箱子反射天空盒的具體實現代碼:
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <fstream>
#include <sstream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <map>
//#include <boost/filesystem.cpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <vector>
#include "Shader.h"
#include "Camera.h"
#define _USE_MATH_DEFINES
#include<math.h>
using namespace std;
void framebuffer_size_callback(GLFWwindow* windows, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void processInput(GLFWwindow *window);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string>faces);
//settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_HEIGHT / 2.0f;
float lastY = (float)SCR_WIDTH / 2.0f;
bool firstMouse = true;
unsigned int cubemapVAO, cubemapVBO;
unsigned int cubeVAO, cubeVBO;
//timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
vector<std::string>faces
{
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/right.jpg",
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/left.jpg",
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/top.jpg",
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/bottom.jpg",
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/back.jpg",
"D:/opengltask/LearnOpenGL_master/resources/textures/skybox/front.jpg"
};
//立方體貼圖頂點座標數據
float skyboxVertices[] = {
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
//箱子頂點數據和法向量數據
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
glm::mat4 model = glm::mat4(1.0f);
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);
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "cube_map", 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);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glEnable(GL_DEPTH_TEST); //啓動深度測試
unsigned int cubeTexture;
//cubeTexture = loadTexture("D:/opengltask/LearnOpenGL_master/resources/textures/container.jpg");
unsigned int cubemapTexture = loadCubemap(faces);
//對於立方體貼圖的VAO
glGenVertexArrays(1, &cubemapVAO);
glGenBuffers(1, &cubemapVBO);
glBindVertexArray(cubemapVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubemapVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glBindVertexArray(0);
//對於箱子的VAO
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
glBindVertexArray(0);
Shader boxShader = Shader("cube_reflection.vs", "cube_reflection.fs"); //箱子對應頂點着色器和片段着色器代碼
Shader skyboxShader = Shader("cubemap.vs", "cubemap.fs"); //天空盒對應頂點着色器和片段着色器
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
//處理鍵盤輸入
processInput(window);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
boxShader.use();
glm::mat4 view = camera.GetViewMatrix(); //取矩陣左上角得3*3矩陣來移除變換矩陣得位移部分
glm::mat4 projection= glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
boxShader.setMat4("model", model);
boxShader.setMat4("view", view);
boxShader.setMat4("projection", projection);
boxShader.setVec3("cameraPos", camera.Position);
/*DrawTwoContainers(boxShader);*/
glBindVertexArray(cubeVAO);
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LEQUAL); //深度緩衝將會填充上天空盒的1.0,所以需要保證天空盒在值小於或等於深度緩衝時通過深度測試
skyboxShader.use();
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); //取矩陣左上角得3*3矩陣來移除變換矩陣的位移部分
skyboxShader.setMat4("view", view);
skyboxShader.setMat4("projection", projection);
glBindVertexArray(cubemapVAO);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &cubeVAO);
glDeleteVertexArrays(1, &cubemapVAO);
glDeleteBuffers(1, &cubeVBO);
glDeleteBuffers(1, &cubemapVBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) //視口根據窗口大小調整的函數,兩個整數表示窗口的新維度
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window) //輸入的控制
{
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);
if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS)
model = glm::rotate(model, (float)(M_PI / 360.0), glm::vec3(0.0f, 1.0f, 0.0f));
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS)
model = glm::rotate(model, (float)(-M_PI / 360.0), glm::vec3(0.0f, 1.0f, 0.0f));
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) // glfwGetKey函數需要一個窗口以及一個按鍵作爲輸入,函數將會返回這個按鍵是否正在被按下
glfwSetWindowShouldClose(window, true);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos) //鼠標回調函數
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; //相反的,因爲y座標是從底部往頂部依次增大的
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) //鼠標滾輪的回調函數
{
camera.ProcessMouseScroll(yoffset);
}
unsigned int loadTexture(char const *path)
{
unsigned int texture_id;
glGenTextures(1, &texture_id);
int width, height, nrChannels;
unsigned char *data = stbi_load(path, &width, &height, &nrChannels, 0);
if (data)
{
GLenum format; //unsigned int 類型的別稱
if (nrChannels == 1)
format = GL_RED;
else if (nrChannels == 3)
format = GL_RGB;
else if (nrChannels == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
}
else
{
std::cout << "Failed to load texture at path:" << path << std::endl;
}
return texture_id;
}
unsigned int loadCubemap(vector<std::string> faces) //創建立方體貼圖
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
箱子頂點着色器代碼:
#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1)in vec3 aNormal;
out vec3 Normal;
out vec3 Position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
Normal=mat3(transpose(inverse(model)))*aNormal;
Position=vec3(model*vec4(aPos,1.0));
gl_Position=projection*view*model*vec4(aPos,1.0);
}
箱子片段着色器代碼:
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 Position;
uniform vec3 cameraPos;
uniform samplerCube skybox;
void main()
{
vec3 I=normalize(Position-cameraPos);
vec3 R=reflect(I,normalize(Normal));
FragColor=vec4(texture(skybox,R).rgb,1.0);
}
天空盒頂點着色器代碼:
#version 330 core
layout(location=0)in vec3 aPos;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
TexCoords=aPos;
gl_Position=projection*view*vec4(aPos,1.0);
gl_Position=gl_Position.xyww;
}
天空盒片段着色器代碼:
#version 330 core
in vec3 TexCoords;
uniform samplerCube skybox;
out vec4 FragColor;
void main()
{
FragColor=texture(skybox,TexCoords);
}