前往小程序,Get更优阅读体验!
立即前往
首页
学习
活动
专区
工具
TVP
发布
社区首页 >专栏 >24.opengl高级光照-Blinn-Phong

24.opengl高级光照-Blinn-Phong

作者头像
公号sumsmile
发布2020-07-15 16:13:54
8170
发布2020-07-15 16:13:54
举报

这一讲原理比较简单,代码也很容易实现,Blinn在Phong的基础上提了一个小点的优化,实现起来一共两三行代码,就名垂千古。牛逼的东西往往并不复杂,越是讲的云里雾里的听不懂,往往都很虚,没有实质。

一、原理

冯氏光照在逼近真实光照和性能之间做了很好的平衡,解决了绝大部分场景的需求,也存在一些细节问题。这一章节讲Blinn-Phong通过对冯氏光照做的一些优化。

冯氏光照的问题分析:

冯氏光照

图中地板光照边缘出现明显的断裂,过渡不自然。

光照模型

在上面左图中看到的物体颜色是OK的,但是在右边这种场景下渲染出来的效果和实际看到的效果少有区别,按照冯氏光照模型,视线方向和反射方向 > 90°,导致计算的反射光强度为0,反射角计算如下,< 0就取0

float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;

这里原教程没有说的太细致,按照自己的理解再深入点,参考材质一章,实际每个物体对镜面高光有不同的反应,有些物体会有明显的散射,形成一个有着更大半径的高光点,如下图所示,金材质的反光比橡胶(yellow rubber)更集中,高光(散射)半径小。

材质对散射的影响

2. Blinn-Phong算法原理

1977年,James F. Blinn在冯氏着色模型上加以拓展,引入了Blinn-Phong着色模型。环境光和漫反射光计算方式不变,反射光完全改了,优化了视线和反射夹角 > 90°的情况,原理如下:

Blinn-Phong反射光模型

算法完全不同,先求光照和视线夹角的中间向量(半程向量),用半程向量和法线向量点乘来求反射因子,glsl实现代码: 1)计算出半程向量,入射光 + 视线光向量(基本的向量加法求对角线),再归一化; 2)求反射因子,和冯氏的差不多,点乘后进行幂运算

vec3 lightDir   = normalize(lightPos - FragPos);
vec3 viewDir    = normalize(viewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);

float spec = pow(max(dot(normal, halfwayDir), 0.0), shininess);
vec3 specular = lightColor * spec;
二、 实现效果

冯氏光照 vs Blinn-Phong

我自己本地参考实现的效果,PHONG 和 BLINN-PHONG并没有这么大区别,不知道原因。

blinn-phong

三、完整代码

.vs

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

out VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
} vs_out;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    vs_out.FragPos = aPos;
    vs_out.Normal = aNormal;
    vs_out.TexCoords = aTexCoords;
    gl_Position = projection * view * vec4(aPos, 1.0);
}

.fs

#version 330 core
out vec4 FragColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
} fs_in;

uniform sampler2D floorTexture;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform bool blinn;

void main()
{
    vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
    
    // ambient
    vec3 ambient = 0.05 * color;
    
    // diffuse
    vec3 lightDir = normalize(lightPos - fs_in.FragPos);
    vec3 normal = normalize(fs_in.Normal);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * color;
    
    // specular
    vec3 viewDir = normalize(viewPos - fs_in.FragPos);
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = 0.0;
    
    if (blinn)
    {
        vec3 halfwayDir = normalize(lightDir + viewDir);
        spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
    }
    else
    {
        vec3 reflectDir = reflect(-lightDir, normal);
        spec = pow(max(dot(viewDir, reflectDir), 0.0), 8.0);
    }
    
    vec3 specular = vec3(0.3) * spec;
    FragColor = vec4(ambient + diffuse + specular, 1.0);
}

主工程

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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

#include "Shader.h"
#include "camera.h"
#include "model.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;

// camera
Camera camera(glm::vec3(0.0f, 0.5f, 30.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

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, "天哥学opengl", 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;
    }

//    glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE );
    
    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // build and compile shaders
    // -------------------------
    Shader shader("1.colors.vs", "1.colors.fs");
    
    float planeVertices[] = {
        // positions            // normals         // texcoords
         10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,  10.0f,  0.0f,
        -10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
        -10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,   0.0f, 10.0f,

         10.0f, -0.5f,  10.0f,  0.0f, 1.0f, 0.0f,  10.0f,  0.0f,
        -10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,   0.0f, 10.0f,
         10.0f, -0.5f, -10.0f,  0.0f, 1.0f, 0.0f,  10.0f, 10.0f
    };
    
    // plane VAO
     unsigned int planeVAO, planeVBO;
     glGenVertexArrays(1, &planeVAO);
     glGenBuffers(1, &planeVBO);
     glBindVertexArray(planeVAO);
     glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
     glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
     glEnableVertexAttribArray(0);
     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
     glEnableVertexAttribArray(1);
     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
     glEnableVertexAttribArray(2);
     glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
     glBindVertexArray(0);
    
    unsigned int floorTexture = loadTexture("resource/wood.png");

    shader.use();
    shader.setInt("texture1", 0);
    
    glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        
        processInput(window);
        
        glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 200.0f);
        glm::mat4 view = camera.GetViewMatrix();
        
        shader.use();
        shader.setMat4("projection", projection);
        shader.setMat4("view", view);
        shader.setInt("blinn", blinn);
        
        // floor
        glBindVertexArray(planeVAO);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        
        std::cout << (blinn ? "Blinn-Phong" : "Phong") << std::endl;
        
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &planeVAO);
    glDeleteBuffers(1, &planeVBO);
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------

bool startRecord = false;

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !blinnKeyPressed) {
        blinnKeyPressed = true;
        blinn = !blinn;
    }
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
    {
        blinnKeyPressed = false;
    }
    if (glfwGetKey(window, GLFW_KEY_Y))
    {
        std::cout << "Y" << std::endl;
        startRecord = true;
    }
    
    if (glfwGetKey(window, GLFW_KEY_N))
    {
        std::cout << "N" << std::endl;

        startRecord = false;
    }
    
    if (startRecord) {
        return;
    }
    
    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);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
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 xpos, double ypos)
{
//    std::cout << "xpos : " << xpos << std::endl;
//    std::cout << "ypos : " << ypos << std::endl;
    
    if (startRecord) {
        return;
    }
    
    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;
    
//    std::cout << "xoffset : " << xoffset << std::endl;
//    std::cout << "yoffset : " << yoffset << std::endl;
    
    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(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;
}


unsigned int loadCubemap(vector<std::string> faces)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
    
    int width, height, nrChannels;
    for (unsigned int i = 0; i < faces.size(); i++) {
        unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);

        if (data)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
            stbi_image_free(data);
        }
        else
        {
            std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
            stbi_image_free(data);
        }
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    }
    
    return textureID;
}
本文参与 腾讯云自媒体分享计划,分享自作者个人站点/博客。
如有侵权请联系 cloudcommunity@tencent.com 删除

本文分享自 作者个人站点/博客 前往查看

如有侵权,请联系 cloudcommunity@tencent.com 删除。

本文参与 腾讯云自媒体分享计划  ,欢迎热爱写作的你一起参与!

评论
登录后参与评论
0 条评论
热度
最新
推荐阅读
目录
  • 一、原理
  • 2. Blinn-Phong算法原理
  • 二、 实现效果
  • 三、完整代码
领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档