如何在OpenGL中组合纹理和光照

问题描述 投票:0回答:1

我正在尝试在OpenGL中将金字塔上的纹理和光照组合在一起。我基本上是通过合并两个单独的代码开始的,现在,我正在努力进行更改以平滑合并。但是,我有2个问题。

  1. 我需要删除对象颜色并用纹理替换它,但我不知道如何使用此代码解决该问题,因为对象颜色在代码中根深蒂固。
  2. 我不确定如何列出位置,法线和纹理的坐标。他们目前的安排似乎导致输出问题很多。

对于第一个问题,我尝试用纹理替换pyramidColor和objectColor,但它似乎产生了更多问题。

对于第二个问题,我尝试将列表顺序重新排列为位置,纹理和法线,这有助于一些三角形。但是,它仍然是不对的。

/*Header Inclusions*/
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>

//GLM Math Header Inclusions
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

//SOIL image loader Inclusion
#include "SOIL2/SOIL2.h"

using namespace std; //Standard namespace

#define WINDOW_TITLE "Pyramid" //Window title Macro

/*Shader program Macro*/
#ifndef GLSL
#define GLSL(Version, Source) "#version " #Version "\n" #Source
#endif


/*Variable declarations for shader, window size initialization, buffer and array objects */
GLint pyramidShaderProgram, lampShaderProgram, WindowWidth = 800, WindowHeight = 600;
GLuint VBO, PyramidVAO, LightVAO, texture;

//Subject position and scale
glm::vec3 pyramidPosition(0.0f, 0.0f, 0.0f);
glm::vec3 pyramidScale(2.0f);

//pyramid and light color
glm::vec3 objectColor(1.0f, 1.0f, 1.0f);
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);

//Light position and scale
glm::vec3 lightPosition(0.5f, 0.5f, -3.0f);
glm::vec3 lightScale(0.3f);

//Camera position
glm::vec3 cameraPosition(0.0f, 0.0f, -6.0f);

//Camera rotation
float cameraRotation = glm::radians(-25.0f);

/*Function prototypes*/
void UResizeWindow(int, int);
void URenderGraphics(void);
void UCreateShader(void);
void UCreateBuffers(void);
void UGenerateTexture(void);


/*Pyramid Vertex Shader Source Code*/
const GLchar * pyramidVertexShaderSource = GLSL(330,
        layout (location = 0) in vec3 position; //Vertex data from Vertex Attrib Pointer 0
        layout (location = 1) in vec3 normal; //VAP position 1 for normals
        layout (location = 2) in vec2 textureCoordinate;

        out vec3 FragmentPos; //For outgoing color / pixels to fragment shader
        out vec3 Normal; //For outgoing normals to fragment shader
        out vec2 mobileTextureCoordinate;


        //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 to clip coordinates

        FragmentPos = vec3(model * vec4(position, 1.0f)); //Gets fragment / pixel position in world space only (exclude view and projection)

        Normal = mat3(transpose(inverse(model))) *  normal; //get normal vectors in world space only and exclude normal translation properties

        mobileTextureCoordinate = vec2(textureCoordinate.x, 1 - textureCoordinate.y); //flips the texture horizontal
    }
);


/*Pyramid Fragment Shader Source Code*/
const GLchar * pyramidFragmentShaderSource = GLSL(330,

        in vec3 FragmentPos; //For incoming fragment position
        in vec3 Normal; //For incoming normals
        in vec2 mobileTextureCoordinate;

        out vec4 pyramidColor; //For outgoing pyramid color to the GPU
        out vec4 gpuTexture; //Variable to pass color data 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

        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(Normal); //Normalize vectors to 1 unit
            vec3 lightDirection = normalize(lightPos - FragmentPos); //Calculate distance (light direction) between light source and fragments/pixels on
            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 = 128.0f; //Set specular highlight size
            vec3 viewDir = normalize(viewPosition - FragmentPos); //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;

            //Calculate phong result
            vec3 phong = (ambient + diffuse + specular) * objectColor;

            pyramidColor = vec4(phong, 1.0f); //Send lighting results to GPU

            gpuTexture = texture(uTexture, mobileTextureCoordinate);

        }
);


/*Lamp Shader Source Code*/
const GLchar * lampVertexShaderSource = GLSL(330,

        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(330,

        out vec4 color; //For outgoing lamp color (smaller pyramid) to the GPU

        void main()
        {
            color = vec4(1.0f); //Set color to white (1.0f, 1.0f, 1.0f) with alpha 1.0

        }
);


/*Main Program*/
int main(int argc, char* argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowSize(WindowWidth, WindowHeight);
    glutCreateWindow(WINDOW_TITLE);

    glutReshapeFunc(UResizeWindow);


    glewExperimental = GL_TRUE;
            if (glewInit() != GLEW_OK)
            {
                std::cout<< "Failed to initialize GLEW" << std::endl;
                return -1;
            }

    UCreateShader();

    UCreateBuffers();

    UGenerateTexture();

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Set background color

    glutDisplayFunc(URenderGraphics);

    glutMainLoop();

    //Destroys Buffer objects once used
    glDeleteVertexArrays(1, &PyramidVAO);
    glDeleteVertexArrays(1, &LightVAO);
    glDeleteBuffers(1, &VBO);

    return 0;
}

/*Resizes the window*/
void UResizeWindow(int w, int h)
{
    WindowWidth = w;
    WindowHeight = h;
    glViewport(0, 0, WindowWidth, WindowHeight);
}


/*Renders graphics*/
void URenderGraphics(void)
{

    glEnable(GL_DEPTH_TEST); //Enable z-depth

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clears the screen

    GLint modelLoc, viewLoc, projLoc, objectColorLoc, lightColorLoc, lightPositionLoc, viewPositionLoc;

    glm::mat4 model;
    glm::mat4 view;
    glm::mat4 projection;

    /*********Use the pyramid Shader to activate the pyramid Vertex Array Object for rendering and transforming*********/
    glUseProgram(pyramidShaderProgram);
    glBindVertexArray(PyramidVAO);

    //Transform the pyramid
    model = glm::translate(model, pyramidPosition);
    model = glm::scale(model, pyramidScale);

    //Transform the camera
    view = glm::translate(view, cameraPosition);
    view = glm::rotate(view, cameraRotation, glm::vec3(0.0f, 1.0f, 0.0f));

    //Set the camera projection to perspective
    projection = glm::perspective(45.0f,(GLfloat)WindowWidth / (GLfloat)WindowHeight, 0.1f, 100.0f);

    //Reference matrix uniforms from the pyramid Shader program
    modelLoc = glGetUniformLocation(pyramidShaderProgram, "model");
    viewLoc = glGetUniformLocation(pyramidShaderProgram, "view");
    projLoc = glGetUniformLocation(pyramidShaderProgram, "projection");

    //Pass matrix data to the pyramid 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));

    //Reference matrix uniforms from the pyramid Shader program for the pyramid color, light color, light position, and camera position
    objectColorLoc = glGetUniformLocation(pyramidShaderProgram, "objectColor");
    lightColorLoc = glGetUniformLocation(pyramidShaderProgram, "lightColor");
    lightPositionLoc = glGetUniformLocation(pyramidShaderProgram, "lightPos");
    viewPositionLoc = glGetUniformLocation(pyramidShaderProgram, "viewPosition");

    //Pass color, light, and camera data to the pyramid Shader programs corresponding uniforms
    glUniform3f(objectColorLoc, objectColor.r, objectColor.g, objectColor.b);
    glUniform3f(lightColorLoc, lightColor.r, lightColor.g, lightColor.b);
    glUniform3f(lightPositionLoc, lightPosition.x, lightPosition.y, lightPosition.z);
    glUniform3f(viewPositionLoc, cameraPosition.x, cameraPosition.y, cameraPosition.z);

    glDrawArrays(GL_TRIANGLES, 0, 18); //Draw the primitives / pyramid

    glBindVertexArray(0); //Deactivate the Pyramid Vertex Array Object

    /***************Use the Lamp Shader and activate the Lamp Vertex Array Object for rendering and transforming ************/
    glUseProgram(lampShaderProgram);
    glBindVertexArray(LightVAO);

    //Transform the smaller pyramid used as a visual cue for the light source
    model = glm::translate(model, lightPosition);
    model = glm::scale(model, lightScale);

    //Reference matrix uniforms from the Lamp Shader program
    modelLoc = glGetUniformLocation(lampShaderProgram, "model");
    viewLoc = glGetUniformLocation(lampShaderProgram, "view");
    projLoc = glGetUniformLocation(lampShaderProgram, "projection");

    //Pass matrix uniforms from the Lamp Shader Program
    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));

    glBindTexture(GL_TEXTURE_2D, texture);

    //Draws the triangles
    glDrawArrays(GL_TRIANGLES, 0, 18);

    glBindVertexArray(0); //Deactivate the Lamp Vertex Array Object

    glutPostRedisplay();
    glutSwapBuffers(); //Flips the back buffer with the front buffer every frame. Similar to GL Flush

}

/*Create the Shader program*/
void UCreateShader()
{

    //Pyramid Vertex shader
    GLint pyramidVertexShader = glCreateShader(GL_VERTEX_SHADER); //Creates the Vertex shader
    glShaderSource(pyramidVertexShader, 1, &pyramidVertexShaderSource, NULL); //Attaches the Vertex shader to the source code
    glCompileShader(pyramidVertexShader); //Compiles the Vertex shader

    //Pyramid Fragment Shader
    GLint pyramidFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Creates the Fragment Shader
    glShaderSource(pyramidFragmentShader, 1, &pyramidFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
    glCompileShader(pyramidFragmentShader); //Compiles the Fragment Shader

    //Pyramid Shader program
    pyramidShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
    glAttachShader(pyramidShaderProgram, pyramidVertexShader); //Attaches Vertex shader to the Shader program
    glAttachShader(pyramidShaderProgram, pyramidFragmentShader); //Attaches Fragment shader to the Shader program
    glLinkProgram(pyramidShaderProgram); //Link Vertex and Fragment shaders to the Shader program

    //Delete the Vertex and Fragment shaders once linked
    glDeleteShader(pyramidVertexShader);
    glDeleteShader(pyramidFragmentShader);

    //Lamp Vertex shader
    GLint lampVertexShader = glCreateShader(GL_VERTEX_SHADER); //Creates the Vertex shader
    glShaderSource(lampVertexShader, 1, &lampVertexShaderSource, NULL); //Attaches the Vertex shader to the source code
    glCompileShader(lampVertexShader); //Compiles the Vertex shader

    //Lamp Fragment shader
    GLint lampFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); //Creates the Fragment shader
    glShaderSource(lampFragmentShader, 1, &lampFragmentShaderSource, NULL); //Attaches the Fragment shader to the source code
    glCompileShader(lampFragmentShader); //Compiles the Fragment shader

    //Lamp Shader Program
    lampShaderProgram = glCreateProgram(); //Creates the Shader program and returns an id
    glAttachShader(lampShaderProgram, lampVertexShader); //Attach Vertex shader to the Shader program
    glAttachShader(lampShaderProgram, lampFragmentShader); //Attach Fragment shader to the Shader program
    glLinkProgram(lampShaderProgram); //Link Vertex and Fragment shaders to the Shader program

    //Delete the lamp shaders once linked
    glDeleteShader(lampVertexShader);
    glDeleteShader(lampFragmentShader);

}


/*Creates the Buffer and Array Objects*/
void UCreateBuffers()
{
    //Position and Texture coordinate data for 18 triangles
    GLfloat vertices[] = {

                        //Positions             //Normals               //Texture Coordinates

                        //Back Face             //Negative Z Normals
                         0.0f,  0.5f,  0.0f,     0.0f,  0.0f, -1.0f,    0.5f, 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,    1.0f, 0.0f,

                        //Front Face            //Positive Z Normals
                         0.0f,  0.5f,  0.0f,     0.0f,  0.0f,  1.0f,    0.5f, 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,    1.0f, 0.0f,

                         //Left Face            //Negative X Normals
                         0.0f,  0.5f,  0.0f,    -1.0f,  0.0f,  0.0f,    0.5f, 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,

                         //Right Face           //Positive X Normals
                         0.0f,  0.5f,  0.0f,     1.0f,  0.0f,  0.0f,    0.5f, 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,

                         //Bottom Face          //Negative Y Normals
                        -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, 0.0f,
                        -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, 1.0f,
                         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,    1.0f, 0.0f,

    };


    //Generate buffer ids
    glGenVertexArrays(1, &PyramidVAO);
    glGenBuffers(1, &VBO);

    //Activate the PyramidVAO before binding and setting VBOs and VAPs
    glBindVertexArray(PyramidVAO);

    //Activate the VBO
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //Copy vertices to VBO

    //Set attribute pointer 0 to hold position data
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0); //Enables vertex attribute

    //Set attribute pointer 1 to hold Normal data
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);

    //Set attribute pointer 2 to hold Texture coordinate data
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

    glBindVertexArray(0); //Unbind the pyramid VAO

    //Generate buffer ids for lamp (smaller pyramid)
    glGenVertexArrays(1, &LightVAO); //Vertex Array for pyramid vertex copies to serve as light source

    //Activate the Vertex Array Object before binding and setting any VBOs and Vertex Attribute Pointers
    glBindVertexArray(LightVAO);

    //Referencing the same VBO for its vertices
    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    //Set attribute pointer to 0 to hold Position data (used for the lamp)
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    glBindVertexArray(0);

}

/*Generate and load the texture*/
void UGenerateTexture(){

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    int width, height;

    unsigned char* image = SOIL_load_image("brick.jpg", &width, &height, 0, SOIL_LOAD_RGB); //Loads texture file

    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);
    glBindTexture(GL_TEXTURE_2D, 0); //Unbind the texture
}

预期结果:砖纹理金字塔与照明。实际结果:一堆各种各样的三角形。

opengl texture-mapping lighting
1个回答
1
投票

我看到您的代码存在以下问题:

  1. 在片段着色器中: 删除objectColor制服和gpuTexture输出。 将main()的最后三行替换为: //Calculate phong result vec3 objectColor = texture(uTexture, mobileTextureCoordinate).xyz; vec3 phong = (ambient + diffuse) * objectColor + specular; pyramidColor = vec4(phong, 1.0f); //Send lighting results to GPU 在您的渲染代码中: 用纹理设置替换objectColor的所有提及: uTextureLoc = glGetUniformLocation(pyramidShaderProgram, "uTexture"); glUniform1i(uTextureLoc, 0); // texture unit 0 在调用纹理金字塔的glDrawArrays之前绑定纹理: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glDrawArrays(GL_TRIANGLES, 0, 18); (现在你在绘制LightVAO之前绑定它,它不使用纹理。)
  2. 你所有的glVertexAttribPointer调用都有一个不正确的6 * sizeof(GLfloat)步幅,但你提供的缓冲区每个顶点有八(8)个浮点数,所以它应该是8 * sizeof(GLfloat)。请记住,此参数是GL必须前进以获取下一个顶点的字节数。除此之外,你的VAO设置还可以。
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