我尝试使用一些 OpenGL 代码来渲染金字塔,但只有一个光源发出光(左边的那个)。我希望一盏灯发出白光,另一盏灯发出绿光。我只能让绿灯工作。
#include <iostream> // cout, cerr
#include <cstdlib> // EXIT_FAILURE
#include <GL/glew.h> // GLEW library
#include <GLFW/glfw3.h> // GLFW library
#define STB_IMAGE_IMPLEMENTATION //Image Header
#include <C:\Users\thead\Documents\School and Studying\Template\OpenGLSample\OpenGLSample\stb_image.h>
#include <C:\Users\thead\Documents\School and Studying\Template\OpenGLSample\OpenGLSample\camera.h> // Camera class
// GLM Math Header inclusions
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std; // Standard namespace
using namespace std; // Standard namespace
/*Shader program Macro*/
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version " core \n" #Source
#endif
// Unnamed namespace
namespace
{
const char* const WINDOW_TITLE = "Tutorial 6.3"; // Macro for window title
// Variables for window width and height
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
// Stores the GL data relative to a given mesh
struct GLMesh
{
GLuint vao; // Handle for the vertex array object
GLuint vbo; // Handle for the vertex buffer object
GLuint nVertices; // Number of indices of the mesh
};
// Main GLFW window
GLFWwindow* gWindow = nullptr;
// Triangle mesh data
GLMesh gMesh;
// Texture
GLuint gTextureId;
glm::vec2 gUVScale(5.0f, 5.0f);
GLint gTexWrapMode = GL_REPEAT;
// Shader programs
GLuint gCubeProgramId;
GLuint gLampProgramId;
// camera
Camera gCamera(glm::vec3(0.0f, 0.0f, 7.0f));
float gLastX = WINDOW_WIDTH / 2.0f;
float gLastY = WINDOW_HEIGHT / 2.0f;
bool gFirstMouse = true;
// timing
float gDeltaTime = 0.0f; // time between current frame and last frame
float gLastFrame = 0.0f;
// Subject position and scale
glm::vec3 gCubePosition(0.0f, 0.0f, 0.0f);
glm::vec3 gCubeScale(2.0f);
// Light color
glm::vec3 gObjectColor(1.f, 0.2f, 0.0f);
glm::vec3 gLightColor[] = {
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f)
};
// Light position and scale
glm::vec3 gLightPosition[] = {
glm::vec3(-2.5f, 3.5f, 0.0f),
glm::vec3(1.5f, 1.0f, 0.0f)
};
glm::vec3 gLightScale(0.3f);
}
/* User-defined Function prototypes to:
* initialize the program, set the window size,
* redraw graphics on the window when resized,
* and render graphics on the screen
*/
bool UInitialize(int, char*[], GLFWwindow** window);
void UResizeWindow(GLFWwindow* window, int width, int height);
void UProcessInput(GLFWwindow* window);
void UMousePositionCallback(GLFWwindow* window, double xpos, double ypos);
void UMouseScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void UMouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void UCreateMesh(GLMesh &mesh);
void UDestroyMesh(GLMesh &mesh);
bool UCreateTexture(const char* filename, GLuint &textureId);
void UDestroyTexture(GLuint textureId);
void URender();
bool UCreateShaderProgram(const char* vtxShaderSource, const char* fragShaderSource, GLuint &programId);
void UDestroyShaderProgram(GLuint programId);
/* Cube Vertex Shader Source Code*/
const GLchar * cubeVertexShaderSource = GLSL(440,
layout(location = 0) in vec3 position; // VAP position 0 for vertex position data
layout(location = 1) in vec3 normal; // VAP position 1 for normals
layout(location = 2) in vec2 textureCoordinate;
out vec3 vertexNormal; // For outgoing normals to fragment shader
out vec3 vertexFragmentPos; // For outgoing color / pixels to fragment shader
out vec2 vertexTextureCoordinate;
//Uniform / Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f); // Transforms vertices into clip coordinates
vertexFragmentPos = vec3(model * vec4(position, 1.0f)); // Gets fragment / pixel position in world space only (exclude view and projection)
vertexNormal = mat3(transpose(inverse(model))) * normal; // get normal vectors in world space only and exclude normal translation properties
vertexTextureCoordinate = textureCoordinate;
}
);
/* Cube Fragment Shader Source Code*/
const GLchar * cubeFragmentShaderSource = GLSL(440,
in vec3 vertexNormal; // For incoming normals
in vec3 vertexFragmentPos; // For incoming fragment position
in vec2 vertexTextureCoordinate;
out vec4 fragmentColor; // For outgoing cube color to the GPU
// Uniform / Global variables for object color, light color, light position, and camera/view position
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPosition;
uniform sampler2D uTexture; // Useful when working with multiple textures
uniform vec2 uvScale;
void main()
{
/*Phong lighting model calculations to generate ambient, diffuse, and specular components*/
//Calculate Ambient lighting
float ambientStrength = 0.1f; // Set ambient or global lighting strength
vec3 ambient = ambientStrength * lightColor; // Generate ambient light color
//Calculate Diffuse lighting*/
vec3 norm = normalize(vertexNormal); // Normalize vectors to 1 unit
vec3 lightDirection = normalize(lightPos - vertexFragmentPos); // Calculate distance (light direction) between light source and fragments/pixels on cube
float impact = max(dot(norm, lightDirection), 0.0);// Calculate diffuse impact by generating dot product of normal and light
vec3 diffuse = impact * lightColor; // Generate diffuse light color
//Calculate Specular lighting
float specularIntensity = 0.8f; // Set specular light strength
float highlightSize = 16.0f; // Set specular highlight size
vec3 viewDir = normalize(viewPosition - vertexFragmentPos); // Calculate view direction
vec3 reflectDir = reflect(-lightDirection, norm);// Calculate reflection vector
//Calculate specular component
float specularComponent = pow(max(dot(viewDir, reflectDir), 0.0), highlightSize);
vec3 specular = specularIntensity * specularComponent * lightColor;
// Texture holds the color to be used for all three components
vec4 textureColor = texture(uTexture, vertexTextureCoordinate * uvScale);
// Calculate phong result
vec3 phong = (ambient + diffuse + specular) * textureColor.xyz;
fragmentColor = vec4(phong, 1.0f); // Send lighting results to GPU
}
);
/* Lamp Shader Source Code*/
const GLchar * lampVertexShaderSource = GLSL(440,
layout (location = 0) in vec3 position; // VAP position 0 for vertex position data
//Uniform / Global variables for the transform matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
gl_Position = projection * view * model * vec4(position, 1.0f); } ); // Transforms vertices into clip coordinates
/* Fragment Shader Source Code*/
const GLchar * lampFragmentShaderSource = GLSL(440,
out vec4 fragmentColor; // For outgoing lamp color (smaller cube) to the GPU
void main() {
fragmentColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); // Set color to green (0.0f, 1.0f, 0.0f) with alpha 1.0
}
);
// Images are loaded with Y axis going down, but OpenGL's Y axis goes up, so let's flip it
void flipImageVertically(unsigned char *image, int width, int height, int channels)
{
for (int j = 0; j < height / 2; ++j)
{
int index1 = j * width * channels;
int index2 = (height - 1 - j) * width * channels;
for (int i = width * channels; i > 0; --i)
{
unsigned char tmp = image[index1];
image[index1] = image[index2];
image[index2] = tmp;
++index1;
++index2;
}
}
}
int main(int argc, char* argv[])
{
if (!UInitialize(argc, argv, &gWindow))
return EXIT_FAILURE;
// Create the mesh
UCreateMesh(gMesh); // Calls the function to create the Vertex Buffer Object
// Create the shader programs
if (!UCreateShaderProgram(cubeVertexShaderSource, cubeFragmentShaderSource, gCubeProgramId))
return EXIT_FAILURE;
if (!UCreateShaderProgram(lampVertexShaderSource, lampFragmentShaderSource, gLampProgramId))
return EXIT_FAILURE;
// Load texture
const char * texFilename = "C:/Users/thead/Documents/School and Studying/5-2/BRICKS.png";
if (!UCreateTexture(texFilename, gTextureId))
{
cout << "Failed to load texture " << texFilename << endl;
return EXIT_FAILURE;
}
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
glUseProgram(gCubeProgramId);
// We set the texture as texture unit 0
glUniform1i(glGetUniformLocation(gCubeProgramId, "uTexture"), 0);
// Sets the background color of the window to black (it will be implicitely used by glClear)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// render loop
// -----------
while (!glfwWindowShouldClose(gWindow))
{
// per-frame timing
// --------------------
float currentFrame = glfwGetTime();
gDeltaTime = currentFrame - gLastFrame;
gLastFrame = currentFrame;
// input
// -----
UProcessInput(gWindow);
// Render this frame
URender();
glfwPollEvents();
}
// Release mesh data
UDestroyMesh(gMesh);
// Release texture
UDestroyTexture(gTextureId);
// Release shader programs
UDestroyShaderProgram(gCubeProgramId);
UDestroyShaderProgram(gLampProgramId);
exit(EXIT_SUCCESS); // Terminates the program successfully
}
// Initialize GLFW, GLEW, and create a window
bool UInitialize(int argc, char* argv[], GLFWwindow** window)
{
// GLFW: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// GLFW: window creation
// ---------------------
*window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, NULL, NULL);
if (*window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return false;
}
glfwMakeContextCurrent(*window);
glfwSetFramebufferSizeCallback(*window, UResizeWindow);
glfwSetCursorPosCallback(*window, UMousePositionCallback);
glfwSetScrollCallback(*window, UMouseScrollCallback);
glfwSetMouseButtonCallback(*window, UMouseButtonCallback);
// tell GLFW to capture our mouse
glfwSetInputMode(*window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// GLEW: initialize
// ----------------
// Note: if using GLEW version 1.13 or earlier
glewExperimental = GL_TRUE;
GLenum GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult)
{
std::cerr << glewGetErrorString(GlewInitResult) << std::endl;
return false;
}
// Displays GPU OpenGL version
cout << "INFO: OpenGL Version: " << glGetString(GL_VERSION) << endl;
return true;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
void UProcessInput(GLFWwindow* window)
{
static const float cameraSpeed = 2.5f;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
gCamera.ProcessKeyboard(FORWARD, gDeltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
gCamera.ProcessKeyboard(BACKWARD, gDeltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
gCamera.ProcessKeyboard(LEFT, gDeltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
gCamera.ProcessKeyboard(RIGHT, gDeltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
void UResizeWindow(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void UMousePositionCallback(GLFWwindow* window, double xpos, double ypos)
{
if (gFirstMouse)
{
gLastX = xpos;
gLastY = ypos;
gFirstMouse = false;
}
float xoffset = xpos - gLastX;
float yoffset = gLastY - ypos; // reversed since y-coordinates go from bottom to top
gLastX = xpos;
gLastY = ypos;
gCamera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void UMouseScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
gCamera.ProcessMouseScroll(yoffset);
}
// glfw: handle mouse button events
// --------------------------------
void UMouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
switch (button)
{
case GLFW_MOUSE_BUTTON_LEFT:
{
if (action == GLFW_PRESS)
cout << "Left mouse button pressed" << endl;
else
cout << "Left mouse button released" << endl;
}
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
{
if (action == GLFW_PRESS)
cout << "Middle mouse button pressed" << endl;
else
cout << "Middle mouse button released" << endl;
}
break;
case GLFW_MOUSE_BUTTON_RIGHT:
{
if (action == GLFW_PRESS)
cout << "Right mouse button pressed" << endl;
else
cout << "Right mouse button released" << endl;
}
break;
default:
cout << "Unhandled mouse button event" << endl;
break;
}
}
// Functioned called to render a frame
void URender()
{
// Enable z-depth
glEnable(GL_DEPTH_TEST);
// Clear the frame and z buffers
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Activate the cube VAO (used by cube and lamp)
glBindVertexArray(gMesh.vao);
// CUBE: draw cube(s)
//----------------
// Set the shader to be used
for (unsigned int i = 0; i < 2; i++) {
glUseProgram(gCubeProgramId);
// Model matrix: transformations are applied right-to-left order
glm::mat4 model = glm::translate(gCubePosition) * glm::scale(gCubeScale);
// camera/view transformation
glm::mat4 view = gCamera.GetViewMatrix();
// Creates a perspective projection
glm::mat4 projection = glm::perspective(glm::radians(gCamera.Zoom), (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, 0.1f, 100.0f);
// Retrieves and passes transform matrices to the Shader program
GLint modelLoc = glGetUniformLocation(gCubeProgramId, "model");
GLint viewLoc = glGetUniformLocation(gCubeProgramId, "view");
GLint projLoc = glGetUniformLocation(gCubeProgramId, "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));
// Reference matrix uniforms from the Cube Shader program for the cube color, light color, light position, and camera position
GLint objectColorLoc = glGetUniformLocation(gCubeProgramId, "objectColor");
GLint lightColorLoc = glGetUniformLocation(gCubeProgramId, "lightColor");
GLint lightPositionLoc = glGetUniformLocation(gCubeProgramId, "lightPos");
GLint viewPositionLoc = glGetUniformLocation(gCubeProgramId, "viewPosition");
// Pass color, light, and camera data to the Cube Shader program's corresponding uniforms
glUniform3f(objectColorLoc, gObjectColor.r, gObjectColor.g, gObjectColor.b);
glUniform3f(lightColorLoc, gLightColor[i].r, gLightColor[i].g, gLightColor[i].b);
glUniform3f(lightPositionLoc, gLightPosition[i].x, gLightPosition[i].y, gLightPosition[i].z);
const glm::vec3 cameraPosition = gCamera.Position;
glUniform3f(viewPositionLoc, cameraPosition.x, cameraPosition.y, cameraPosition.z);
GLint UVScaleLoc = glGetUniformLocation(gCubeProgramId, "uvScale");
glUniform2fv(UVScaleLoc, 1, glm::value_ptr(gUVScale));
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gTextureId);
// Draws the triangles
glDrawArrays(GL_TRIANGLES, 0, gMesh.nVertices);
// LAMP: draw lamp
//----------------
glUseProgram(gLampProgramId);
//Transform the smaller cube used as a visual que for the light source
model = glm::translate(gLightPosition[i]) * glm::scale(gLightScale);
// Reference matrix uniforms from the Lamp Shader program
modelLoc = glGetUniformLocation(gLampProgramId, "model");
viewLoc = glGetUniformLocation(gLampProgramId, "view");
projLoc = glGetUniformLocation(gLampProgramId, "projection");
// Pass matrix data to the Lamp Shader program's matrix uniforms
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));
glDrawArrays(GL_TRIANGLES, 0, gMesh.nVertices);
}
// Deactivate the Vertex Array Object and shader program
glBindVertexArray(0);
glUseProgram(0);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(gWindow); // Flips the the back buffer with the front buffer every frame.
}
// Implements the UCreateMesh function
void UCreateMesh(GLMesh &mesh)
{
// Position, Normal, and Texture Coordinate data
GLfloat verts[] = {
//Positions //Normals //Texture Coordinates
// Base
-0.5f, 0.0f, -0.5f, 0.5f, -1.0f, 0.5f, 0.0f, 0.0f,
0.5f, 0.0f, -0.5f, -0.5f, -1.0f, 0.5f, 1.0f, 0.0f,
0.5f, 0.0f, 0.5f, -0.5f, -1.0f, -0.5f, 1.0f, 1.0f,
0.5f, 0.0f, 0.5f, -0.5f, -1.0f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.0f, 0.5f, 0.5f, -1.0f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.0f, -0.5f, 0.5f, -1.0f, 0.5f, 0.0f, 0.0f,
// Sides
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, // apex and side
-0.5f, 0.0f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // base
0.5f, 0.0f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // base
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, // apex and side
0.5f, 0.0f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // base
0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // base
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, // apex and side
0.5f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, // base
-0.5f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, // base
0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.5f, 0.5f, // apex and side
-0.5f, 0.0f, 0.5f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // base
-0.5f, 0.0f, -0.5f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // base
};
const GLuint floatsPerVertex = 3;
const GLuint floatsPerNormal = 3;
const GLuint floatsPerUV = 2;
mesh.nVertices = sizeof(verts) / (sizeof(verts[0]) * (floatsPerVertex + floatsPerNormal + floatsPerUV));
glGenVertexArrays(1, &mesh.vao); // we can also generate multiple VAOs or buffers at the same time
glBindVertexArray(mesh.vao);
// Create 2 buffers: first one for the vertex data; second one for the indices
glGenBuffers(1, &mesh.vbo);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vbo); // Activates the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); // Sends vertex or coordinate data to the GPU
// Strides between vertex coordinates is 6 (x, y, z, r, g, b, a). A tightly packed stride is 0.
GLint stride = sizeof(float) * (floatsPerVertex + floatsPerNormal + floatsPerUV);// The number of floats before each
// Create Vertex Attribute Pointers
glVertexAttribPointer(0, floatsPerVertex, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, floatsPerNormal, GL_FLOAT, GL_FALSE, stride, (void*)(sizeof(float) * floatsPerVertex));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, floatsPerUV, GL_FLOAT, GL_FALSE, stride, (void*)(sizeof(float) * (floatsPerVertex + floatsPerNormal)));
glEnableVertexAttribArray(2);
}
void UDestroyMesh(GLMesh &mesh)
{
glDeleteVertexArrays(1, &mesh.vao);
glDeleteBuffers(1, &mesh.vbo);
}
/*Generate and load the texture*/
bool UCreateTexture(const char* filename, GLuint &textureId)
{
int width, height, channels;
unsigned char *image = stbi_load(filename, &width, &height, &channels, 0);
if (image)
{
flipImageVertically(image, width, height, channels);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (channels == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
else if (channels == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
else
{
cout << "Not implemented to handle image with " << channels << " channels" << endl;
return false;
}
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(image);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind the texture
return true;
}
// Error loading the image
return false;
}
void UDestroyTexture(GLuint textureId)
{
glGenTextures(1, &textureId);
}
// Implements the UCreateShaders function
bool UCreateShaderProgram(const char* vtxShaderSource, const char* fragShaderSource, GLuint &programId)
{
// Compilation and linkage error reporting
int success = 0;
char infoLog[512];
// Create a Shader program object.
programId = glCreateProgram();
// Create the vertex and fragment shader objects
GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
// Retrive the shader source
glShaderSource(vertexShaderId, 1, &vtxShaderSource, NULL);
glShaderSource(fragmentShaderId, 1, &fragShaderSource, NULL);
// Compile the vertex shader, and print compilation errors (if any)
glCompileShader(vertexShaderId); // compile the vertex shader
// check for shader compile errors
glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShaderId, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
return false;
}
glCompileShader(fragmentShaderId); // compile the fragment shader
// check for shader compile errors
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShaderId, sizeof(infoLog), NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
return false;
}
// Attached compiled shaders to the shader program
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
glLinkProgram(programId); // links the shader program
// check for linking errors
glGetProgramiv(programId, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(programId, sizeof(infoLog), NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
return false;
}
glUseProgram(programId); // Uses the shader program
return true;
}
void UDestroyShaderProgram(GLuint programId)
{
glDeleteProgram(programId);
}
具体来说,for循环应该在两者上运行并渲染灯光,但它似乎跳过了第二个源:
for (unsigned int i = 0; i < 2; i++) {
glUseProgram(gCubeProgramId);
// Model matrix: transformations are applied right-to-left order
glm::mat4 model = glm::translate(gCubePosition) * glm::scale(gCubeScale);
// camera/view transformation
glm::mat4 view = gCamera.GetViewMatrix();
// Creates a perspective projection
glm::mat4 projection = glm::perspective(glm::radians(gCamera.Zoom), (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, 0.1f, 100.0f);
// Retrieves and passes transform matrices to the Shader program
GLint modelLoc = glGetUniformLocation(gCubeProgramId, "model");
GLint viewLoc = glGetUniformLocation(gCubeProgramId, "view");
GLint projLoc = glGetUniformLocation(gCubeProgramId, "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));
// Reference matrix uniforms from the Cube Shader program for the cube color, light color, light position, and camera position
GLint objectColorLoc = glGetUniformLocation(gCubeProgramId, "objectColor");
GLint lightColorLoc = glGetUniformLocation(gCubeProgramId, "lightColor");
GLint lightPositionLoc = glGetUniformLocation(gCubeProgramId, "lightPos");
GLint viewPositionLoc = glGetUniformLocation(gCubeProgramId, "viewPosition");
// Pass color, light, and camera data to the Cube Shader program's corresponding uniforms
glUniform3f(objectColorLoc, gObjectColor.r, gObjectColor.g, gObjectColor.b);
glUniform3f(lightColorLoc, gLightColor[i].r, gLightColor[i].g, gLightColor[i].b);
glUniform3f(lightPositionLoc, gLightPosition[i].x, gLightPosition[i].y, gLightPosition[i].z);
const glm::vec3 cameraPosition = gCamera.Position;
glUniform3f(viewPositionLoc, cameraPosition.x, cameraPosition.y, cameraPosition.z);
GLint UVScaleLoc = glGetUniformLocation(gCubeProgramId, "uvScale");
glUniform2fv(UVScaleLoc, 1, glm::value_ptr(gUVScale));
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gTextureId);
// Draws the triangles
glDrawArrays(GL_TRIANGLES, 0, gMesh.nVertices);
// LAMP: draw lamp
//----------------
glUseProgram(gLampProgramId);
//Transform the smaller cube used as a visual que for the light source
model = glm::translate(gLightPosition[i]) * glm::scale(gLightScale);
// Reference matrix uniforms from the Lamp Shader program
modelLoc = glGetUniformLocation(gLampProgramId, "model");
viewLoc = glGetUniformLocation(gLampProgramId, "view");
projLoc = glGetUniformLocation(gLampProgramId, "projection");
// Pass matrix data to the Lamp Shader program's matrix uniforms
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));
glDrawArrays(GL_TRIANGLES, 0, gMesh.nVertices);
}
尝试创建一个 for 循环来发出两盏灯,但只有第一个循环发出
您的立方体着色器仅具有单一光源的均匀性。如果您想考虑多个光源,您需要存储多个光源的位置、颜色等...
在这里,您尝试渲染立方体两次,每次仅用一盏灯照亮,因此第一遍将被丢弃。相反,您应该只对 glDrawArrays 进行一次调用,但对不同位置的 glUniform3f 进行 2 次(或一般情况下为 n 次)调用。
请参阅 https://learnopengl.com/Lighting/Multiple-lights 了解详细信息。