光照贴图一般有漫反射和镜面高光贴图。光照贴图用在片段着色器中,对每个片元计算color时,对于phong光照模型,diffuse和specular材质颜色可以从对应的纹理中采样,这就是光照贴图。
- #version 430 core
- out vec4 color;
- in VS_OUT{
- vec3 FragPos;
- vec3 Normal;
- vec2 TexCoords;
- }vs_in;
- struct Material{
- sampler2D diffuse;
- sampler2D specular;
- float shininess;
- };
- struct Light{
- vec3 position;
- vec3 ambient;
- vec3 diffuse;
- vec3 specular;
- };
- uniform Material material;
- uniform Light light;
- uniform vec3 viewPos;
- void main()
- {
- vec3 ambient=light.ambient * vec3(texture(material.diffuse, vs_in.TexCoords));
- vec3 norm=normalize(vs_in.Normal);
- vec3 lightDir=normalize(light.position-vs_in.FragPos);
- float diff=max(dot(norm,lightDir),0.0f);
- vec3 diffuse=light.diffuse * diff * vec3(texture(material.diffuse, vs_in.TexCoords));
- vec3 viewDir=normalize(viewPos-vs_in.FragPos);
- vec3 reflectDir=reflect(-lightDir,norm);
- float spec=pow(max(dot(viewDir,reflectDir),0.0f),material.shininess);
- vec3 specular=light.specular * spec * vec3(texture(material.specular, vs_in.TexCoords));
- color = vec4(ambient+diffuse+specular, 1.0f);
- }
- void SceneRendering::CubeRendering() {
- //update uniform buffer
- cube->setViewMat(phc->getViewMatrix());
- cube->setProjectionMat(phc->getProjectionMatrix());
- shader_cube->use();
- shader_cube->setMat4("model", glm::scale(glm::mat4(1),glm::vec3(10)));
- shader_cube->setInt("material.diffuse", 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, container);
- shader_cube->setInt("material.specular", 1);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, container_specular);
- shader_cube->setFloat("material.shininess", 500);
- shader_cube->setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
- shader_cube->setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
- shader_cube->setVec3("light.specular", 1.0f, 1.0f, 1.0f);
- shader_cube->setVec3("light.position", 0.0f, 0.0f, 50.0f);
- shader_cube->setVec3("viewPos", phc->getPos());
- // draw cubes
- cube->DrawCube();
- }