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: 17.03.2011
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[ ] learnopengl. 2.6

, 19 2017 . 15:41 +
dima19972525 15:41

learnopengl. 2.6

OGL3


OpenGL. , , . , 6 . , 4 , , .



1.

  1. OpenGL
  2. Hello Window
  3. Hello Triangle
  4. Shaders

2.


1 , . main, .

GLSL - C. , , . : , .

, : 1 , . . , , . main :

out vec4 FragColor;

void main()
{
//
vec3 output = vec3(0.0);
// ,
output += someFunctionToCalculateDirectionalLight();
//
for(int i = 0; i < nr_of_point_lights; i++)
output += someFunctionToCalculatePointLight();
//
output += someFunctionToCalculateSpotLight();

FragColor = vec4(output, 1.0);
}


, main . , , . 2 , , .


, - : .

, , , . DirLight uniform.
:

struct DirLight {
vec3 direction;

vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;


dirLight :

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);

C C++, ( main) - , . , main, .
, DirLight 2 . , :

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
//
float diff = max(dot(normal, lightDir), 0.0);
//
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
return (ambient + diffuse + specular);
}


, , (ambient, diffuse specular). .


, , , . ,
:

struct PointLight {
vec3 position;

float constant;
float linear;
float quadratic;

vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NR_POINT_LIGHTS 4
uniform PointLight pointLights[NR_POINT_LIGHTS];


GLSL, - NR_POINT_LIGHTS 4. NR_POINT_LIGHTS, PointLight. GLSL C
. 4 pointLights[NR_POINT_LIGHTS] PointLigh.
, , , . , , .. .
:

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

, vec3 . , - , :

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
//
float diff = max(dot(normal, lightDir), 0.0);
//
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
//
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}


, , , . main , CalcPointLight .


, , main.

void main()
{
//
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);

// 1:
vec3 result = CalcDirLight(dirLight, norm, viewDir);
// 2:
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
// 3:
//result += CalcSpotLight(spotLight, norm, FragPos, viewDir);

FragColor = vec4(result, 1.0);
}


, , . . , , . CalcSpotLight .

uniform , uniform .

, . uniform , , ( ).

lightingShader.setFloat("pointLights[0].constant", 1.0f);

1 pointLights 1.0f constant. , - , , 28 . , .

, position , . glm::vec3, :

glm::vec3 pointLightPositions[] = {
glm::vec3( 0.7f, 0.2f, 2.0f),
glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3( 0.0f, 0.0f, -3.0f)
};


, position pointLight. , 4 , 1. , , pointLightPositions.

, :

image

, : ( ) - , 4 , . , ?

.

, , , . , , , . , , , :

image

ClearColor, . , .

OpenGL. , , . , .


, , .

->
Original source: habrahabr.ru (comments, light).

https://habrahabr.ru/post/338254/

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