1. 引言

本文基于C++语言,描述OpenGL的材质

前置知识可参考:

笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:

2. 概述

不同的物体往往具有不同的材质,不同的材质具有不同的反光特性

在冯氏光照模型中,一个物体的反光由环境光照(Ambient Lighting)、漫反射光照(Diffuse Lighting)和镜面光照(Specular Lighting)组成,通过控制这三个光照因子,可以实现不同材质的光照切换

3. 编码

首先在片段着色器中定义影响材质的的三个光照因子,另外,还需要设置一个反光度来表示高光部分的大小

定义材质因子:

#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
}; uniform Material material;

计算材质光照:

void main()
{
// 环境光
vec3 ambient = lightColor * material.ambient; // 漫反射
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (diff * material.diffuse); // 镜面光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = lightColor * (spec * material.specular); vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

传输数据至GPU:

lightingShader.setVec3("material.ambient",  1.0f, 0.5f, 0.31f);
lightingShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f);
lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
lightingShader.setFloat("material.shininess", 32.0f);

结果如下:

结果不太对劲,物体亮度太高,主要是环境光照和漫反射光照太高

接下来将光照因子进行配置,使得环境光照和漫反射光照降低

定义光照因子:

struct Light {
vec3 position; vec3 ambient;
vec3 diffuse;
vec3 specular;
}; uniform Light light;

计算材质光照:

vec3 ambient  = light.ambient * material.ambient;
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);

传输数据至GPU:

lightingShader.setVec3("light.ambient",  0.2f, 0.2f, 0.2f);
lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); // 将光照调暗了一些以搭配场景
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);

结果如下:

设置变化的光照颜色:

glm::vec3 lightColor;
lightColor.x = sin(glfwGetTime() * 2.0f);
lightColor.y = sin(glfwGetTime() * 0.7f);
lightColor.z = sin(glfwGetTime() * 1.3f); glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f); // 降低影响
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // 很低的影响 lightingShader.setVec3("light.ambient", ambientColor);
lightingShader.setVec3("light.diffuse", diffuseColor);

物体随光照颜色变换所展现的颜色变化:

4. 完整代码

主要文件material.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <math.h>
#include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
#include <glm/gtc/type_ptr.hpp> //全局变量
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 10.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 lightPos(1.2f, 1.0f, 2.0f); // 函数声明
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void process_input(GLFWwindow *window); int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow *window = glfwCreateWindow(800, 600, "material", nullptr, nullptr); if (window == nullptr)
{
std::cout << "Faild to create window" << std::endl;
glfwTerminate();
}
glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Faild to initialize glad" << std::endl;
return -1;
}
glad_glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //配置项
glEnable(GL_DEPTH_TEST); Shader lightCubeShader("../light_cube.vs.glsl", "../light_cube.fs.glsl");
Shader lightingShader("../cube.vs.glsl", "../cube.fs.glsl"); unsigned int cubeVAO;
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO); 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;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 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);
// 只需要绑定VBO不用再次设置VBO的数据,因为箱子的VBO数据中已经包含了正确的立方体顶点数据
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// 设置灯立方体的顶点属性(对我们的灯来说仅仅只有位置数据)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); while (!glfwWindowShouldClose(window))
{
process_input(window); glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightingShader.use();
lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
lightingShader.setVec3("lightPos", lightPos);
lightingShader.setVec3("viewPos", cameraPos);
lightingShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f);
lightingShader.setVec3("material.diffuse", 1.0f, 0.5f, 0.31f);
lightingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f);
lightingShader.setFloat("material.shininess", 32.0f);
// lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
// lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f); // 将光照调暗了一些以搭配场景
lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
glm::vec3 lightColor;
lightColor.x = sin(glfwGetTime() * 2.0f);
lightColor.y = sin(glfwGetTime() * 0.7f);
lightColor.z = sin(glfwGetTime() * 1.3f);
glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f); // 降低影响
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f); // 很低的影响
lightingShader.setVec3("light.ambient", ambientColor);
lightingShader.setVec3("light.diffuse", diffuseColor); glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); glm::mat4 view = glm::mat4(1.0f);
// view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); // 模型矩阵
int modelLoc = glGetUniformLocation(lightingShader.ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// 观察矩阵和投影矩阵与之类似
int viewLoc = glGetUniformLocation(lightingShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
int projectionLoc = glGetUniformLocation(lightingShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); // render the cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36); // also draw the lamp object
lightCubeShader.use();
lightCubeShader.setMat4("projection", projection);
lightCubeShader.setMat4("view", view);
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
lightCubeShader.setMat4("model", model); glBindVertexArray(lightCubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36); glfwSwapBuffers(window);
glfwPollEvents();
} glfwTerminate();
return 0;
} void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
} void process_input(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
float cameraSpeed = 0.05f; // adjust accordingly
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}

立方体顶点着色器GLSLcube.vs.glsl

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal; out vec3 Normal;
out vec3 FragPos; uniform mat4 model;
uniform mat4 view;
uniform mat4 projection; void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
}

立方体片段着色器GLSLcube.fs.glsl

#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position; vec3 ambient;
vec3 diffuse;
vec3 specular;
}; in vec3 Normal;
in vec3 FragPos; out vec4 FragColor; uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
uniform Light light; void main()
{
// 环境光
vec3 ambient = light.ambient * material.ambient; // 漫反射
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse); // 镜面光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular); vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

着色器Shader.hpp、光源顶点着色器GLSLlight_cube.vs.glsl、光源片段着色器GLSLlight_cube.fs.glsl见:

5. 参考资料

[1]材质 - LearnOpenGL CN (learnopengl-cn.github.io)

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