模型矩阵对漫反射着色没有影响

时间:2017-05-18 17:48:56

标签: c++ opengl 3d shader

我一直在学习教程here来学习OpenGL,但是我的代码并没有按照应有的方式发挥作用。我已经达到this点,了解基本照明。我的代码工作,显示阴影立方体;但是,当我尝试更改模型矩阵时,它仍然显示阴影,好像立方体位于原点。

为了确保它不仅仅是我,我复制了教程提供的代码(主要是)并添加了一行:

    model = glm::translate(model, glm::vec3( 3.0, -1.0, 1.0));

......并且立方体移动了,但阴影保持不变!为什么呢?

因为代码中可能存在一些我不能正确理解的东西:这里是代码和着色器。 (同样,它主要不是我的。) 代码:

#include <string>
#include <iostream>
#include <cmath>

#define GLEW_STATIC
#include <GL/glew.h>

#include <SOIL/SOIL.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/projection.hpp>

#include "Shader.h"
#include "camera.h"


// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void do_movement();

// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;

// Camera
Camera  camera(glm::vec3(0.0f, 0.0f, 3.0f));
GLfloat lastX  =  WIDTH  / 2.0;
GLfloat lastY  =  HEIGHT / 2.0;
bool    keys[1024];

// Light attributes
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

// Deltatime
GLfloat deltaTime = 0.0f;   // Time between current frame and last frame
GLfloat lastFrame = 0.0f;   // Time of last frame

// The MAIN function, from here we start the application and run the game loop
int main()
{
    // Init GLFW
    glfwInit();
    // Set all the required options for GLFW
    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);

    // Create a GLFWwindow object that we can use for GLFW's functions
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
    glfwMakeContextCurrent(window);

    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // GLFW Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
    glewExperimental = GL_TRUE;
    // Initialize GLEW to setup the OpenGL Function pointers
    glewInit();

    // Define the viewport dimensions
    glViewport(0, 0, WIDTH, HEIGHT);

    // OpenGL options
    glEnable(GL_DEPTH_TEST);


    // Build and compile our shader program
    Shader* lightingShader = new Shader("lit_vertex_shader", "lit_fragment_shader");
    Shader* lampShader = new Shader("lamp_vertex_shader", "lamp_fragment_shader");


    // Set up vertex data (and buffer(s)) and attribute pointers
    GLfloat 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
    };
    // First, set the container's VAO (and VBO)
    GLuint VBO, containerVAO;
    glGenVertexArrays(1, &containerVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(containerVAO);
    // Position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    // Normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(1);
    glBindVertexArray(0);

    // Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube))
    GLuint lightVAO;
    glGenVertexArrays(1, &lightVAO);
    glBindVertexArray(lightVAO);
    // We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need.
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    // Set the vertex attributes (only position data for the lamp))
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the normal vectors
    glEnableVertexAttribArray(0);
    glBindVertexArray(0);


    // Game loop
    while (!glfwWindowShouldClose(window))
    {
    // Calculate deltatime of current frame
    GLfloat currentFrame = glfwGetTime();
    deltaTime = currentFrame - lastFrame;
    lastFrame = currentFrame;

    // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
    glfwPollEvents();
    do_movement();

    // Clear the colorbuffer
    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Use cooresponding shader when setting uniforms/drawing objects
    lightingShader->Use();
    GLint objectColorLoc = glGetUniformLocation(lightingShader->getProgram(), "objectColor");
    GLint lightColorLoc  = glGetUniformLocation(lightingShader->getProgram(), "lightColor");
    GLint lightPosLoc    = glGetUniformLocation(lightingShader->getProgram(), "lightPos");
    glUniform3f(objectColorLoc, 1.0f, 0.5f, 0.31f);
    glUniform3f(lightColorLoc,  1.0f, 1.0f, 1.0f);
    glUniform3f(lightPosLoc,    lightPos.x, lightPos.y, lightPos.z);


    // Create camera transformations
    glm::mat4 view;
    view = camera.GetViewMatrix();
    glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
    // Get the uniform locations
    GLint modelLoc = glGetUniformLocation(lightingShader->getProgram(), "model");
    GLint viewLoc  = glGetUniformLocation(lightingShader->getProgram(),  "view");
    GLint projLoc  = glGetUniformLocation(lightingShader->getProgram(),  "projection");
    // Pass the matrices to the shader
    glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));

    // Draw the container (using container's vertex attributes)
    glm::mat4 model;
    //barring a few bits and pieces, following is the only changed line from the tutorial (I think)
    model = glm::translate(model, glm::vec3( 3.0, -1.0, 1.0));
    glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
    glBindVertexArray(containerVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);

    // Also draw the lamp object, again binding the appropriate shader
    lampShader->Use();
    // Get location objects for the matrices on the lamp shader (these could be different on a different shader)
    modelLoc = glGetUniformLocation(lampShader->getProgram(), "model");
    viewLoc  = glGetUniformLocation(lampShader->getProgram(), "view");
    projLoc  = glGetUniformLocation(lampShader->getProgram(), "projection");
    // Set matrices
    glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
    model = glm::mat4();
    model = glm::translate(model, lightPos);
    model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
    glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
    // Draw the light object (using light's vertex attributes)
    glBindVertexArray(lightVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);

    // Swap the screen buffers
    glfwSwapBuffers(window);
    }

    // Terminate GLFW, clearing any resources allocated by GLFW.
    glfwTerminate();
    return 0;
}

// Is called whenever a key is pressed/released via GLFW
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 (key >= 0 && key < 1024)
    {
    if (action == GLFW_PRESS)
        keys[key] = true;
    else if (action == GLFW_RELEASE)
        keys[key] = false;
    }
}

void do_movement()
{
    // Camera controls
    if (keys[GLFW_KEY_W])
    camera.ProcessKeyboard(FORWARD, deltaTime);
    if (keys[GLFW_KEY_S])
    camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (keys[GLFW_KEY_A])
    camera.ProcessKeyboard(LEFT, deltaTime);
    if (keys[GLFW_KEY_D])
    camera.ProcessKeyboard(RIGHT, deltaTime);
    if(keys[GLFW_KEY_SPACE]) {
    if(keys[GLFW_KEY_LEFT_SHIFT] or keys[GLFW_KEY_RIGHT_SHIFT]) {
        camera.ProcessKeyboard(DOWN, deltaTime);
    } else {
        camera.ProcessKeyboard(UP, deltaTime);
    }
    }
}

bool firstMouse = true;
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;  // Reversed since y-coordinates go from bottom to left

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

顶点着色器:

#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;

out vec3 Normal;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    vec3 fragPos = vec3(model*vec4(position, 1.0f));
    Normal = mat3(transpose(inverse(model)))*normal;
}

Fragment Shader:

#version 330 core

in vec3 Normal;
in vec3 FragPos;

out vec4 color;

uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;

void main()
{

    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(lightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diff * lightColor;
    float ambi = 0.05;
    vec3 ambient = ambi * lightColor;
    color = vec4((diffuse + ambient) * objectColor, 1.0);
}

1 个答案:

答案 0 :(得分:0)

我想了一会儿,但一直犹豫要回答,因为它可能对其他人没有帮助。花了几个小时(!),但现在是。 (请注意,我已经更正了上面评论中提到的拼写错误; FragPos现在已正确大写。)

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;

out vec3 Normal;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    vec3 FragPos = vec3(model*vec4(position, 1.0f));
    Normal = mat3(transpose(inverse(model)))*normal;
}

看错了什么?没有? ...是的,它重新声明了FragPos作为它自己的局部变量并且没有传递任何东西。至少,我是这么认为的。在任何情况下,将vec3 FragPos = ...更改为FragPos = ...都会修复它。所有其他“修复”似乎只是起作用,因为他们没有足够的动作来表明FragPos总是为0。

无论如何,感谢dbandstra的帮助。