一、聚光燈
三種基礎光源在上一章講了2種,現在只剩下聚光燈了
手電筒就是一個很經典例子,相對於點光源,聚光燈擁有以下特點
- 依然有衰減,但是聚光燈的光照一般都是非常強的(也就是有着非常遠的射程)
- 有一定的範圍,在這個範圍外光照極速衰減,距離聚光方向超過一定角度,哪怕離光源很近,也有可能完全沒有光照
- 依上,既有位置屬性,又有方向屬性(聚光方向)
相對於點光源,聚光燈會額外多出2個屬性:聚光方向和切光角
如下圖:其中 就是入射光向量與聚光方向的夾角, 就是切光角,顯然
- 如果 比 大,那麼當前入射光的光強就可以直接忽略
- 在 的範圍內,離光源越近,當前片段受到的光照就越強
目的很明顯了,求出 和 的大小
爲了方便測試,先把之前的光源扔了,然後我們假設自己頭上掛着個手電筒(就是以攝像機爲聚光燈,並且聚光中心爲我們視角的中央),着色器中再加入切光角和方向屬性
glUniform3f(lightPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
glUniform3f(lightDirect, camera.Front.x, camera.Front.y, camera.Front.z);
glUniform1f(lightCutOff, glm::cos(glm::radians(12.5f)));
vec3 lightDir = normalize(light.position - fragPosIn);
float theta = dot(lightDir, normalize(-light.direction));
if(theta > light.cutOff) //兩個角度的餘弦角相比,餘弦值大的那個角度小
{
//計算漫反射和鏡面反射
}
else
//只考慮環境光
其實改動並不大,可以看到效果:
二、邊緣柔和
再看上面的效果,會感覺有點假,邊緣太過“鋒利”了,現實裏,它應該有一個漸變的效果
很容易想到插值,這樣的話就需要兩個角度,也就是兩個“切光角”:一個會給予一個聚光內圓錐,在內圓錐內的光強參數必定爲1,另一個給予一個聚光外圓錐,在外圓錐外的光強參數必定爲0(只有環境光),這樣就可以在兩個圓錐之間的那一小部分圓環內對光強進行插值,完美!
一樣,設 爲內圓錐角, 爲外圓錐角,我們就可以得出當前點的光強 爲:,其中 保證其範圍在 (0, 1)內
完整代碼如下:
- clamp(val, L, R):確保val的值在 [L, R] 的範圍內
#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 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float k0, k1, k2;
float cutOff, outCutOff;
};
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));
vec3 diffuse = vec3(0.0f);
vec3 specular = vec3(0.0f);
float attenuation = 0;
vec3 lightDir = normalize(light.position - fragPosIn);
//聚光
float theta = dot(lightDir, normalize(-light.direction));
float lightSoft = clamp((theta - light.outCutOff) / (light.cutOff - light.outCutOff), 0.0f, 1.0f);
//漫反射光
vec3 norm = normalize(normalIn);
float diff = max(dot(norm, lightDir), 0.0f);
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);
specular = light.specular * (spec * vec3(texture(material.specular, texIn)));
//點光源
float dis = length(light.position - fragPosIn);
attenuation = 1.0f / (light.k0 + light.k1 * dis + light.k2 * (dis * dis));
//混合
diffuse *= attenuation * lightSoft;
specular *= attenuation * lightSoft;
vec3 result = ambient + diffuse + specular;
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
};
glm::vec3 position[] =
{
glm::vec3(0.0f, -2.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(-2.0f, -2.0f, 0.0f),
glm::vec3(-2.0f, -1.0f, 0.0f),
glm::vec3(-3.0f, -2.0f, 0.0f),
glm::vec3(-2.0f, -2.0f, 1.0f),
glm::vec3(-1.0f, -2.0f, -4.0f),
};
GLuint VBO, VAO, textureA, textureB;
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);
glBindTexture(GL_TEXTURE_2D, 0);
shaderObj.Use();
glUniform1i(glGetUniformLocation(shaderObj.Program, "material.diffuse"), 0);
glUniform1i(glGetUniformLocation(shaderObj.Program, "material.specular"), 1);
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);
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");
GLint lightK0 = glGetUniformLocation(shaderObj.Program, "light.k0");
GLint lightK1 = glGetUniformLocation(shaderObj.Program, "light.k1");
GLint lightK2 = glGetUniformLocation(shaderObj.Program, "light.k2");
GLint lightCutOff = glGetUniformLocation(shaderObj.Program, "light.cutOff");
GLint lightOutCutOff = glGetUniformLocation(shaderObj.Program, "light.outCutOff");
GLint lightDirect = glGetUniformLocation(shaderObj.Program, "light.direction");
glUniform3f(lightAmbientLoc, 0.2f, 0.2f, 0.2f);
glUniform3f(lightDiffuseLoc, 1.0f, 1.0f, 1.0f);
glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);
glUniform1f(lightK0, 1.0f);
glUniform1f(lightK1, 0.09f);
glUniform1f(lightK2, 0.032f);
glUniform3f(lightPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
glUniform3f(lightDirect, camera.Front.x, camera.Front.y, camera.Front.z);
glUniform1f(lightCutOff, glm::cos(glm::radians(12.5f)));
glUniform1f(lightOutCutOff, glm::cos(glm::radians(15.0f)));
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);
for (int i = 0; i <= 7; i++)
{
model = glm::translate(glm::mat4(1.0f), position[i]);
model = glm::rotate(model, glm::radians(0.0f), glm::vec3(-0.5f, 1.0f, 0.0f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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);
}