一、RGB三原色
回想一下初中物理知识:
- 三原色:自然界中所有的颜色都可以用红、绿、蓝(RGB)这三种颜色频率的不同强度组合而得,白色包含了所有颜色
- 能看到一个物体的颜色,是这个物体(Reflected)反射的颜色,换句话说,就是不能被当前物体吸收(Absorb)的颜色
- 之所以能看到五彩斑斓的世界,是因为存在光源(发光的物体),否则将是完全的黑暗
- 结合②③,颜色从光源到我们的眼睛,大致就是这样一个过程:光源发出光线 → 照射到物体上 → 物体反射所有光源中存在,但不能被其吸收的颜色
计算机如何表示颜色(应该算是个很基础的东西了):
- RGBA:RGB代表3原色,一般在(0, 255)的范围内,越大对应颜色越深,A代表透明度,可以转换成对应浮点数,例如0.5就等于128(HEX格式:#FFB6C1FF → 对应RGBA格式:255,182,193, 255)
- 由①可见,计算机能表现的颜色数量其实是有限的,总共(256 * 256 * 256)种不同颜色,这也是所谓的 8-bit 采样,现在部分支持 10 - bit 采样,在这种情况下能表现出总共 (1024 * 1024 * 1024) 种不同颜色
二、光照场景
回想 OpenGL基础5:第一个正方形 这一章
在这一章的时候,还没有接触到纹理,在颜色方面,也只是随便给他赋了个颜色
在此之后用了纹理,也就是简简单单的把颜色这一属性去掉了
现在重新考虑颜色这一属性,不再简单给物体随便赋颜色了,而是直接开始模拟光照!以给与物体一个真实的“颜色”,在此之前,先用前面的知识生成一个这样的场景:
其中白色的正方体是光源,珊瑚红色的正方体是物体
白色光源的着色器代码如下(LightFShader.txt 和 LightVShader):
#version 330 core
out vec4 color;
void main()
{
color = vec4(1.0f);
}
/////////////////////////////////////////////////////
#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 model; //模型矩阵
uniform mat4 view; //观察矩阵
uniform mat4 projection; //投影矩阵
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
}
珊瑚红物体的着色器如下(ObjFShader.txt 和 ObjVShader):
#version 330 core
out vec4 color;
uniform vec3 objectColor;
uniform vec3 lightColor;
in vec2 texIn;
uniform sampler2D texOutA;
void main()
{
color = vec4(lightColor * objectColor, 1.0f);
}
/////////////////////////////////////////////////////
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texture;
out vec2 texIn;
uniform mat4 model; //模型矩阵
uniform mat4 view; //观察矩阵
uniform mat4 projection; //投影矩阵
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
//texIn = vec2(texture.x, 1.0f - texture.y); //暂时屏蔽纹理
}
对于物体的顶点着色器,我们定义了两个uniform变量,分别代表着物体颜色和光照颜色
当我们把光源的颜色与物体的颜色相乘,所得到的就是这个物体所反射该光源的颜色(也就是我们感知到的颜色)
接下来就是主代码(Camera.h 和 Shader.h未改变,可以从前面的章节中找到):
#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,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
GLuint VBO, VAO, texture;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenTextures(1, &texture);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindTexture(GL_TEXTURE_2D, texture);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
/*glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
int picWidth, picHeight;
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/wood.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);*/
GLuint lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
//VBO数据已经绑定且我们就用之前的顶点数据,所以无需再管理VBO
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
cameraMove();
//glBindTexture(GL_TEXTURE_2D, texture);
shaderObj.Use();
GLint objectColorLoc = glGetUniformLocation(shaderObj.Program, "objectColor");
GLint lightColorLoc = glGetUniformLocation(shaderObj.Program, "lightColor");
glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f); //物体反射颜色
glUniform3f(lightColorLoc, 1.0f, 1.0f, 1.0f); //光源:默认为白色
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(57.0f), glm::vec3(-0.5f, 1.0f, 0.0f));
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
GLint modelLoc = glGetUniformLocation(shaderObj.Program, "model");
GLint viewLoc = glGetUniformLocation(shaderObj.Program, "view");
GLint 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);
//glBindTexture(GL_TEXTURE_2D, 0);
shaderLight.Use();
model = glm::translate(glm::mat4(1.0f), lightPos);
model = glm::scale(model, glm::vec3(0.2f));
modelLoc = glGetUniformLocation(shaderLight.Program, "model");
viewLoc = glGetUniformLocation(shaderLight.Program, "view");
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);
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) //如果当前是按下操作
keys[key] = true;
else if (action == GLFW_RELEASE) //松开键盘
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);
}