基于C++的OpenGL 07 之颜色
1. 引言
本文基于C++语言,描述OpenGL的颜色
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
OpenGL中颜色通常数字化为RGB三个通道,根据光的反射定律,一个不透明的物体颜色为:
\[RGB_{result} = RGB_{light} \cdot RGB_{object}
\]
即,光源颜色与物体颜色相乘就是物体反射的颜色,也就是被看到的颜色
3. 编码
在片段着色器的GLSL中可以简单地实现颜色反射
白色光源照到黄色物体:
FragColor = vec4(vec3(1.0f, 1.0f, 1.0f)*vec3(1.0f, 1.0f, 0.0f), 1.0);
物体反射颜色为黄色:
蓝绿色光源照到黄色物体:
FragColor = vec4(vec3(0.0f, 1.0f, 1.0f)*vec3(1.0f, 1.0f, 0.0f), 1.0);
物体反射颜色为绿色:
4. 创建光照场景
生成顶点数据与链接顶点属性,这里使用的是之前立方体的顶点数据
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// 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, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
编写顶点着色器GLSL:
#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);
}
编写片段着色器GLSL:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // 将向量的四个分量全部设置为1.0
}
生成着色器并链接着色器程序:
Shader lightCubeShader("light_cube.vs.glsl", "light_cube.fs.glsl");
...
lightCubeShader.use();
// 设置模型、视图和投影矩阵uniform
...
// 绘制灯立方体对象
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
至此,光源已经完成
对于原来的立方体,给其加上光源和物体颜色
在立方体的片段着色器GLSL中:
#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor * objectColor, 1.0);
}
向GPU传输数据:
Shader lightingShader("colors.vs.glsl", "colors.fs.glsl");
...
// 在此之前不要忘记首先 use 对应的着色器程序(来设定uniform)
lightingShader.use();
lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
创建后的光照场景如下图:
5. 完整代码
创建光照场景完整代码如下:
#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, "color", 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("../colors.vs.glsl", "../colors.fs.glsl");
unsigned int cubeVAO;
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
float vertices[] = {
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
};
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, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
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, 3 * 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);
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GLSLcolors.vs.glsl
:
#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);
}
立方体片段着色器GLSLcolors.fs.glsl
:
#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor * objectColor, 1.0);
}
光源顶点着色器GLSLlight_cube.vs.glsl
:
#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);
}
光源片段着色器GLSLlight_cube.fs.glsl
:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // 将向量的四个分量全部设置为1.0
}
着色器Shader.hpp
:
#ifndef SHADER_HPP
#define SHADER_HPP
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
unsigned int ID;
// constructor generates the shader on the fly
// ------------------------------------------------------------------------
Shader(const char* vertexPath, const char* fragmentPath)
{
// 1. retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensure ifstream objects can throw exceptions:
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char * fShaderCode = fragmentCode.c_str();
// 2. compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// ------------------------------------------------------------------------
void use() const
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec2(const std::string &name, float x, float y) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
private:
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type)
{
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif