This commit is contained in:
jie 2023-10-16 15:54:04 +08:00
parent 61ec828dab
commit d24c80d908
10 changed files with 331 additions and 23 deletions

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@ -73,15 +73,14 @@ public:
Position += Right * velocity; Position += Right * velocity;
break; break;
case CAMERA_MOVEMENT::UP: case CAMERA_MOVEMENT::UP:
break;
Position += Up * velocity; Position += Up * velocity;
case CAMERA_MOVEMENT::DOWN:
break; break;
case CAMERA_MOVEMENT::DOWN:
Position -= Up * velocity; Position -= Up * velocity;
break;
default: default:
break; break;
} }
Position.y = 0.f;
} }
void ProcessMouseMovement(float xOffset, float yOffset, GLboolean constrainPitch = true) void ProcessMouseMovement(float xOffset, float yOffset, GLboolean constrainPitch = true)

14
include/light.h Normal file
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@ -0,0 +1,14 @@
#ifndef LIGHT_H
#define LIGHT_H
#include "pch.h"
namespace LIGHT{
int Light();
void frameBufferSizeChange(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xOffset, double yOffset);
}
#endif // !LIGHT_H

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@ -10,33 +10,47 @@
#include <type_traits> #include <type_traits>
#include <glm/glm.hpp> #include <glm/glm.hpp>
class ShaderService { class ShaderService
{
private: private:
unsigned int programId; unsigned int programId;
public: public:
ShaderService(const std::filesystem::path &vertexShaderPath, const std::filesystem::path &fragShaderPath); ShaderService(const std::filesystem::path &vertexShaderPath, const std::filesystem::path &fragShaderPath);
bool CheckShader(unsigned int shaderIndex, bool isProgram = false); bool CheckShader(unsigned int shaderIndex, bool isProgram = false);
void Use(); void Use();
inline unsigned int GetId(){return this->programId;} inline unsigned int GetId() { return this->programId; }
template<typename T> template <typename T>
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> || std::is_same_v<T, glm::mat4> requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
void SetUniform(std::string_view name, T value); void SetUniform(std::string_view name, T value);
}; };
template<typename T> template <typename T>
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> || std::is_same_v<T, glm::mat4> requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
void ShaderService::SetUniform(std::string_view name, T value) { std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
if constexpr (std::is_same_v<T, bool>) { void ShaderService::SetUniform(std::string_view name, T value)
glUniform1i(glGetUniformLocation(programId, name.data()), (int) value); {
} else if constexpr (std::is_same_v<T, int>) { if constexpr (std::is_same_v<T, bool>)
{
glUniform1i(glGetUniformLocation(programId, name.data()), (int)value);
}
else if constexpr (std::is_same_v<T, int>)
{
glUniform1i(glGetUniformLocation(programId, name.data()), value); glUniform1i(glGetUniformLocation(programId, name.data()), value);
} else if constexpr (std::is_same_v<T, float>) { }
else if constexpr (std::is_same_v<T, float>)
{
glUniform1f(glGetUniformLocation(programId, name.data()), value); glUniform1f(glGetUniformLocation(programId, name.data()), value);
}else if constexpr (std::is_same_v<T, glm::mat4>){ }
else if constexpr (std::is_same_v<T, glm::mat4>)
{
const auto index = glGetUniformLocation(this->programId, name.data()); const auto index = glGetUniformLocation(this->programId, name.data());
glUniformMatrix4fv(index, 1, GL_FALSE, &value[0][0]); glUniformMatrix4fv(index, 1, GL_FALSE, &value[0][0]);
} }
else if constexpr (std::is_same_v<T, glm::vec3>){
glUniform3fv(glGetUniformLocation(programId, name.data()), 1, &value[0]);
}
} }
#endif // LEARNOPENGL_SHADERHELPER_H
#endif //LEARNOPENGL_SHADERHELPER_H

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@ -1,11 +1,7 @@
#include <iostream> #include <iostream>
#include "texture.h" #include "light.h"
#include "triangle.h"
#include "matrix.h"
int main(int argc, char **const argv) { int main(int argc, char **const argv) {
// TRIANGLE::Practice1(); LIGHT::Light();
// auto res = TEXTURE::Texture();
MATRIX::Matrix();
return 0 ; return 0 ;
} }

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@ -0,0 +1,6 @@
#version 330 core
out vec4 FragColor;
void main(){
FragColor = vec4(1.0);
}

10
shaders/light_object.vert Normal file
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@ -0,0 +1,10 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

25
shaders/lighting.frag Normal file
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@ -0,0 +1,25 @@
#version 330 core
in vec3 Normal;
in vec3 FragPos;
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main(){
float specularStrength = 0.5;
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
vec3 viewDir = normalize(viewPos - FragPos);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}

13
shaders/lighting.vert Normal file
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@ -0,0 +1,13 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
}

229
src/light.cpp Normal file
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@ -0,0 +1,229 @@
#include "light.h"
#include "cameraService.h"
#include "shaderService.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
namespace LIGHT
{
constexpr unsigned int width = 800;
constexpr unsigned int height = 600;
static CameraService camera{{0.f, 0.f, 3.f}};
static float deltaTime = 0.f;
static float lastFrame = 0.f;
static bool firstMouse = true;
float lastX = width / 2;
float lastY = height / 2;
static glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
void frameBufferSizeChange(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
{
float cameraSpeed = 2.5f * deltaTime;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::RIGHT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::UP, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
{
camera.ProcessKeyboard(CAMERA_MOVEMENT::DOWN, deltaTime);
}
}
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xOffset = xpos - lastX;
float yOffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xOffset, yOffset);
}
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
{
camera.ProcessMouseScroll(static_cast<float>(yOffset));
}
int Light()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(width, height, "Windows", nullptr, nullptr);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, frameBufferSizeChange);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader(((GLADloadproc)glfwGetProcAddress)))
{
glfwTerminate();
return -2;
}
glEnable(GL_DEPTH_TEST);
ShaderService lightingShader = ShaderService("../../shaders/lighting.vert", "../../shaders/lighting.frag");
ShaderService lightCubeShader = ShaderService("../../shaders/light_object.vert", "../../shaders/light_object.frag");
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};
unsigned int VBO, cubeVAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(cubeVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
unsigned int lightCubeVAO;
glGenVertexArrays(1, &lightCubeVAO);
glBindVertexArray(lightCubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
while (!glfwWindowShouldClose(window))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects
lightingShader.Use();
lightingShader.SetUniform("objectColor", glm::vec3{1.0f, 0.5f, 0.31f});
lightingShader.SetUniform("lightColor", glm::vec3{1.0f, 1.0f, 1.0f});
lightingShader.SetUniform("lightPos", lightPos);
lightingShader.SetUniform("viewPos", camera.Position);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)width / (float)width, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMartix();
lightingShader.SetUniform("projection", projection);
lightingShader.SetUniform("view", view);
glm::mat4 model = glm::mat4(1.0f);
lightingShader.SetUniform("model", model);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
lightCubeShader.Use();
lightCubeShader.SetUniform("projection", projection);
lightCubeShader.SetUniform("view", view);
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
lightCubeShader.SetUniform("model", model);
glBindVertexArray(lightCubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &lightCubeVAO);
glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
} // namespace LIGHT

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@ -9,6 +9,8 @@
ShaderService::ShaderService(const std::filesystem::path &vertexShaderPath, ShaderService::ShaderService(const std::filesystem::path &vertexShaderPath,
const std::filesystem::path &fragShaderPath) { const std::filesystem::path &fragShaderPath) {
if(!(exists(vertexShaderPath) && exists(fragShaderPath))){ if(!(exists(vertexShaderPath) && exists(fragShaderPath))){
std::cout<<"file not exist"<<std::endl;
std::cout<<"Current WorkSpace is: "<<std::filesystem::current_path()<<std::endl;
return; return;
} }