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grtsinry43 2025-05-21 12:14:57 +08:00
commit 93dc14c0d8
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GPG Key ID: F3305FB3A978C934
49 changed files with 6772 additions and 0 deletions

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117
CMakeLists.txt Normal file
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#
cmake_minimum_required(VERSION 3.31)
#
project(opengl_homework LANGUAGES CXX)
# C++
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# MOC, UIC, RCC (如果使用 Qt这里不需要)
#set(CMAKE_AUTOMOC ON)
#set(CMAKE_AUTOUIC ON)
#set(CMAKE_AUTORCC ON)
#
include_directories(include)
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# GLEW
find_package(GLEW REQUIRED)
if (GLEW_FOUND)
include_directories(${GLEW_INCLUDE_DIRS})
message(STATUS "Found GLEW: ${GLEW_LIBRARIES}")
else ()
message(FATAL_ERROR "GLEW not found")
endif ()
# OpenGL
find_package(OpenGL REQUIRED)
if (OPENGL_FOUND)
include_directories(${OPENGL_INCLUDE_DIR})
message(STATUS "Found OpenGL: ${OPENGL_gl_LIBRARY}")
else ()
message(FATAL_ERROR "OpenGL not found")
endif ()
# GLUT
find_package(GLUT REQUIRED)
if (GLUT_FOUND)
include_directories(${GLUT_INCLUDE_DIR})
message(STATUS "Found GLUT: ${GLUT_glut_LIBRARY}")
else ()
message(FATAL_ERROR "GLUT not found")
endif ()
# GLM (OpenGL Mathematics Library)
# GLM
find_package(glm QUIET)
if (NOT glm_FOUND)
message(STATUS "glm not found. Fetching from source...")
include(FetchContent)
FetchContent_Declare(
glm
GIT_REPOSITORY https://github.com/g-truc/glm.git
GIT_TAG 0.9.9.8 # tag
)
FetchContent_MakeAvailable(glm)
# FetchContentglminclude ${glm_SOURCE_DIR}
# CMake/glm ${glm_SOURCE_DIR}/glm
#
include_directories(${glm_SOURCE_DIR})
message(STATUS "Fetched glm and added include directory: ${glm_SOURCE_DIR}")
else ()
message(STATUS "Found system-installed glm: ${glm_INCLUDE_DIR}")
include_directories(${glm_INCLUDE_DIR})
endif ()
# shaders 方便在代码中加载 (可选)
# set(SHADER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
#
add_executable(OpenGLProject
main.cpp
shader_utils.cpp
)
#
target_link_libraries(OpenGLProject
PRIVATE
${OPENGL_LIBRARIES}
${GLEW_LIBRARIES}
${GLUT_glut_LIBRARY}
)
# GLEWGLEW_STATIC
# target_compile_definitions(OpenGLProject PRIVATE GLEW_STATIC)
#
#
#
# "shaders" :
set(SHADER_FILES
shaders/phong.vert
shaders/phong.frag
)
#
foreach (SHADER_FILE ${SHADER_FILES})
add_custom_command(
TARGET OpenGLProject POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:OpenGLProject>/shaders
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/${SHADER_FILE}
$<TARGET_FILE_DIR:OpenGLProject>/shaders/
COMMENT "Copying shader ${SHADER_FILE} to build directory"
)
endforeach ()
# shaders
add_custom_command(
TARGET OpenGLProject POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:OpenGLProject>/shaders
COMMENT "Creating shaders directory in build output"
)

514
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// shaders/phong.frag
#version 330 core
// 从顶点着色器插值传入的变量
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;
in vec2 UV;
// 输出颜色
out vec3 color;
// Uniform 变量
uniform sampler2D myTextureSampler; // 纹理采样器
uniform vec3 lightColor; // 光源颜色
uniform float lightPower; // 光照强度
uniform vec3 viewPos_worldspace; // 观察者位置(世界空间)
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
// 材质属性 (可以作为uniform传入这里为了简单硬编码)
vec3 materialDiffuseColor = vec3(1.0, 1.0, 1.0); // 从纹理获取
vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1);
vec3 materialSpecularColor = vec3(0.5, 0.5, 0.5);
float materialShininess = 32.0;
void main(){
// 环境光
vec3 AmbientLighting = materialAmbientColor * lightColor * 0.2; // 环境光强度通常较低
// 漫反射光
vec3 Normal_normalized = normalize(Normal_cameraspace);
vec3 LightDirection_normalized = normalize(LightDirection_cameraspace);
float cosTheta = clamp(dot(Normal_normalized, LightDirection_normalized), 0, 1); // clamp 避免负值
vec3 DiffuseLighting = materialDiffuseColor * lightColor * cosTheta;
// 镜面反射光
vec3 EyeDirection_normalized = normalize(EyeDirection_cameraspace);
vec3 ReflectionDirection = reflect(-LightDirection_normalized, Normal_normalized);
float cosAlpha = clamp(dot(EyeDirection_normalized, ReflectionDirection), 0, 1);
vec3 SpecularLighting = materialSpecularColor * lightColor * pow(cosAlpha, materialShininess);
// 如果法线和光线方向相反(背面),则不应有镜面反射和漫反射
if(dot(Normal_normalized, LightDirection_normalized) < 0.0){
SpecularLighting = vec3(0,0,0);
DiffuseLighting = vec3(0,0,0); // 可选,取决于是否做双面光照
}
// 从纹理采样颜色,并与漫反射材质颜色混合 (这里直接用纹理作为漫反射颜色)
vec3 textureColor = texture(myTextureSampler, UV).rgb;
DiffuseLighting = textureColor * lightColor * cosTheta;
// 最终颜色 (光照强度衰减)
float distance = length(lightPos_worldspace - Position_worldspace); // 实际光源与片元距离
float attenuation = lightPower / (distance * distance); // 简单平方反比衰减
color = AmbientLighting + (DiffuseLighting + SpecularLighting) * attenuation;
// 不带衰减的简单版本(如果上面的衰减不工作,可以尝试这个)
//color = AmbientLighting + DiffuseLighting + SpecularLighting;
}

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// shaders/phong.vert
#version 330 core
// 输入顶点属性
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexNormal_modelspace;
layout(location = 2) in vec2 vertexUV;
// 输出到片元着色器
out vec3 Position_worldspace;
out vec3 Normal_cameraspace; // 法线在相机空间计算,更准确
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
out vec2 UV;
// Uniform 变量
uniform mat4 MVP; // 模型-视图-投影 矩阵
uniform mat4 M; // 模型矩阵
uniform mat4 V; // 视图矩阵
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
void main(){
// 输出顶点在世界空间的位置
Position_worldspace = (M * vec4(vertexPosition_modelspace, 1)).xyz;
// 顶点在相机空间的位置
vec3 Position_cameraspace = (V * M * vec4(vertexPosition_modelspace, 1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace; // 视线方向
// 光源在相机空间的位置
vec3 LightPosition_cameraspace = (V * vec4(lightPos_worldspace, 1)).xyz;
LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // 从顶点指向光源
// 法线在相机空间 (M的逆转置矩阵乘以法线这里简化为只用V*M如果M有非等比缩放需要更正规的 (transpose(inverse(M*V))) )
// 对于法线,我们通常使用模型视图矩阵的逆转置矩阵来变换。
// mat3 NormalMatrix = transpose(inverse(mat3(V * M)));
// Normal_cameraspace = NormalMatrix * vertexNormal_modelspace;
// 简化版如果M只有旋转和平移或者等比缩放:
Normal_cameraspace = (V * M * vec4(vertexNormal_modelspace, 0)).xyz;
// 计算裁剪空间中的顶点位置
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// 传递UV坐标
UV = vertexUV;
}

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// main.cpp
#include <GL/glew.h>
#include <GL/glut.h>
#include <iostream>
#include <vector>
#include <cmath> // For sin, cos
// GLM Headers
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/constants.hpp> // 包含 glm::pi
#include "shader_utils.hpp" // 我们创建的着色器加载工具
// 窗口尺寸
int windowWidth = 1024;
int windowHeight = 768;
// 着色器程序ID
GLuint programID;
// GLuint pickingProgramID; // (可选,如果实现拾取)
// Uniform ID
GLuint MatrixID_MVP, MatrixID_M, MatrixID_V;
GLuint LightPosID, LightColorID, LightPowerID, ViewPosID;
GLuint TextureSamplerID;
// VAO 和 VBO
GLuint CubeVAO, CubeVBO_vertices, CubeVBO_normals, CubeVBO_uvs;
// GLuint LightVAO; // 用于表示光源的球体 (使用 GLUT 绘制可能不需要单独VAO)
// 纹理
GLuint checkerboardTextureID;
// 相机参数
glm::vec3 cameraPosition = glm::vec3(4.0f, 3.0f, 3.0f);
float cameraHorizontalAngle = glm::pi<float>(); // 初始水平角 (pi)
float cameraVerticalAngle = 0.0f; // 初始垂直角
float initialFoV = 45.0f;
float cameraSpeed = 3.0f; // 单位/秒
float mouseSpeed = 0.002f;
// 鼠标状态
int lastMouseX = windowWidth / 2;
int lastMouseY = windowHeight / 2;
bool mouseLeftDown = false;
// 光源属性
glm::vec3 lightPos = glm::vec3(2.0f, 2.0f, 2.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
float lightPower = 50.0f; // 启用光照强度
// 立方体旋转
float cubeRotationAngle = 0.0f;
// 函数声明
void initGL();
void display();
void reshape(int, int);
void keyboard(unsigned char, int, int);
void mouseButton(int button, int state, int x, int y);
void mouseMotion(int x, int y);
void idle();
void createCheckerboardTexture();
void setupCubeBuffers();
// 立方体顶点数据 (位置, 法线, UV)
// 36个顶点因为每个面有不同法线或UV不能共享顶点
const GLfloat cube_vertices[] = {
// Back face
-0.5f, -0.5f, -0.5f, // Bottom-left
0.5f, 0.5f, -0.5f, // top-right
0.5f, -0.5f, -0.5f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right
-0.5f, -0.5f, -0.5f, // bottom-left
-0.5f, 0.5f, -0.5f, // top-left
// Front face
-0.5f, -0.5f, 0.5f, // bottom-left
0.5f, -0.5f, 0.5f, // bottom-right
0.5f, 0.5f, 0.5f, // top-right
0.5f, 0.5f, 0.5f, // top-right
-0.5f, 0.5f, 0.5f, // top-left
-0.5f, -0.5f, 0.5f, // bottom-left
// Left face
-0.5f, 0.5f, 0.5f, // top-right
-0.5f, 0.5f, -0.5f, // top-left
-0.5f, -0.5f, -0.5f, // bottom-left
-0.5f, -0.5f, -0.5f, // bottom-left
-0.5f, -0.5f, 0.5f, // bottom-right
-0.5f, 0.5f, 0.5f, // top-right
// Right face
0.5f, 0.5f, 0.5f, // top-left
0.5f, -0.5f, -0.5f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right
0.5f, -0.5f, -0.5f, // bottom-right
0.5f, 0.5f, 0.5f, // top-left
0.5f, -0.5f, 0.5f, // bottom-left
// Bottom face
-0.5f, -0.5f, -0.5f, // top-right
0.5f, -0.5f, -0.5f, // top-left
0.5f, -0.5f, 0.5f, // bottom-left
0.5f, -0.5f, 0.5f, // bottom-left
-0.5f, -0.5f, 0.5f, // bottom-right
-0.5f, -0.5f, -0.5f, // top-right
// Top face
-0.5f, 0.5f, -0.5f, // top-left
-0.5f, 0.5f, 0.5f, // bottom-left
0.5f, 0.5f, 0.5f, // bottom-right
0.5f, 0.5f, 0.5f, // bottom-right
0.5f, 0.5f, -0.5f, // top-right
-0.5f, 0.5f, -0.5f, // top-left
};
const GLfloat cube_normals[] = {
// Back face
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
// Front face
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
// Left face
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
// Right face
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
// Bottom face
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
// Top face
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
const GLfloat cube_uvs[] = {
// Back face
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
// Front face
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
// Left face
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
// Right face
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
// Bottom face
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
// Top face
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
};
void createCheckerboardTexture() {
const int texWidth = 64;
const int texHeight = 64;
GLubyte checkerboard[texHeight][texWidth][3]; // RGB
for (int i = 0; i < texHeight; i++) {
for (int j = 0; j < texWidth; j++) {
// 创建更明显的棋盘格图案
int c = (((i / 8) % 2) == ((j / 8) % 2)) ? 255 : 100;
checkerboard[i][j][0] = (GLubyte)c;
checkerboard[i][j][1] = (GLubyte)c;
checkerboard[i][j][2] = (GLubyte)c;
}
}
glGenTextures(1, &checkerboardTextureID);
glBindTexture(GL_TEXTURE_2D, checkerboardTextureID);
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_MAG_FILTER, GL_NEAREST); // 使用NEAREST以便清晰看到像素块
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); // 使用mipmap
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, checkerboard);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
void setupCubeBuffers() {
glGenVertexArrays(1, &CubeVAO);
glBindVertexArray(CubeVAO);
// 顶点位置
glGenBuffers(1, &CubeVBO_vertices);
glBindBuffer(GL_ARRAY_BUFFER, CubeVBO_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
// 法线
glGenBuffers(1, &CubeVBO_normals);
glBindBuffer(GL_ARRAY_BUFFER, CubeVBO_normals);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
// UV坐标
glGenBuffers(1, &CubeVBO_uvs);
glBindBuffer(GL_ARRAY_BUFFER, CubeVBO_uvs);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}
void initGL() {
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(-1);
}
std::cout << "Using GLEW Version: " << glewGetString(GLEW_VERSION) << std::endl;
std::cout << "OpenGL Renderer: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
glClearColor(0.1f, 0.1f, 0.2f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// glEnable(GL_CULL_FACE); // 如果需要,可以开启背面剔除
programID = LoadShaders("shaders/phong.vert", "shaders/phong.frag");
if (programID == 0) {
std::cerr << "Failed to load shaders. Exiting." << std::endl;
// getchar(); // 暂停查看错误
exit(-1);
}
MatrixID_MVP = glGetUniformLocation(programID, "MVP");
MatrixID_M = glGetUniformLocation(programID, "M");
MatrixID_V = glGetUniformLocation(programID, "V");
LightPosID = glGetUniformLocation(programID, "lightPos_worldspace");
LightColorID = glGetUniformLocation(programID, "lightColor");
LightPowerID = glGetUniformLocation(programID, "lightPower");
ViewPosID = glGetUniformLocation(programID, "viewPos_worldspace");
TextureSamplerID = glGetUniformLocation(programID, "myTextureSampler");
createCheckerboardTexture();
setupCubeBuffers();
glutSetCursor(GLUT_CURSOR_NONE);
glutWarpPointer(windowWidth / 2, windowHeight / 2);
// 确保在第一次鼠标移动前 lastMouseX/Y 已被正确设置
lastMouseX = windowWidth / 2;
lastMouseY = windowHeight / 2;
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glm::vec3 direction(
cos(cameraVerticalAngle) * sin(cameraHorizontalAngle),
sin(cameraVerticalAngle),
cos(cameraVerticalAngle) * cos(cameraHorizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(cameraHorizontalAngle - glm::pi<float>()/2.0f),
0,
cos(cameraHorizontalAngle - glm::pi<float>()/2.0f)
);
glm::vec3 up = glm::cross(right, direction);
glm::mat4 ProjectionMatrix = glm::perspective(glm::radians(initialFoV), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
glm::mat4 ViewMatrix = glm::lookAt(
cameraPosition,
cameraPosition + direction,
up
);
glm::mat4 ModelMatrixCube = glm::mat4(1.0);
ModelMatrixCube = glm::translate(ModelMatrixCube, glm::vec3(0.0f, 0.0f, 0.0f));
ModelMatrixCube = glm::rotate(ModelMatrixCube, cubeRotationAngle, glm::vec3(0.0f, 1.0f, 0.0f));
ModelMatrixCube = glm::scale(ModelMatrixCube, glm::vec3(1.0f, 1.0f, 1.0f));
glm::mat4 MVP_Cube = ProjectionMatrix * ViewMatrix * ModelMatrixCube;
glUniformMatrix4fv(MatrixID_MVP, 1, GL_FALSE, &MVP_Cube[0][0]);
glUniformMatrix4fv(MatrixID_M, 1, GL_FALSE, &ModelMatrixCube[0][0]);
glUniformMatrix4fv(MatrixID_V, 1, GL_FALSE, &ViewMatrix[0][0]);
glUniform3fv(LightPosID, 1, &lightPos[0]);
glUniform3fv(LightColorID, 1, &lightColor[0]);
glUniform1f(LightPowerID, lightPower); // 传递光照强度
glUniform3fv(ViewPosID, 1, &cameraPosition[0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, checkerboardTextureID);
glUniform1i(TextureSamplerID, 0);
glBindVertexArray(CubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// 绘制光源 (使用 GLUT 绘制一个白色小球)
glUseProgram(0);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(ProjectionMatrix));
glMatrixMode(GL_MODELVIEW);
glm::mat4 MV_Light = ViewMatrix * glm::translate(glm::mat4(1.0f), lightPos) * glm::scale(glm::mat4(1.0f), glm::vec3(0.1f));
glLoadMatrixf(glm::value_ptr(MV_Light));
glColor3f(lightColor.r, lightColor.g, lightColor.b);
glutSolidSphere(0.1, 10, 10);
glutSwapBuffers();
}
void reshape(int w, int h) {
windowWidth = w;
windowHeight = h;
if (h == 0) h = 1;
glViewport(0, 0, w, h);
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y) {
float deltaTime = 0.016f; // 假设大约60FPS, 更精确的delta time计算会更好
glm::vec3 direction(
cos(cameraVerticalAngle) * sin(cameraHorizontalAngle),
sin(cameraVerticalAngle),
cos(cameraVerticalAngle) * cos(cameraHorizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(cameraHorizontalAngle - glm::pi<float>()/2.0f),
0,
cos(cameraHorizontalAngle - glm::pi<float>()/2.0f)
);
switch (key) {
case 'w': case 'W': cameraPosition += direction * deltaTime * cameraSpeed; break;
case 's': case 'S': cameraPosition -= direction * deltaTime * cameraSpeed; break;
case 'a': case 'A': cameraPosition -= right * deltaTime * cameraSpeed; break;
case 'd': case 'D': cameraPosition += right * deltaTime * cameraSpeed; break;
case ' ': cameraPosition.y += deltaTime * cameraSpeed; break; // 空格键向上
case 'c': case 'C': cameraPosition.y -= deltaTime * cameraSpeed; break; // C键向下
case 27: // ESC 键
glDeleteBuffers(1, &CubeVBO_vertices);
glDeleteBuffers(1, &CubeVBO_normals);
glDeleteBuffers(1, &CubeVBO_uvs);
glDeleteVertexArrays(1, &CubeVAO);
glDeleteProgram(programID);
glDeleteTextures(1, &checkerboardTextureID);
exit(0);
break;
}
glutPostRedisplay();
}
void mouseButton(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON) {
if (state == GLUT_DOWN) {
mouseLeftDown = true;
lastMouseX = x;
lastMouseY = y;
} else if (state == GLUT_UP) {
mouseLeftDown = false;
}
}
}
void mouseMotion(int x, int y) {
// 仅当鼠标在窗口内时处理,避免跳动
if (x < 0 || x >= windowWidth || y < 0 || y >= windowHeight) {
// 当鼠标移出窗口时,可以选择不更新视角或者将鼠标重置回中心
// 如果选择重置,可能需要更复杂的逻辑来避免在窗口边缘的抖动
// mouseLeftDown = false; // 取消注释此行可以在鼠标移出时停止拖动视角
return;
}
if (mouseLeftDown) {
float deltaX = float(x - lastMouseX);
float deltaY = float(y - lastMouseY);
cameraHorizontalAngle += mouseSpeed * deltaX;
cameraVerticalAngle += mouseSpeed * deltaY;
// 限制垂直角度
cameraVerticalAngle = glm::clamp(cameraVerticalAngle, -glm::pi<float>()/2.0f + 0.01f, glm::pi<float>()/2.0f - 0.01f);
lastMouseX = x;
lastMouseY = y;
// FPS游戏风格的鼠标控制 (可选):
// if (x != windowWidth/2 || y != windowHeight/2) {
// glutWarpPointer(windowWidth/2, windowHeight/2);
// lastMouseX = windowWidth/2;
// lastMouseY = windowHeight/2;
// }
glutPostRedisplay();
}
}
void idle() {
cubeRotationAngle += 0.005f;
if (cubeRotationAngle > 2.0f * glm::pi<float>()) {
cubeRotationAngle -= 2.0f * glm::pi<float>();
}
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);
glutInitWindowPosition(100, 100);
glutCreateWindow("OpenGL Course Project - 3D Scene");
initGL();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMotion);
// glutPassiveMotionFunc(mouseMotion); // 如果希望鼠标不按下也触发 warp (如果使用)
glutIdleFunc(idle);
glutMainLoop();
return 0;
}

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// shader_utils.cpp
#include "shader_utils.hpp"
#include <vector>
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
// 创建着色器
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// 从文件读取顶点着色器代码
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
} else {
std::cerr << "无法打开 " << vertex_file_path << ". 你是否在正确的目录下运行程序?" << std::endl;
getchar();
return 0;
}
// 从文件读取片元着色器代码
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
} else {
std::cerr << "无法打开 " << fragment_file_path << ". 你是否在正确的目录下运行程序?" << std::endl;
getchar();
return 0;
}
GLint Result = GL_FALSE;
int InfoLogLength;
// 编译顶点着色器
std::cout << "编译着色器: " << vertex_file_path << std::endl;
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// 检查顶点着色器
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cerr << &VertexShaderErrorMessage[0] << std::endl;
}
// 编译片元着色器
std::cout << "编译着色器: " << fragment_file_path << std::endl;
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// 检查片元着色器
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cerr << &FragmentShaderErrorMessage[0] << std::endl;
}
// 链接程序
std::cout << "链接程序" << std::endl;
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// 检查程序
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cerr << &ProgramErrorMessage[0] << std::endl;
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}

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// shader_utils.hpp
#ifndef SHADER_UTILS_HPP
#define SHADER_UTILS_HPP
#include <GL/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
// 从文件加载、编译和链接着色器的函数
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
#endif

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// shaders/phong.frag
#version 330 core
// 从顶点着色器插值传入的变量
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;
in vec2 UV;
// 输出颜色
out vec3 color;
// Uniform 变量
uniform sampler2D myTextureSampler; // 纹理采样器
uniform vec3 lightColor; // 光源颜色
uniform float lightPower; // 光照强度
uniform vec3 viewPos_worldspace; // 观察者位置(世界空间)
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
// 材质属性 (可以作为uniform传入这里为了简单硬编码)
vec3 materialDiffuseColor = vec3(1.0, 1.0, 1.0); // 从纹理获取
vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1);
vec3 materialSpecularColor = vec3(0.5, 0.5, 0.5);
float materialShininess = 32.0;
void main(){
// 环境光
vec3 AmbientLighting = materialAmbientColor * lightColor * 0.2; // 环境光强度通常较低
// 漫反射光
vec3 Normal_normalized = normalize(Normal_cameraspace);
vec3 LightDirection_normalized = normalize(LightDirection_cameraspace);
float cosTheta = clamp(dot(Normal_normalized, LightDirection_normalized), 0, 1); // clamp 避免负值
vec3 DiffuseLighting = materialDiffuseColor * lightColor * cosTheta;
// 镜面反射光
vec3 EyeDirection_normalized = normalize(EyeDirection_cameraspace);
vec3 ReflectionDirection = reflect(-LightDirection_normalized, Normal_normalized);
float cosAlpha = clamp(dot(EyeDirection_normalized, ReflectionDirection), 0, 1);
vec3 SpecularLighting = materialSpecularColor * lightColor * pow(cosAlpha, materialShininess);
// 如果法线和光线方向相反(背面),则不应有镜面反射和漫反射
if(dot(Normal_normalized, LightDirection_normalized) < 0.0){
SpecularLighting = vec3(0,0,0);
DiffuseLighting = vec3(0,0,0); // 可选,取决于是否做双面光照
}
// 从纹理采样颜色,并与漫反射材质颜色混合 (这里直接用纹理作为漫反射颜色)
vec3 textureColor = texture(myTextureSampler, UV).rgb;
DiffuseLighting = textureColor * lightColor * cosTheta;
// 最终颜色 (光照强度衰减)
float distance = length(lightPos_worldspace - Position_worldspace); // 实际光源与片元距离
float attenuation = lightPower / (distance * distance); // 简单平方反比衰减
color = AmbientLighting + (DiffuseLighting + SpecularLighting) * attenuation;
// 不带衰减的简单版本(如果上面的衰减不工作,可以尝试这个)
//color = AmbientLighting + DiffuseLighting + SpecularLighting;
}

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// shaders/phong.vert
#version 330 core
// 输入顶点属性
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexNormal_modelspace;
layout(location = 2) in vec2 vertexUV;
// 输出到片元着色器
out vec3 Position_worldspace;
out vec3 Normal_cameraspace; // 法线在相机空间计算,更准确
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
out vec2 UV;
// Uniform 变量
uniform mat4 MVP; // 模型-视图-投影 矩阵
uniform mat4 M; // 模型矩阵
uniform mat4 V; // 视图矩阵
uniform vec3 lightPos_worldspace; // 光源位置(世界空间)
void main(){
// 输出顶点在世界空间的位置
Position_worldspace = (M * vec4(vertexPosition_modelspace, 1)).xyz;
// 顶点在相机空间的位置
vec3 Position_cameraspace = (V * M * vec4(vertexPosition_modelspace, 1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace; // 视线方向
// 光源在相机空间的位置
vec3 LightPosition_cameraspace = (V * vec4(lightPos_worldspace, 1)).xyz;
// 从顶点指向光源的方向(修正)
LightDirection_cameraspace = LightPosition_cameraspace - Position_cameraspace;
// 法线在相机空间 (M的逆转置矩阵乘以法线这里简化为只用V*M如果M有非等比缩放需要更正规的 (transpose(inverse(M*V))) )
// 对于法线,我们通常使用模型视图矩阵的逆转置矩阵来变换。
// mat3 NormalMatrix = transpose(inverse(mat3(V * M)));
// Normal_cameraspace = NormalMatrix * vertexNormal_modelspace;
// 简化版如果M只有旋转和平移或者等比缩放:
Normal_cameraspace = (V * M * vec4(vertexNormal_modelspace, 0)).xyz;
// 计算裁剪空间中的顶点位置
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// 传递UV坐标
UV = vertexUV;
}