OpenGL_Learn15(投光物)

news2024/11/17 15:53:41

1. 平行光

cube.vs******************

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
 
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
 
void main()
{
    FragPos=vec3(model*vec4(aPos,1.0));
    Normal=mat3(transpose(inverse(model)))*aNormal;
    TexCoords=aTexCoords;
    gl_Position = projection * view  * vec4(FragPos, 1.0);
}


cube.fs******************
#version 330 core
out vec4 FragColor;
 
in vec3 Normal;
in vec3 FragPos;

 struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
}; 
in vec2 TexCoords;
struct Light {
    vec3 direction;
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
 
void main()
{
    //ambient
    vec3 ambient=vec3(0.1)*light.ambient*vec3(texture(material.diffuse,TexCoords));
 
    //diffuse
    vec3 norm=normalize(Normal);
    vec3 lightDir=normalize(-light.direction);//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=light.diffuse*diff*vec3(texture(material.diffuse,TexCoords));

 
    //specular
    //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),material.shininess);
    vec3 specular=light.specular*spec*vec3(texture(material.specular,TexCoords));

 
    vec3 result=ambient+diffuse+specular;
    FragColor = vec4(result, 1.0);
}


light_cube.vs******************
#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);
}

light_cube.fs******************

#version 330 core
out vec4 FragColor;
uniform vec4 CubeFragColor;
void main()
{   
    FragColor =vec4(1.0);
}

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"

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

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 = 900;
const unsigned int SCR_HEIGHT = 600;


//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;

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

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[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };
    glm::vec3 cubePositions[] = {
    glm::vec3(0.0f,  0.0f,  0.0f),
    glm::vec3(2.0f,  5.0f, -15.0f),
    glm::vec3(-1.5f, -2.2f, -2.5f),
    glm::vec3(-3.8f, -2.0f, -12.3f),
    glm::vec3(2.4f, -0.4f, -3.5f),
    glm::vec3(-1.7f,  3.0f, -7.5f),
    glm::vec3(1.3f, -2.0f, -2.5f),
    glm::vec3(1.5f,  2.0f, -2.5f),
    glm::vec3(1.5f,  0.2f, -1.5f),
    glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    //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, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    //第二个
    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //----------
    std::string texturePath = "../../Data/container2.png";
    unsigned int diffuseMap = loadTexture(texturePath.c_str());

    std::string specularPath = "../../Data/container2_specular.png";
    unsigned int specularMap = loadTexture(specularPath.c_str());

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    // 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("light.direction", -0.2f, -1.0f, -0.3f);
        lightingShader.setVec3("viewPos", camera.Position);

        //光照属性
        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
        //材质属性
        lightingShader.setVec3("material.specular", 0.5f,0.5f, 0.5f);
        lightingShader.setFloat("material.shininess",32.0f);

        // 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);

        //bind diffuse map
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);
        // render the cube
        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model=glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);
            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));
}

2. 点光源


#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
 
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
 
void main()
{
    FragPos=vec3(model*vec4(aPos,1.0));
    Normal=mat3(transpose(inverse(model)))*aNormal;
    TexCoords=aTexCoords;
    gl_Position = projection * view  * vec4(FragPos, 1.0);
}


#version 330 core
out vec4 FragColor;
 
in vec3 Normal;
in vec3 FragPos;

 struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
}; 
in vec2 TexCoords;
struct Light {
    vec3 position;
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;

    float constant;
    float linear;
    float quadratic;
};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
 
void main()
{
    float distance    = length(light.position - FragPos);
    float attenuation = 1.0 / (light.constant + light.linear * distance + 
                light.quadratic * (distance * distance));
    
    //ambient
    vec3 ambient=vec3(0.1)*light.ambient*vec3(texture(material.diffuse,TexCoords));
 
    //diffuse
    vec3 norm=normalize(Normal);
    vec3 lightDir=normalize(light.position-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=light.diffuse*diff*vec3(texture(material.diffuse,TexCoords));

 
    //specular
    //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),material.shininess);
    vec3 specular=light.specular*spec*vec3(texture(material.specular,TexCoords));

    ambient*=attenuation;
    diffuse*=attenuation;
    specular*=attenuation;
    vec3 result=ambient+diffuse+specular;
    FragColor = vec4(result, 1.0);
}

#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);
}

#version 330 core
out vec4 FragColor;
void main()
{   
    FragColor =vec4(1.0);
}

camera.h

#ifndef CAMERA_H
#define CAMERA_H

#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include <vector>

// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {
    FORWARD,
    BACKWARD,
    LEFT,
    RIGHT
};

// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;


// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
class Camera
{
public:
    // camera Attributes
    glm::vec3 Position;
    glm::vec3 Front;
    glm::vec3 Up;
    glm::vec3 Right;
    glm::vec3 WorldUp;
    // euler Angles
    float Yaw;
    float Pitch;
    // camera options
    float MovementSpeed;
    float MouseSensitivity;
    float Zoom;

    // constructor with vectors
    Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
    {
        Position = position;
        WorldUp = up;
        Yaw = yaw;
        Pitch = pitch;
        updateCameraVectors();
    }
    // constructor with scalar values
    Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
    {
        Position = glm::vec3(posX, posY, posZ);
        WorldUp = glm::vec3(upX, upY, upZ);
        Yaw = yaw;
        Pitch = pitch;
        updateCameraVectors();
    }

    // returns the view matrix calculated using Euler Angles and the LookAt Matrix
    glm::mat4 GetViewMatrix()
    {
        return glm::lookAt(Position, Position + Front, Up);
    }

    // processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
    void ProcessKeyboard(Camera_Movement direction, float deltaTime)
    {
        float velocity = MovementSpeed * deltaTime;
        if (direction == FORWARD)
            Position += Front * velocity;
        if (direction == BACKWARD)
            Position -= Front * velocity;
        if (direction == LEFT)
            Position -= Right * velocity;
        if (direction == RIGHT)
            Position += Right * velocity;
    }

    // processes input received from a mouse input system. Expects the offset value in both the x and y direction.
    void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
    {
        xoffset *= MouseSensitivity;
        yoffset *= MouseSensitivity;

        Yaw += xoffset;
        Pitch += yoffset;

        // make sure that when pitch is out of bounds, screen doesn't get flipped
        if (constrainPitch)
        {
            if (Pitch > 89.0f)
                Pitch = 89.0f;
            if (Pitch < -89.0f)
                Pitch = -89.0f;
        }

        // update Front, Right and Up Vectors using the updated Euler angles
        updateCameraVectors();
    }

    // processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
    void ProcessMouseScroll(float yoffset)
    {
        Zoom -= (float)yoffset;
        if (Zoom < 1.0f)
            Zoom = 1.0f;
        if (Zoom > 45.0f)
            Zoom = 45.0f;
    }

private:
    // calculates the front vector from the Camera's (updated) Euler Angles
    void updateCameraVectors()
    {
        // calculate the new Front vector
        glm::vec3 front;
        front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
        front.y = sin(glm::radians(Pitch));
        front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
        Front = glm::normalize(front);
        // also re-calculate the Right and Up vector
        Right = glm::normalize(glm::cross(Front, WorldUp));  // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
        Up = glm::normalize(glm::cross(Right, Front));
    }
};
#endif

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"

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

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);
unsigned int loadTexture(char const* path);
// settings
const unsigned int SCR_WIDTH = 900;
const unsigned int SCR_HEIGHT = 600;


//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[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };
    glm::vec3 cubePositions[] = {
    glm::vec3(0.0f,  0.0f,  0.0f),
    glm::vec3(2.0f,  5.0f, -15.0f),
    glm::vec3(-1.5f, -2.2f, -2.5f),
    glm::vec3(-3.8f, -2.0f, -12.3f),
    glm::vec3(2.4f, -0.4f, -3.5f),
    glm::vec3(-1.7f,  3.0f, -7.5f),
    glm::vec3(1.3f, -2.0f, -2.5f),
    glm::vec3(1.5f,  2.0f, -2.5f),
    glm::vec3(1.5f,  0.2f, -1.5f),
    glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    //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, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    //第二个
    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //----------
    std::string texturePath = "../../Data/container2.png";
    unsigned int diffuseMap = loadTexture(texturePath.c_str());

    std::string specularPath = "../../Data/container2_specular.png";
    unsigned int specularMap = loadTexture(specularPath.c_str());

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    // 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("light.position",lightPos);
        lightingShader.setVec3("viewPos", camera.Position);

        //光照属性
        lightingShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
        lightingShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("light.constant", 1.0f);
        lightingShader.setFloat("light.linear", 0.09f);
        lightingShader.setFloat("light.quadratic", 0.032f);


        //材质属性
        lightingShader.setVec3("material.specular", 0.5f,0.5f, 0.5f);
        lightingShader.setFloat("material.shininess",32.0f);

        // 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);

        //bind diffuse map
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);
        // render the cube
        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model=glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);
            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));
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

 

3. 手电筒

#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);
}


#version 330 core
out vec4 FragColor;
void main()
{   
    FragColor =vec4(1.0);
}



#version 330 core
layout (location = 0) in vec3 aPos;
layout (location =1 ) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
 
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
 
void main()
{
    FragPos=vec3(model*vec4(aPos,1.0));
    Normal=mat3(transpose(inverse(model)))*aNormal;
    TexCoords=aTexCoords;
    gl_Position = projection * view  * vec4(FragPos, 1.0);
}




#version 330 core
out vec4 FragColor;
 
in vec3 Normal;
in vec3 FragPos;

 struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess;
}; 
in vec2 TexCoords;
struct Light {
    vec3 position;
    vec3 direction;
    float cutOff;
    float outerCutOff;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;

    float constant;
    float linear;
    float quadratic;


};
uniform Material material;
uniform Light light;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
 
void main()
{
    vec3 lightDir=normalize(light.position-FragPos);

    //判断
    float theta=dot(lightDir,normalize(-light.direction));

    
    if(theta > light.cutOff) // remember that we're working with angles as cosines instead of degrees so a '>' is used.
    {    
        // ambient
        vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
        
        // diffuse 
        vec3 norm = normalize(Normal);
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;  
        
        // specular
        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 * texture(material.specular, TexCoords).rgb;  
        
        // attenuation
        float distance    = length(light.position - FragPos);
        float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    

        // ambient  *= attenuation; // remove attenuation from ambient, as otherwise at large distances the light would be darker inside than outside the spotlight due the ambient term in the else branch
        diffuse   *= attenuation;
        specular *= attenuation;   
            
        vec3 result = ambient + diffuse + specular;
        FragColor = vec4(result, 1.0);
    }
    else 
    {
        // else, use ambient light so scene isn't completely dark outside the spotlight.
        FragColor = vec4(light.ambient * texture(material.diffuse, TexCoords).rgb, 1.0);
    }



}

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include "stb_image.h"
#include <cmath>
#include "shader.h"
#include "camera.h"

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

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);
unsigned int loadTexture(char const* path);
// settings
const unsigned int SCR_WIDTH = 900;
const unsigned int SCR_HEIGHT = 600;


//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[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };
    glm::vec3 cubePositions[] = {
    glm::vec3(0.0f,  0.0f,  0.0f),
    glm::vec3(2.0f,  5.0f, -15.0f),
    glm::vec3(-1.5f, -2.2f, -2.5f),
    glm::vec3(-3.8f, -2.0f, -12.3f),
    glm::vec3(2.4f, -0.4f, -3.5f),
    glm::vec3(-1.7f,  3.0f, -7.5f),
    glm::vec3(1.3f, -2.0f, -2.5f),
    glm::vec3(1.5f,  2.0f, -2.5f),
    glm::vec3(1.5f,  0.2f, -1.5f),
    glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    //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, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    //第二个
    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    //----------
    std::string texturePath = "../../Data/container2.png";
    unsigned int diffuseMap = loadTexture(texturePath.c_str());

    std::string specularPath = "../../Data/container2_specular.png";
    unsigned int specularMap = loadTexture(specularPath.c_str());

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);
    // 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("light.position", camera.Position);
        lightingShader.setVec3("light.direction", camera.Front);
        lightingShader.setFloat("light.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setVec3("viewPos", camera.Position);

        //光照属性
        lightingShader.setVec3("light.ambient", 0.1f, 0.1f, 0.1f);
        lightingShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("light.constant", 1.0f);
        lightingShader.setFloat("light.linear", 0.09f);
        lightingShader.setFloat("light.quadratic", 0.032f);
        


        //材质属性
        lightingShader.setFloat("material.shininess", 32.0f);

        // 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);

        //bind diffuse map
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);
        // render the cube
        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++) {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);
            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));
}

// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

 

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