在 OpenGL基礎13:第一個正方體 中給正方體加了箱子的紋理,但是在後面介紹光照的時候又把紋理屬性給丟了,現在嘗試在有紋理的基礎之上增加光照
一、漫反射貼圖
先把之前的紋理加回去
頂點着色器和主代碼的處理和之前 OpenGL基礎9:紋理 紋理這一章一樣,而對於片段着色器,需要進行稍加修改
在 OpenGL基礎21:材質 這一章裏,給予了物體材質屬性,包括:
- ambient:定義了在環境光照下這個物體反射的是什麼顏色,通常是和物體顏色相同的顏色
- diffuse:定義了在漫反射光照下物體的顏色,通常是和物體顏色相同的顏色
- specular:
設置的是物體受到的鏡面光照影響的顏色,或者是反射一個物體特定的鏡面高光顏色(暫時不考慮) - shininess:
反光度,值越高,反射光的能力越強,散射得越少,高光點越小(暫時不考慮)
但是,一個物體自身作爲一個整體爲其擁有一個材質其實是有問題的,例如一輛汽車,輪胎和車窗的材質明顯不同,也就是說,對於物體的不同部分,可能會擁有不同的 ambient 和 diffuse 屬性
因此,這就需要通過某種方式對每個原始像素獨立設置diffuse顏色,這其實就是之前的一直在用的紋理,只不過在這中場景和需求下,我們叫它貼圖
用一張圖片覆蓋住物體,以便我們爲每個原始像素索引獨立顏色值。在光照場景中,通過紋理來呈現一個物體的diffuse顏色,這個做法被稱做漫反射貼圖(Diffuse texture)
這樣的話,在片段着色器中,原先的 ambient 和 diffuse 屬性就要用 diffuse 貼圖替代(之所以這兩個屬性都用 diffuse 是因爲大部分情況下,這兩者的值是等同的),如下:
#version 330 core
struct Material
{
sampler2D diffuse; //貼圖
vec3 specular; //鏡面光色
float shininess; //反光度
};
struct Light
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
out vec4 color;
uniform vec3 viewPos;
in vec2 texIn;
in vec3 fragPosIn;
in vec3 normalIn;
void main()
{
//環境光
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texIn));
//漫反射光
vec3 norm = normalize(normalIn);
vec3 lightDir = normalize(light.position - fragPosIn);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * vec3(texture(material.diffuse, texIn)));
//鏡面光
vec3 viewDir = normalize(viewPos - fragPosIn);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
//混合
vec3 result = ambient + diffuse + specular;
color = vec4(result, 1.0f);
}
好了,效果有了!
如果仔細從各個角度看,會發現一塊木箱子居然還會有鏡面高光,這不科學,這時可以把 specular 設置爲 vec(0.0) 來修正
二、鏡面貼圖採樣
上面的箱子還是非常容易的,因爲它有一個特點:每個部分都擁有幾乎一致的 diffuse 屬性,並且 specular 屬性都爲 vec(0.0),那麼問題來了,假設這個時候我們想要給箱子加一個金屬邊框要怎麼處理?要知道金屬擁有較高的反射度,和橡木材質正好相反,如果說只用單獨的一個帶金屬邊框的木箱紋理,那肯定也是有問題的,所以這個時候就需要2張紋理貼圖:一張爲帶金屬邊框的橡木紋理,一張爲單純金屬邊框紋理
如下,一個 specular 高光的亮度可以通過圖片中每個紋理的亮度來獲得,可以使用這兩張紋理作爲漫反射貼圖和鏡面貼圖(來源:https://learnopengl.com/#!Lighting/Lighting-maps)
specular 貼圖的每個像素可以顯示爲一個顏色向量,可以看出,這張紋理中間是一片黑,這也意味着中間部分是露出來的木頭材質,在此 specular 屬性即對應像素顏色屬性正是 vec(0.0)
使用Photoshop或Gimp之類的工具,通過將圖片進行裁剪,將某部分調整成黑白圖樣,並調整亮度/對比度的做法,可以非常容易將一個diffuse紋理貼圖處理爲specular貼圖,這樣的貼圖最好爲黑白
有了上面的經驗,就知道怎麼修改代碼邏輯了:
#version 330 core
struct Material
{
sampler2D diffuse; //貼圖
sampler2D specular; //鏡面貼圖
float shininess; //反光度
};
struct Light
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
out vec4 color;
uniform vec3 viewPos;
in vec2 texIn;
in vec3 fragPosIn;
in vec3 normalIn;
void main()
{
//環境光
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texIn));
//漫反射光
vec3 norm = normalize(normalIn);
vec3 lightDir = normalize(light.position - fragPosIn);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * vec3(texture(material.diffuse, texIn)));
//鏡面光
vec3 viewDir = normalize(viewPos - fragPosIn);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * vec3(texture(material.specular, texIn)));
//混合
vec3 result = ambient + diffuse + specular;
color = vec4(result, 1.0f);
}
效果如下:
三、放射光貼圖
上面使用了漫反射貼圖和鏡面貼圖,物體已經有點真實的感覺了,後面還有法線貼圖和反射貼圖,可以給物體更完美的細節,只是這裏就暫時不講了
這裏可以再提一個非常簡單的貼圖:放射光貼圖,先上整篇文章的完整代碼和效果,非常容易
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texture;
out vec2 texIn;
out vec3 normalIn;
out vec3 fragPosIn;
uniform mat4 model; //模型矩陣
uniform mat4 view; //觀察矩陣
uniform mat4 projection; //投影矩陣
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
texIn = vec2(texture.x, 1.0f - texture.y);
fragPosIn = vec3(model * vec4(position, 1.0f));
normalIn = mat3(transpose(inverse(model))) * normal;
}
//////////////////////////////////////////////////////////////////////////
#version 330 core
struct Material
{
sampler2D diffuse; //貼圖
sampler2D specular; //鏡面貼圖
sampler2D emission; //放射貼圖
float shininess; //反光度
};
struct Light
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
out vec4 color;
uniform vec3 viewPos;
in vec2 texIn;
in vec3 fragPosIn;
in vec3 normalIn;
void main()
{
//環境光
vec3 ambient = light.ambient * vec3(texture(material.diffuse, texIn));
//漫反射光
vec3 norm = normalize(normalIn);
vec3 lightDir = normalize(light.position - fragPosIn);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * vec3(texture(material.diffuse, texIn)));
//鏡面光
vec3 viewDir = normalize(viewPos - fragPosIn);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * vec3(texture(material.specular, texIn)));
//放射光貼圖
vec3 emission = vec3(texture(material.emission, texIn));
//混合
vec3 result = ambient + diffuse + specular + emission;
color = vec4(result, 1.0f);
}
main.cpp:
#include<iostream>
#include<opengl/glew.h>
#define GLEW_STATIC
#include<GLFW/glfw3.h>
#include"Camera.h"
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include"Shader.h"
#include<opengl/freeglut.h>
#include<SOIL.h>
bool keys[1024];
Camera camera;
GLfloat lastX, lastY;
bool firstMouse = true;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void cameraMove();
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
const GLuint WIDTH = 800, HEIGHT = 600;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glewExperimental = GL_TRUE;
glewInit();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
Shader shaderObj("ObjVShader.txt", "ObjFShader.txt");
Shader shaderLight("LightVShader.txt", "LightFShader.txt");
GLfloat vertices[] =
{
-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
};
GLuint VBO, VAO, textureA, textureB, textureC;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
int picWidth, picHeight;
glGenTextures(1, &textureA);
glBindTexture(GL_TEXTURE_2D, textureA);
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);
unsigned char* image = SOIL_load_image("Texture/wood2.jpg", &picWidth, &picHeight, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glGenTextures(1, &textureB);
glBindTexture(GL_TEXTURE_2D, textureB);
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);
image = SOIL_load_image("Texture/specular.jpg", &picWidth, &picHeight, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glGenTextures(1, &textureC);
glBindTexture(GL_TEXTURE_2D, textureC);
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);
image = SOIL_load_image("Texture/cloudImg.jpg", &picWidth, &picHeight, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, picWidth, picHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
shaderObj.Use();
glUniform1i(glGetUniformLocation(shaderObj.Program, "material.diffuse"), 0);
glUniform1i(glGetUniformLocation(shaderObj.Program, "material.specular"), 1);
glUniform1i(glGetUniformLocation(shaderObj.Program, "material.emission"), 2);
GLuint lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
//VBO數據已經綁定且我們就用之前的頂點數據,所以無需再管理VBO
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
cameraMove();
shaderLight.Use();
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), (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
glm::mat4 model = glm::translate(glm::mat4(1.0f), lightPos);
model = glm::scale(model, glm::vec3(0.2f));
GLint modelLoc = glGetUniformLocation(shaderLight.Program, "model");
GLint viewLoc = glGetUniformLocation(shaderLight.Program, "view");
GLint projLoc = glGetUniformLocation(shaderLight.Program, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
shaderObj.Use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureB);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textureC);
GLint matSpecularLoc = glGetUniformLocation(shaderObj.Program, "material.specular");
GLint matShineLoc = glGetUniformLocation(shaderObj.Program, "material.shininess");
glUniform3f(matSpecularLoc, 0.0f, 0.0f, 0.0f);
glUniform1f(matShineLoc, 32.0f);
GLint lightPosLoc = glGetUniformLocation(shaderObj.Program, "light.position");
GLint lightAmbientLoc = glGetUniformLocation(shaderObj.Program, "light.ambient");
GLint lightDiffuseLoc = glGetUniformLocation(shaderObj.Program, "light.diffuse");
GLint lightSpecularLoc = glGetUniformLocation(shaderObj.Program, "light.specular");
glUniform3f(lightAmbientLoc, 0.2f, 0.2f, 0.2f);
glUniform3f(lightDiffuseLoc, 1.0f, 1.0f, 1.0f);
glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);
glUniform3f(lightPosLoc, lightPos.x, lightPos.y, lightPos.z);
GLint viewPosLoc = glGetUniformLocation(shaderObj.Program, "viewPos");
glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(57.0f), glm::vec3(-0.5f, 1.0f, 0.0f));
modelLoc = glGetUniformLocation(shaderObj.Program, "model");
viewLoc = glGetUniformLocation(shaderObj.Program, "view");
projLoc = glGetUniformLocation(shaderObj.Program, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
void cameraMove()
{
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
GLfloat cameraSpeed = 1.0f * deltaTime;
if (keys[GLFW_KEY_W])
camera.ProcessKeyboard(Camera_Movement(FORWARD), deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(Camera_Movement(BACKWARD), deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(Camera_Movement(LEFT), deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(Camera_Movement(RIGHT), deltaTime);
}
void key_callback(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) //如果當前是按下操作
keys[key] = true;
else if (action == GLFW_RELEASE) //鬆開鍵盤
keys[key] = false;
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
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;
lastX = xpos;
lastY = ypos;
GLfloat sensitivity = 0.05;
xoffset *= sensitivity;
yoffset *= sensitivity;
camera.ProcessMouseMovement(xoffset, yoffset);
}
可以看到,箱子的每個面上都有被貼上了一塊無視光照的“雲彩”,這就是放射光貼圖,顧名思義,它往往是用來顯示物體自身發光(Emit)時可能產生的顏色,例如遊戲中寶箱上發光的按鈕,樓梯間緊急出口牌子亮的綠光等等