lightPos.y = sin(glfwGetTime() / 2.0f)*1.0f;
// 光的属性设置
Uint lightAmbientLoc = glGetUniformLocation(containerShader.Program, "lightColor.ambient");
Uint lightDiffuseLoc = glGetUniformLocation(containerShader.Program, "lightColor.diffuse");
Uint lightSpecularLoc = glGetUniformLocation(containerShader.Program, "lightColor.specular");
Uint lightPositionLoc = glGetUniformLocation(containerShader.Program, "lightColor.position");
glUniform3f(lightAmbientLoc, 0.2f, 0.2f, 0.2f);
glUniform3f(lightDiffuseLoc, 0.5f, 0.5f, 0.5f);
glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);
glUniform3f(lightPositionLoc, lightPos.x,lightPos.y,lightPos.z);
// 用于specular光照的观察方向向量
Uint viewPosLoc = glGetUniformLocation(containerShader.Program, "viewPos");
glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
// 物体材质属性设置
Uint shinnessLoc = glGetUniformLocation(containerShader.Program, "material.shininess");
glUniform1f(shinnessLoc, 32.0f);
// 物体转换矩阵设置
glm::mat4 views = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
Uint model_Location = glGetUniformLocation(containerShader.Program, "model");
Uint views_Location = glGetUniformLocation(containerShader.Program, "views");
Uint projection_Location = glGetUniformLocation(containerShader.Program, "projection");
glUniformMatrix4fv(views_Location, 1, GL_FALSE, glm::value_ptr(views));
glUniformMatrix4fv(projection_Location, 1, GL_FALSE, glm::value_ptr(projection));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, specularTexture);
glBindVertexArray(containerVAO);
glm::mat4 model;
model = glm::translate(model, glm::vec3(-0.55f, -0.3f, 0.0f));
model = glm::rotate(model, (GLfloat)glm::radians(glfwGetTime()*45.0f), glm::vec3(1.0f, 1.0f, 0.0f));
glUniformMatrix4fv(model_Location, 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// 光源绘制
lampShader.Use();
// 光源转换矩阵设置
Uint modelLoc = glGetUniformLocation(lampShader.Program, "model");
Uint viewLoc = glGetUniformLocation(lampShader.Program, "view");
Uint projectionLoc = glGetUniformLocation(lampShader.Program, "projection");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(views));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
model = glm::mat4();
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(lampVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &containerVAO);
glfwTerminate();
return 0;
}
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