和漫反射光照一样,镜面光照也决定于光的方向向量和物体的法向量,但是它也决定于观察方向,例如玩家是从什么方向看向这个片段的。镜面光照决定于表面的反射特性。

我们通过根据法向量翻折入射光的方向来计算反射向量(对称就是R那条线)。然后我们计算反射向量与观察方向的角度差,它们之间夹角越小,镜面光的作用就越大。由此产生的效果就是,我们看向在入射光在表面的反射方向时,会看到一点高光。
只需要修改
cube.vs
增加翻折后的法向量
- #version 330 core
- layout (location = 0) in vec3 aPos;
- layout (location =0 ) in vec3 aNormal;
-
- out vec3 FragPos;
- out vec3 Normal;
-
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 projection;
-
- void main()
- {
- FragPos=vec3(model*vec4(aPos,1.0));
- Normal=mat3(transpose(inverse(model)))*aNormal;
- gl_Position = projection * view * vec4(FragPos, 1.0);
- }
cube.fs
增加一个高光因子
- #version 330 core
- out vec4 FragColor;
-
- in vec3 Normal;
- in vec3 FragPos;
-
- uniform vec3 objectColor;
- uniform vec3 lightColor;
- uniform vec3 lightPos;
- uniform vec3 viewPos;
-
- void main()
- {
- //ambient
- float ambientStrength=0.1;
- vec3 ambient=ambientStrength*lightColor;
-
- //diffuse
- vec3 norm=normalize(Normal);
- vec3 lightDir=normalize(lightPos-FragPos);//光的方向向量是光源位置向量与片段位置向量之间的向量差。
- //对norm和lightDir向量进行点乘,计算光源对当前片段实际的漫反射影响
- //两个向量之间的角度越大,漫反射分量就会越小,点乘的几何意义也如此
- float diff=max(dot(norm,lightDir),0.0);
- vec3 diffuse=diff*lightColor;
-
- //specular
- float specularStrength=0.5;//高光强度
- //漫反射是光源指向片段位置。现在这个是摄像机指向片段位置
- vec3 viewDir=normalize(viewPos-FragPos);
- vec3 reflectDir=reflect(-lightDir,norm);//reflect第一个参数就是要片段指向摄像机位置
- float spec=pow(max(dot(viewDir,reflectDir),0.0),32);
- vec3 specular=specularStrength*spec*lightColor;
-
- vec3 result=(ambient+diffuse+specular)*objectColor;
- FragColor = vec4(result, 1.0);
- }
main.cpp
- #include
- #include
-
- #include
- #include "stb_image.h"
- #include
- #include "shader.h"
- #include "camera.h"
-
- #include
- #include
- #include
-
- void framebuffer_size_callback(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);
-
- // settings
- const unsigned int SCR_WIDTH = 1800;
- const unsigned int SCR_HEIGHT = 1200;
-
-
- //camera
- Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
- float lastX = SCR_WIDTH / 2.0f;
- float lastY = SCR_HEIGHT / 2.0f;
- bool firstMouse = true;
-
- //timing
- float deltaTime = 0.0f;//不同配置绘制速度不同,所以需要这个属性
- float lastFrame = 0.0f;
-
- //lighting
- glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
-
- int main() {
- //glfw:initialize and configure
- //=============================
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-
- #ifdef __APPLE__
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
- #endif
-
- //glfw window creation
- //=============================
- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Learn", NULL, NULL);
- if (window == NULL) {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
-
- glfwMakeContextCurrent(window);
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
- glfwSetCursorPosCallback(window, mouse_callback);
- glfwSetScrollCallback(window, scroll_callback);
-
- //tell GLFW to capture our mouse
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-
- //glad::load all OPenGL function pointers
- //=============================
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
-
- //configure gloabl opengl state
- //=============================
- glEnable(GL_DEPTH_TEST);
-
- //build and compile our shader zprogram
- //=============================
- Shader lightingShader("./cube.vs", "./cube.fs");
- Shader lightingCubeShader("./light_cube.vs", "./light_cube.fs");
- //set up vertex data
-
- 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
- };
-
- //第一个
- unsigned int VBO, cubeVAO;
- glGenVertexArrays(1, &cubeVAO);
- glGenBuffers(1, &VBO);
-
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- glBindVertexArray(cubeVAO);
-
- //position attribute
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- //normal attribute
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
-
- //第二个
- 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);
-
-
-
- // render loop
- // -----------
- while (!glfwWindowShouldClose(window))
- {
- // per-frame time logic
- // --------------------
- 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.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
- lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
- lightingShader.setVec3("lightPos", lightPos);
- lightingShader.setVec3("viewPos", camera.Position);
-
- // view/projection transformations
- glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
- glm::mat4 view = camera.GetViewMatrix();
- lightingShader.setMat4("projection", projection);
- lightingShader.setMat4("view", view);
-
- // world transformation
- glm::mat4 model = glm::mat4(1.0f);
- lightingShader.setMat4("model", model);
-
- // render the cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
-
- // also draw the lamp object
- lightingCubeShader.use();
- lightingCubeShader.setMat4("projection", projection);
- lightingCubeShader.setMat4("view", view);
- model = glm::mat4(1.0f);
- model = glm::translate(model, lightPos);
- model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
- lightingCubeShader.setMat4("model", model);
-
- glBindVertexArray(lightCubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
-
-
- // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
- // -------------------------------------------------------------------------------
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
-
- glDeleteVertexArrays(1, &cubeVAO);
- glDeleteVertexArrays(1, &lightCubeVAO);
- glDeleteBuffers(1, &VBO);
-
- glfwTerminate();
- return 0;
-
- }
- void processInput(GLFWwindow* window)
- {
- if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
- glfwSetWindowShouldClose(window, true);
-
- if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
- camera.ProcessKeyboard(FORWARD, deltaTime);
- if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
- camera.ProcessKeyboard(BACKWARD, deltaTime);
- if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
- camera.ProcessKeyboard(LEFT, deltaTime);
- if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
- camera.ProcessKeyboard(RIGHT, deltaTime);
- }
-
- void framebuffer_size_callback(GLFWwindow* window, int width, int height)
- {
- // make sure the viewport matches the new window dimensions; note that width and
- // height will be significantly larger than specified on retina displays.
- glViewport(0, 0, width, height);
- }
- // glfw: whenever the mouse moves, this callback is called
- // -------------------------------------------------------
- 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; // reversed since y-coordinates go from bottom to top
-
- lastX = xpos;
- lastY = ypos;
-
- camera.ProcessMouseMovement(xoffset, yoffset);
- }
-
- // glfw: whenever the mouse scroll wheel scrolls, this callback is called
- // ----------------------------------------------------------------------
- void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
- {
- camera.ProcessMouseScroll(static_cast<float>(yoffset));
- }

目前,我们的光源是静止的,尝试使用sin或cos函数让光源在场景中来回移动。观察光照随时间的改变能让你更容易理解冯氏光照模型。
- //动态修改 光源位置
- lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
- lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
- lightingShader.setVec3("lightPos", lightPos);