[{"data":1,"prerenderedAt":2892},["ShallowReactive",2],{"page-\u002Fcpp\u002Fopengel\u002F光照":3},{"id":4,"title":5,"body":6,"description":2885,"extension":2886,"meta":2887,"navigation":229,"path":2888,"seo":2889,"stem":2890,"__hash__":2891},"content\u002Fcpp\u002Fopengel\u002F光照.md","光照",{"type":7,"value":8,"toc":2881},"minimark",[9,18,35,42,48,51,62,81,103,114,133,136,155,162,165,169,176,191,203,210,278,285,296,341,348,397,404,429,436,443,477,496,502,513,522,525,545,548,582,585,590,605,610,630,640,642,664,679,682,689,694,704,719,736,739,742,750,754,779,789,811,814,2351,2552,2555,2570,2592,2598,2603,2606,2618,2621,2634,2643,2660,2667,2670,2673,2676,2681,2692,2702,2719,2726,2741,2752,2761,2772,2780,2817,2820,2835,2842,2847,2850,2865,2872,2877],[10,11,12,13,17],"p",{},"​\t现实世界中有无数种颜色，",[14,15,16],"strong",{},"每一个物体都有它们自己的颜色。我们需要使用（有限的）数值来模拟真实世界中（无限）的颜色，所以并不是所有现实世界中的颜色都可以用数值来表示的","。然而我们仍能通过数值来表现出非常多的颜色，甚至你可能都不会注意到与现实的颜色有任何的差异。颜色可以数字化的由红色(Red)、绿色(Green)和蓝色(Blue)三个分量组成，它们通常被缩写为RGB。仅仅用这三个值就可以组合出任意一种颜色。例如，要获取一个**珊瑚红(Coral)**色的话，我们可以定义这样的一个颜色向量：",[19,20,25],"pre",{"className":21,"code":22,"language":23,"meta":24,"style":24},"language-c++ shiki shiki-themes github-light github-dark","glm::vec3 coral(1.0f, 0.5f, 0.31f);\n","c++","",[26,27,28],"code",{"__ignoreMap":24},[29,30,33],"span",{"class":31,"line":32},"line",1,[29,34,22],{},[10,36,37,38,41],{},"​\t",[14,39,40],{},"我们在现实生活中看到某一物体的颜色并不是这个物体真正拥有的颜色，而是它所反射的(Reflected)颜色。换句话说，那些不能被物体所吸收(Absorb)的颜色（被拒绝的颜色）就是我们能够感知到的物体的颜色","。例如，太阳光能被看见的白光其实是由许多不同的颜色组合而成的（如下图所示）。如果我们将白光照在一个蓝色的玩具上，这个蓝色的玩具会吸收白光中除了蓝色以外的所有子颜色，不被吸收的蓝色光被反射到我们的眼中，让这个玩具看起来是蓝色的。下图显示的是一个珊瑚红的玩具，它以不同强度反射了多个颜色。",[10,43,44],{},[45,46],"img",{"alt":45,"src":47},".\u002Fassets\u002Flight_reflection.png",[10,49,50],{},"你可以看到，白色的阳光实际上是所有可见颜色的集合，物体吸收了其中的大部分颜色。它仅反射了代表物体颜色的部分，被反射颜色的组合就是我们所感知到的颜色（此例中为珊瑚红）。",[52,53,54,59],"blockquote",{},[10,55,56],{},[29,57,58],{},"!NOTE",[10,60,61],{},"从技术上来说，情况会更复杂一些，但我们将在PBR章节中进一步探讨。",[10,63,64,65,68,69,72,73,76,77,80],{},"​\t这些颜色反射的定律",[14,66,67],{},"被直接地运用在图形领域。当我们在OpenGL中创建一个光源时，我们希望给光源一个颜色。在上一段中我们有一个白色的太阳，所以我们也将光源设置为白色","。当我们",[14,70,71],{},"把光源的颜色与物体的颜色值相乘，所得到的就是这个物体所反射的颜色（也就是我们所感知到的颜色）","。让我们再次审视我们的玩具（这一次它还是珊瑚红），",[14,74,75],{},"看看如何在图形学中计算出它的反射颜色","。我们将这",[14,78,79],{},"两个颜色向量作分量相乘","，结果就是最终的颜色向量了：",[19,82,84],{"className":21,"code":83,"language":23,"meta":24,"style":24},"glm::vec3 lightColor(1.0f, 1.0f, 1.0f);\nglm::vec3 toyColor(1.0f, 0.5f, 0.31f);\nglm::vec3 result = lightColor * toyColor; \u002F\u002F = (1.0f, 0.5f, 0.31f);\n",[26,85,86,91,97],{"__ignoreMap":24},[29,87,88],{"class":31,"line":32},[29,89,90],{},"glm::vec3 lightColor(1.0f, 1.0f, 1.0f);\n",[29,92,94],{"class":31,"line":93},2,[29,95,96],{},"glm::vec3 toyColor(1.0f, 0.5f, 0.31f);\n",[29,98,100],{"class":31,"line":99},3,[29,101,102],{},"glm::vec3 result = lightColor * toyColor; \u002F\u002F = (1.0f, 0.5f, 0.31f);\n",[10,104,105,106,109,110,113],{},"​\t我们可以看到玩具的颜色",[14,107,108],{},"吸收","了白色光源中很大一部分的颜色，但它根据自身的颜色值对红、绿、蓝三个分量都做出了一定的反射。这也表现了现实中颜色的工作原理。由此，我们可以定义物体的颜色为",[14,111,112],{},"物体从一个光源反射各个颜色分量的大小","。现在，如果我们使用绿色的光源又会发生什么呢？",[19,115,117],{"className":21,"code":116,"language":23,"meta":24,"style":24},"glm::vec3 lightColor(0.0f, 1.0f, 0.0f);\nglm::vec3 toyColor(1.0f, 0.5f, 0.31f);\nglm::vec3 result = lightColor * toyColor; \u002F\u002F = (0.0f, 0.5f, 0.0f);\n",[26,118,119,124,128],{"__ignoreMap":24},[29,120,121],{"class":31,"line":32},[29,122,123],{},"glm::vec3 lightColor(0.0f, 1.0f, 0.0f);\n",[29,125,126],{"class":31,"line":93},[29,127,96],{},[29,129,130],{"class":31,"line":99},[29,131,132],{},"glm::vec3 result = lightColor * toyColor; \u002F\u002F = (0.0f, 0.5f, 0.0f);\n",[10,134,135],{},"​\t可以看到，并没有红色和蓝色的光让我们的玩具来吸收或反射。这个玩具吸收了光线中一半的绿色值，但仍然也反射了一半的绿色值。玩具现在看上去是深绿色(Dark-greenish)的。我们可以看到，如果我们用绿色光源来照射玩具，那么只有绿色分量能被反射和感知到，红色和蓝色都不能被我们所感知到。这样做的结果是，一个珊瑚红的玩具突然变成了深绿色物体。现在我们来看另一个例子，使用深橄榄绿色(Dark olive-green)的光源：",[19,137,139],{"className":21,"code":138,"language":23,"meta":24,"style":24},"glm::vec3 lightColor(0.33f, 0.42f, 0.18f);\nglm::vec3 toyColor(1.0f, 0.5f, 0.31f);\nglm::vec3 result = lightColor * toyColor; \u002F\u002F = (0.33f, 0.21f, 0.06f);\n",[26,140,141,146,150],{"__ignoreMap":24},[29,142,143],{"class":31,"line":32},[29,144,145],{},"glm::vec3 lightColor(0.33f, 0.42f, 0.18f);\n",[29,147,148],{"class":31,"line":93},[29,149,96],{},[29,151,152],{"class":31,"line":99},[29,153,154],{},"glm::vec3 result = lightColor * toyColor; \u002F\u002F = (0.33f, 0.21f, 0.06f);\n",[10,156,157,158,161],{},"​\t可以看到，我们可以",[14,159,160],{},"使用不同的光源颜色来让物体显现出意想不到的颜色","。有创意地利用颜色其实并不难。",[10,163,164],{},"这些颜色的理论已经足够了，下面我们来构造一个实验用的场景吧。",[166,167,168],"h1",{"id":168},"创建一个光照场景",[10,170,171,172,175],{},"​\t在接下来的教程中，我们将会广泛地",[14,173,174],{},"使用颜色来模拟现实世界中的光照效果","，创造出一些有趣的视觉效果。由于我们现在将会使用光源了，我们希望将它们显示为可见的物体，并在场景中至少加入一个物体来测试模拟光照的效果。",[10,177,178,179,182,183,190],{},"​\t首先我们",[14,180,181],{},"需要一个物体来作为被投光(Cast the light)的对象，我们将使用前面教程中的那个著名的立方体箱子","。我们还需要一个物体来代表光源在3D场景中的位置。简单起见，我们依然使用一个立方体来代表光源（我们已拥有立方体的",[184,185,189],"a",{"href":186,"rel":187},"https:\u002F\u002Flearnopengl.com\u002Fcode_viewer.php?code=getting-started\u002Fcube_vertices",[188],"nofollow","顶点数据","是吧？）。",[10,192,193,194,197,198,202],{},"​\t填一个",[14,195,196],{},"顶点缓冲对象(VBO)","，设定一下顶点属性指针和其它一些乱七八糟的东西现在对你来说应该很容易了，所以我们就不再赘述那些步骤了。如果你仍然觉得这很困难，我建议你复习[之前的教程](",[184,199,200],{"href":200,"rel":201},"https:\u002F\u002Flearnopengl-cn.github.io\u002F01",[188]," Getting started\u002F04 Hello Triangle\u002F)，并且在继续学习之前先把练习过一遍。",[10,204,205,206,209],{},"​\t我们首先",[14,207,208],{},"需要一个顶点着色器来绘制箱子","。与之前的顶点着色器相比，容器的顶点位置是保持不变的（虽然这一次我们不需要纹理坐标了），因此顶点着色器中没有新的代码。我们将会使用之前教程顶点着色器的精简版：",[19,211,213],{"className":21,"code":212,"language":23,"meta":24,"style":24},"#version 330 core\nlayout (location = 0) in vec3 aPos;\n\nuniform mat4 model;\nuniform mat4 view;\nuniform mat4 projection;\n\nvoid main()\n{\n    gl_Position = projection * view * model * vec4(aPos, 1.0);\n}\n",[26,214,215,220,225,231,237,243,249,254,260,266,272],{"__ignoreMap":24},[29,216,217],{"class":31,"line":32},[29,218,219],{},"#version 330 core\n",[29,221,222],{"class":31,"line":93},[29,223,224],{},"layout (location = 0) in vec3 aPos;\n",[29,226,227],{"class":31,"line":99},[29,228,230],{"emptyLinePlaceholder":229},true,"\n",[29,232,234],{"class":31,"line":233},4,[29,235,236],{},"uniform mat4 model;\n",[29,238,240],{"class":31,"line":239},5,[29,241,242],{},"uniform mat4 view;\n",[29,244,246],{"class":31,"line":245},6,[29,247,248],{},"uniform mat4 projection;\n",[29,250,252],{"class":31,"line":251},7,[29,253,230],{"emptyLinePlaceholder":229},[29,255,257],{"class":31,"line":256},8,[29,258,259],{},"void main()\n",[29,261,263],{"class":31,"line":262},9,[29,264,265],{},"{\n",[29,267,269],{"class":31,"line":268},10,[29,270,271],{},"    gl_Position = projection * view * model * vec4(aPos, 1.0);\n",[29,273,275],{"class":31,"line":274},11,[29,276,277],{},"}\n",[10,279,280,281,284],{},"​\t记得",[14,282,283],{},"更新你的顶点数据和属性指针使其与新的顶点着色器保持一致","（当然你可以继续留着纹理数据和属性指针。在这一节中我们将不会用到它们，但有一个全新的开始也不是什么坏主意）。",[10,286,287,288,291,292,295],{},"​\t因为我们还要",[14,289,290],{},"创建一个表示灯（光源）的立方体","，所以我们还要",[14,293,294],{},"为这个灯创建一个专门的VAO。当然我们也可以让这个灯和其它物体使用同一个VAO，简单地对它的model（模型）矩阵做一些变换就好了","，然而接下来的教程中我们会频繁地对顶点数据和属性指针做出修改，我们并不想让这些修改影响到灯（我们只关心灯的顶点位置），因此我们有必要为灯创建一个新的VAO。",[19,297,299],{"className":21,"code":298,"language":23,"meta":24,"style":24},"unsigned int lightVAO;\nglGenVertexArrays(1, &lightVAO);\nglBindVertexArray(lightVAO);\n\u002F\u002F 只需要绑定VBO不用再次设置VBO的数据，因为箱子的VBO数据中已经包含了正确的立方体顶点数据\nglBindBuffer(GL_ARRAY_BUFFER, VBO);\n\u002F\u002F 设置灯立方体的顶点属性（对我们的灯来说仅仅只有位置数据）\nglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);\nglEnableVertexAttribArray(0);\n",[26,300,301,306,311,316,321,326,331,336],{"__ignoreMap":24},[29,302,303],{"class":31,"line":32},[29,304,305],{},"unsigned int lightVAO;\n",[29,307,308],{"class":31,"line":93},[29,309,310],{},"glGenVertexArrays(1, &lightVAO);\n",[29,312,313],{"class":31,"line":99},[29,314,315],{},"glBindVertexArray(lightVAO);\n",[29,317,318],{"class":31,"line":233},[29,319,320],{},"\u002F\u002F 只需要绑定VBO不用再次设置VBO的数据，因为箱子的VBO数据中已经包含了正确的立方体顶点数据\n",[29,322,323],{"class":31,"line":239},[29,324,325],{},"glBindBuffer(GL_ARRAY_BUFFER, VBO);\n",[29,327,328],{"class":31,"line":245},[29,329,330],{},"\u002F\u002F 设置灯立方体的顶点属性（对我们的灯来说仅仅只有位置数据）\n",[29,332,333],{"class":31,"line":251},[29,334,335],{},"glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);\n",[29,337,338],{"class":31,"line":256},[29,339,340],{},"glEnableVertexAttribArray(0);\n",[10,342,343,344,347],{},"​\t这段代码对你来说应该非常直观。现在我们已经创建了表示灯和被照物体箱子，我们只需要再定义一个",[14,345,346],{},"片段着色器","就行了：",[19,349,351],{"className":21,"code":350,"language":23,"meta":24,"style":24},"#version 330 core\nout vec4 FragColor;\n\nuniform vec3 objectColor;\nuniform vec3 lightColor;\n\nvoid main()\n{\n    FragColor = vec4(lightColor * objectColor, 1.0);\n}\n",[26,352,353,357,362,366,371,376,380,384,388,393],{"__ignoreMap":24},[29,354,355],{"class":31,"line":32},[29,356,219],{},[29,358,359],{"class":31,"line":93},[29,360,361],{},"out vec4 FragColor;\n",[29,363,364],{"class":31,"line":99},[29,365,230],{"emptyLinePlaceholder":229},[29,367,368],{"class":31,"line":233},[29,369,370],{},"uniform vec3 objectColor;\n",[29,372,373],{"class":31,"line":239},[29,374,375],{},"uniform vec3 lightColor;\n",[29,377,378],{"class":31,"line":245},[29,379,230],{"emptyLinePlaceholder":229},[29,381,382],{"class":31,"line":251},[29,383,259],{},[29,385,386],{"class":31,"line":256},[29,387,265],{},[29,389,390],{"class":31,"line":262},[29,391,392],{},"    FragColor = vec4(lightColor * objectColor, 1.0);\n",[29,394,395],{"class":31,"line":268},[29,396,277],{},[10,398,399,400,403],{},"​\t这个",[14,401,402],{},"片段着色器从uniform变量中接受物体的颜色和光源的颜色","。正如本节一开始所讨论的那样，我们将光源的颜色和物体（反射的）颜色相乘。这个着色器理解起来应该很容易。我们把物体的颜色设置为之前提到的珊瑚红色，并把光源设置为白色。",[19,405,407],{"className":21,"code":406,"language":23,"meta":24,"style":24},"\u002F\u002F 在此之前不要忘记首先 use 对应的着色器程序（来设定uniform）\nlightingShader.use();\nlightingShader.setVec3(\"objectColor\", 1.0f, 0.5f, 0.31f);\nlightingShader.setVec3(\"lightColor\",  1.0f, 1.0f, 1.0f);\n",[26,408,409,414,419,424],{"__ignoreMap":24},[29,410,411],{"class":31,"line":32},[29,412,413],{},"\u002F\u002F 在此之前不要忘记首先 use 对应的着色器程序（来设定uniform）\n",[29,415,416],{"class":31,"line":93},[29,417,418],{},"lightingShader.use();\n",[29,420,421],{"class":31,"line":99},[29,422,423],{},"lightingShader.setVec3(\"objectColor\", 1.0f, 0.5f, 0.31f);\n",[29,425,426],{"class":31,"line":233},[29,427,428],{},"lightingShader.setVec3(\"lightColor\",  1.0f, 1.0f, 1.0f);\n",[10,430,431,432,435],{},"​\t要注意的是，",[14,433,434],{},"当我们修改顶点或者片段着色器后，灯的位置或颜色也会随之改变，这并不是我们想要的效果。我们不希望灯的颜色在接下来的教程中因光照计算的结果而受到影响，而是希望它能够与其它的计算分离","。我们希望灯一直保持明亮，不受其它颜色变化的影响（这样它才更像是一个真实的光源）。",[10,437,438,439,442],{},"​\t为了实现这个目标，",[14,440,441],{},"我们需要为灯的绘制创建另外的一套着色器，从而能保证它能够在其它光照着色器发生改变的时候不受影响","。顶点着色器与我们当前的顶点着色器是一样的，所以你可以直接把现在的顶点着色器用在灯上。灯的片段着色器给灯定义了一个不变的常量白色，保证了灯的颜色一直是亮的：",[19,444,446],{"className":21,"code":445,"language":23,"meta":24,"style":24},"#version 330 core\nout vec4 FragColor;\n\nvoid main()\n{\n    FragColor = vec4(1.0); \u002F\u002F 将向量的四个分量全部设置为1.0\n}\n",[26,447,448,452,456,460,464,468,473],{"__ignoreMap":24},[29,449,450],{"class":31,"line":32},[29,451,219],{},[29,453,454],{"class":31,"line":93},[29,455,361],{},[29,457,458],{"class":31,"line":99},[29,459,230],{"emptyLinePlaceholder":229},[29,461,462],{"class":31,"line":233},[29,463,259],{},[29,465,466],{"class":31,"line":239},[29,467,265],{},[29,469,470],{"class":31,"line":245},[29,471,472],{},"    FragColor = vec4(1.0); \u002F\u002F 将向量的四个分量全部设置为1.0\n",[29,474,475],{"class":31,"line":251},[29,476,277],{},[10,478,479,480,483,484,487,488,491,492,495],{},"​\t当我们",[14,481,482],{},"想要绘制我们的物体的时候","，我们需要",[14,485,486],{},"使用刚刚定义的光照着色器来绘制箱子","（或者可能是其它的物体）。当我们想要绘制灯的时候，我们会使用",[14,489,490],{},"灯的着色器","。在之后的教程里我们会",[14,493,494],{},"逐步更新这个光照着色器","，从而能够慢慢地实现更真实的效果。",[10,497,37,498,501],{},[14,499,500],{},"使用这个灯立方体的主要目的是为了让我们知道光源在场景中的具体位置","。我们通常在场景中定义一个光源的位置，但这只是一个位置，它并没有视觉意义。为了显示真正的灯，我们将表示光源的立方体绘制在与光源相同的位置。我们将使用我们为它新建的片段着色器来绘制它，让它一直处于白色的状态，不受场景中的光照影响。",[10,503,504,505,508,509,512],{},"​\t我们声明一个全局",[26,506,507],{},"vec3","变量来表示",[14,510,511],{},"光源在场景的世界空间坐标中的位置","：",[19,514,516],{"className":21,"code":515,"language":23,"meta":24,"style":24},"glm::vec3 lightPos(1.2f, 1.0f, 2.0f);\n",[26,517,518],{"__ignoreMap":24},[29,519,520],{"class":31,"line":32},[29,521,515],{},[10,523,524],{},"​\t然后我们把灯位移到这里，然后将它缩小一点，让它不那么明显：",[19,526,528],{"className":21,"code":527,"language":23,"meta":24,"style":24},"model = glm::mat4();\nmodel = glm::translate(model, lightPos);\nmodel = glm::scale(model, glm::vec3(0.2f));\n",[26,529,530,535,540],{"__ignoreMap":24},[29,531,532],{"class":31,"line":32},[29,533,534],{},"model = glm::mat4();\n",[29,536,537],{"class":31,"line":93},[29,538,539],{},"model = glm::translate(model, lightPos);\n",[29,541,542],{"class":31,"line":99},[29,543,544],{},"model = glm::scale(model, glm::vec3(0.2f));\n",[10,546,547],{},"​\t绘制灯立方体的代码应该与下面的类似：",[19,549,551],{"className":21,"code":550,"language":23,"meta":24,"style":24},"lampShader.use();\n\u002F\u002F 设置模型、视图和投影矩阵uniform\n...\n\u002F\u002F 绘制灯立方体对象\nglBindVertexArray(lightVAO);\nglDrawArrays(GL_TRIANGLES, 0, 36);\n",[26,552,553,558,563,568,573,577],{"__ignoreMap":24},[29,554,555],{"class":31,"line":32},[29,556,557],{},"lampShader.use();\n",[29,559,560],{"class":31,"line":93},[29,561,562],{},"\u002F\u002F 设置模型、视图和投影矩阵uniform\n",[29,564,565],{"class":31,"line":99},[29,566,567],{},"...\n",[29,569,570],{"class":31,"line":233},[29,571,572],{},"\u002F\u002F 绘制灯立方体对象\n",[29,574,575],{"class":31,"line":239},[29,576,315],{},[29,578,579],{"class":31,"line":245},[29,580,581],{},"glDrawArrays(GL_TRIANGLES, 0, 36);\n",[10,583,584],{},"​\t请把上述的所有代码片段放在你程序中合适的位置，这样我们就能有一个干净的光照实验场地了。如果一切顺利，运行效果将会如下图所示：",[10,586,587],{},[45,588],{"alt":45,"src":589},".\u002Fassets\u002Fcolors_scene.png",[10,591,592,593,596,597,600,601,604],{},"​\t现实世界的光照是极其复杂的，而且会受到诸多因素的影响，这是我们有限的计算能力所无法模拟的。因此",[14,594,595],{},"OpenGL的光照使用的是简化的模型，对现实的情况进行近似，这样处理起来会更容易一些，而且看起来也差不多一样","。这些光照模型都是基于我们对光的物理特性的理解。",[14,598,599],{},"其中一个模型被称为风氏光照模型(Phong Lighting Model)","。风氏光照模型的主要结构由",[14,602,603],{},"3个分量组成：环境(Ambient)、漫反射(Diffuse)和镜面(Specular)光照","。下面这张图展示了这些光照分量看起来的样子：",[10,606,607],{},[45,608],{"alt":45,"src":609},".\u002Fassets\u002Fbasic_lighting_phong.png",[611,612,613,617,624],"ul",{},[614,615,616],"li",{},"环境光照(Ambient Lighting)：即使在黑暗的情况下，世界上通常也仍然有一些光亮（月亮、远处的光），所以物体几乎永远不会是完全黑暗的。为了模拟这个，我们会使用一个环境光照常量，它永远会给物体一些颜色。",[614,618,619,620,623],{},"漫反射光照(Diffuse Lighting)：模拟光源对物体的方向性影响(Directional Impact)。它是风氏光照模型中视觉上最显著的分量。",[14,621,622],{},"物体的某一部分越是正对着光源，它就会越亮","。",[614,625,626,627,623],{},"镜面光照(Specular Lighting)：模拟有光泽物体上面出现的亮点。",[14,628,629],{},"镜面光照的颜色相比于物体的颜色会更倾向于光的颜色",[10,631,632,633,636,637,623],{},"​\t为了创建有趣的视觉场景，我们希望",[14,634,635],{},"模拟至少这三种光照分量","。我们将以最简单的一个开始：",[14,638,639],{},"环境光照",[166,641,639],{"id":639},[10,643,37,644,647,648,651,652,655,656,659,660,663],{},[14,645,646],{},"光通常都不是来自于同一个光源，而是来自于我们周围分散的很多光源","，即使它们可能并不是那么显而易见。光的一个属性是，",[14,649,650],{},"它可以向很多方向发散并反弹","，从而",[14,653,654],{},"能够到达不是非常直接临近的点","。所以，光能够在其它的表面上",[14,657,658],{},"反射","，对一个物体产生间接的影响。",[14,661,662],{},"考虑到这种情况的算法叫做全局照明(Global Illumination)算法","，但是这种算法既开销高昂又极其复杂。",[10,665,666,667,670,671,674,675,678],{},"​\t由于我们现在对那种又复杂又开销高昂的算法不是很感兴趣，",[14,668,669],{},"所以我们将会先使用一个简化的全局照明模型","，即环境光照。正如你在上一节所学到的，",[14,672,673],{},"我们使用一个很小的常量（光照）颜色","，",[14,676,677],{},"添加到物体片段的最终颜色中","，这样子的话即便场景中没有直接的光源也能看起来存在有一些发散的光。",[166,680,681],{"id":681},"漫反射光照",[10,683,684,685,688],{},"​\t环境光照本身不能提供最有趣的结果，但是",[14,686,687],{},"漫反射光照就能开始对物体产生显著的视觉影响了。漫反射光照使物体上与光线方向越接近的片段能从光源处获得更多的亮度","。为了能够更好的理解漫反射光照，请看下图：",[10,690,691],{},[45,692],{"alt":45,"src":693},".\u002Fassets\u002Fdiffuse_light.png",[10,695,696,697,700,701,623],{},"​\t图左上方有一个光源，它所发出的",[14,698,699],{},"光线落在物体的一个片段上。我们需要测量这个光线是以什么角度接触到这个片段的。如果光线垂直于物体表面，这束光对物体的影响会最大化（译注：更亮）","。为了测量光线和片段的角度，我们使用一个叫做法向量(Normal Vector)的东西，",[14,702,703],{},"它是垂直于片段表面的一个向量（这里以黄色箭头表示），我们在后面再讲这个东西。这两个向量之间的角度很容易就能够通过点乘计算出来",[10,705,706,707,710,711,714,715,718],{},"​\t你可能记得在[变换](",[184,708,200],{"href":200,"rel":709},[188]," Getting started\u002F07 Transformations\u002F)那一节教程里，我们知道",[14,712,713],{},"两个单位向量的夹角越小，它们点乘的结果越倾向于1","。当",[14,716,717],{},"两个向量的夹角为90度的时候，点乘会变为0","。这同样适用于θ，θ越大，光对片段颜色的影响就应该越小。",[52,720,721,725],{},[10,722,723],{},[29,724,58],{},[10,726,727,728,731,732,735],{},"注意，",[14,729,730],{},"为了（只）得到两个向量夹角的余弦值，我们使用的是单位向量（长度为1的向量）","，所以我们需要确保所有的向量都是标准化的，否则点乘返回的就不仅仅是余弦值了（见[变换](",[184,733,200],{"href":200,"rel":734},[188]," Getting started\u002F07 Transformations\u002F)）。",[10,737,738],{},"​\t点乘返回一个标量，我们可以用它计算光线对片段颜色的影响。不同片段朝向光源的方向的不同，这些片段被照亮的情况也不同。",[10,740,741],{},"所以，计算漫反射光照需要什么？",[611,743,744,747],{},[614,745,746],{},"法向量：一个垂直于顶点表面的向量。",[614,748,749],{},"定向的光线：作为光源的位置与片段的位置之间向量差的方向向量。为了计算这个光线，我们需要光的位置向量和片段的位置向量。",[751,752,753],"h2",{"id":753},"法向量",[10,755,756,757,760,761,764,765,768,769,772,773,778],{},"​\t法向量是",[14,758,759],{},"一个垂直于顶点表面的（单位）向量","。由于",[14,762,763],{},"顶点本身并没有表面（它只是空间中一个独立的点）","，我们利用它",[14,766,767],{},"周围的顶点来计算出这个顶点的表面","。我们能够使用一个小技巧，",[14,770,771],{},"使用叉乘对立方体所有的顶点计算法向量","，但是由于3D立方体不是一个复杂的形状，所以我们可以简单地把法线数据手工添加到顶点数据中。更新后的顶点数据数组可以在",[184,774,777],{"href":775,"rel":776},"https:\u002F\u002Flearnopengl.com\u002Fcode_viewer.php?code=lighting\u002Fbasic_lighting_vertex_data",[188],"这里","找到。试着去想象一下，这些法向量真的是垂直于立方体各个平面的表面的（一个立方体由6个平面组成）。",[10,780,781,782,785,786,512],{},"​\t由于我们",[14,783,784],{},"向顶点数组添加了额外的数据","，所以",[14,787,788],{},"我们应该更新光照的顶点着色器",[19,790,792],{"className":21,"code":791,"language":23,"meta":24,"style":24},"#version 330 core\nlayout (location = 0) in vec3 aPos;\nlayout (location = 1) in vec3 aNormal;\n...\n",[26,793,794,798,802,807],{"__ignoreMap":24},[29,795,796],{"class":31,"line":32},[29,797,219],{},[29,799,800],{"class":31,"line":93},[29,801,224],{},[29,803,804],{"class":31,"line":99},[29,805,806],{},"layout (location = 1) in vec3 aNormal;\n",[29,808,809],{"class":31,"line":233},[29,810,567],{},[10,812,813],{},"完整代码：",[19,815,817],{"className":21,"code":816,"language":23,"meta":24,"style":24},"#include \u003Cglad\u002Fglad.h>\n#include \u003CGLFW\u002Fglfw3.h>\n#include \u003Ciostream>\n#include \u003Ccmath>\n#include \u003Cimgui.h>\n#include \u003Cimgui_impl_glfw.h>\n#include \u003Cimgui_impl_opengl3.h>\n#include \"utils\u002Fshader.h\"\n#include \"utils\u002FglmCompute.h\"\n#include \"include\u002Fdpi_stabilizer.h\"\n#include \"include\u002Fimgui_manager.h\"\n\nusing namespace glm;\n\n\u002F\u002F 窗口大小改变时的回调函数\nvoid framebuffer_size_callback(GLFWwindow* window, int width, int height) {\n    glViewport(0, 0, width, height);\n}\n\n\n\u002F\u002F 全局变量\nfloat deltaTime = 0.0f; \u002F\u002F 当前帧与上一帧的时间差\nfloat lastFrame = 0.0f; \u002F\u002F 上一帧的时间\n\n\u002F\u002F DPI 稳定器实例\nDPIStabilizer dpiStabilizer(0.1f, 50.0f, 0.8f);\n\n\u002F\u002F ImGui 管理器实例\nImGuiManager imguiManager;\n\n\u002F\u002F 简化的输入处理函数\nvoid processInput(GLFWwindow *window){\n    \u002F\u002F 使用 DPI 稳定器处理所有输入\n    dpiStabilizer.processKeyboardInput(window);\n\n    if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) {\n        imguiManager.toggleWindow(\"控制面板\");\n    }\n    if (glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) {\n        imguiManager.toggleWindow(\"性能监控\");\n    }\n    if (glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS) {\n        imguiManager.toggleWindow(\"调试信息\");\n    }\n    \n    \u002F\u002F 显示统计信息 (按 T 键)\n    if (glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {\n        std::cout \u003C\u003C dpiStabilizer.getStats() \u003C\u003C std::endl;\n    }\n}\n\nint main() {\n\n    \u002F\u002F 模型矩阵\n    mat4 model = mat4(1.0f);\n    model = rotate(model, radians(-55.0f), vec3(1.0f, 0.0f, 0.0f));\n\n    \u002F\u002F 投影矩阵\n    mat4 projection = perspective(radians(45.0f), (float)800 \u002F (float)600, 0.1f, 100.0f);\n\n    \u002F\u002F 初始化GLFW\n    glfwInit();\n    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);\n    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);\n    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);\n    \n    \u002F\u002F 设置 DPI 感知提示\n    DPIStabilizer::setDPIHint();\n\n    \u002F\u002F 创建窗口\n    GLFWwindow* window = glfwCreateWindow(800, 600, \"OpenGL Window\", NULL, NULL);\n    if (window == NULL) {\n        std::cout \u003C\u003C \"Failed to create GLFW window\" \u003C\u003C std::endl;\n        glfwTerminate();\n        return -1;\n    }\n\n    glfwMakeContextCurrent(window);\n    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);\n    \n    \u002F\u002F 初始化 DPI 稳定器\n    dpiStabilizer.initialize(window);\n\n    \u002F\u002F 初始化GLAD\n    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {\n        std::cout \u003C\u003C \"Failed to initialize GLAD\" \u003C\u003C std::endl;\n        return -1;\n    }\n\n    \u002F\u002F 初始化 ImGui 管理器\n    imguiManager.initialize(window);\n    \n    \u002F\u002F 注册窗口\n    imguiManager.registerWindow(\"Hello ImGui!\", []() {\n        ImGui::Text(\"DPI 稳定器状态: %s\", dpiStabilizer.isMouseCaptured() ? \"已捕获\" : \"已释放\");\n        ImGui::Text(\"鼠标敏感度: %.3f\", dpiStabilizer.getSensitivity());\n        \n        if (ImGui::Button(\"重置统计\")) {\n            dpiStabilizer.resetStats();\n        }\n        \n        float sensitivity = dpiStabilizer.getSensitivity();\n        if (ImGui::SliderFloat(\"鼠标敏感度\", &sensitivity, 0.01f, 0.5f)) {\n            dpiStabilizer.setSensitivity(sensitivity);\n        }\n    });\n    \n    imguiManager.registerWindow(\"控制面板\", []() {\n        ImGuiIO& io = ImGui::GetIO();\n        ImGui::Text(\"FPS: %.1f\", io.Framerate);\n        ImGui::Text(\"帧时间: %.3f ms\", 1000.0f \u002F io.Framerate);\n    });\n    \n\n    \u002F\u002F 启用深度测试\n    glEnable(GL_DEPTH_TEST);\n\n    float vertices[] = {\n    \u002F\u002F 立方体顶点数据（位置 + 法线）\n    \u002F\u002F 位置(3) + 法线(3) = 6个浮点数\n    \u002F\u002F 前面\n    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n     0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n     0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n     0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n    \n    \u002F\u002F 后面\n    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n    \n    \u002F\u002F 左面\n    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,\n    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,\n    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,\n    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,\n    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,\n    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,\n    \n    \u002F\u002F 右面\n     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,\n     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,\n     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,\n     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,\n     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,\n     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,\n    \n    \u002F\u002F 下面\n    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,\n     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,\n     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,\n     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,\n    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,\n    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,\n    \n    \u002F\u002F 上面\n    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,\n     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,\n     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,\n     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,\n    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,\n    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f\n};\n    \n    \u002F\u002F 创建VAO\n    unsigned int VAO;\n    glGenVertexArrays(1, &VAO);\n    glBindVertexArray(VAO); \u002F\u002F 绑定VAO\n\n    \u002F\u002F 创建VBO\n    unsigned int VBO;\n    glGenBuffers(1, &VBO);\n    glBindBuffer(GL_ARRAY_BUFFER, VBO); \u002F\u002F 绑定VBO\n    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);\n\n    int nrAttributes;\n    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);\n    std::cout \u003C\u003C \"Maximum nr of vertex attributes supported: \" \u003C\u003C nrAttributes \u003C\u003C std::endl;\n\n    \u002F\u002F 位置属性\n    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);\n    glEnableVertexAttribArray(0); \u002F\u002F 启用顶点属性\n    \n    \u002F\u002F 法线属性\n    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));\n    glEnableVertexAttribArray(1); \u002F\u002F 启用法线属性\n\n    \u002F\u002F 构建并编译着色器程序\n    Shader lightingShader(\"shader\u002Flighting.vert\", \"shader\u002Flighting.frag\");\n    Shader lampShader(\"shader\u002Flamp.vert\", \"shader\u002Flamp.frag\");\n\n    \u002F\u002F 创建光源的 VAO\n    unsigned int lightVAO;\n    glGenVertexArrays(1, &lightVAO);\n    glBindVertexArray(lightVAO);\n    glBindBuffer(GL_ARRAY_BUFFER, VBO);\n\n    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);\n    glEnableVertexAttribArray(0);\n\n    \u002F\u002F 光源位置\n    vec3 lightPos(1.2f, 1.0f, 2.0f);\n\n    \u002F\u002F 渲染循环\n    while (!glfwWindowShouldClose(window)) {\n        \u002F\u002F 处理输入\n        processInput(window);\n        glfwPollEvents();\n\n        \u002F\u002F 从 DPI 稳定器获取 view 矩阵\n        mat4 view = dpiStabilizer.getViewMatrix();\n        \n        float currentFrame = glfwGetTime();\n        deltaTime = currentFrame - lastFrame;\n        lastFrame = currentFrame;\n\n        \u002F\u002F 渲染指令\n        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);\n        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\n        \n        \u002F\u002F 使用光照着色器绘制物体\n        lightingShader.use();\n        lightingShader.setMat4(\"projection\", projection);\n        lightingShader.setMat4(\"view\", view);\n        lightingShader.setMat4(\"model\", model);\n        \n        \u002F\u002F 设置物体颜色和光源颜色\n        lightingShader.setVec3(\"objectColor\", 1.0f, 0.5f, 0.31f); \u002F\u002F 珊瑚红\n        lightingShader.setVec3(\"lightColor\", 1.0f, 1.0f, 1.0f);   \u002F\u002F 白色光源\n        lightingShader.setVec3(\"lightPos\", lightPos.x, lightPos.y, lightPos.z);\n        \n        glBindVertexArray(VAO);\n        glDrawArrays(GL_TRIANGLES, 0, 36);\n        \n        \u002F\u002F 绘制光源立方体\n        lampShader.use();\n        lampShader.setMat4(\"projection\", projection);\n        lampShader.setMat4(\"view\", view);\n        \n        \u002F\u002F 光源立方体的模型矩阵\n        mat4 lampModel = mat4(1.0f);\n        lampModel = translate(lampModel, lightPos);\n        lampModel = scale(lampModel, vec3(0.2f)); \u002F\u002F 缩小光源立方体\n        lampShader.setMat4(\"model\", lampModel);\n        \n        glBindVertexArray(lightVAO);\n        glDrawArrays(GL_TRIANGLES, 0, 36);\n        \n        \u002F\u002F 使用 ImGui 管理器渲染所有窗口\n        imguiManager.render();\n\n        \u002F\u002F 交换缓冲区和检查IO事件\n        glfwSwapBuffers(window);\n    }\n\n    \u002F\u002F 清理 ImGui 管理器\n    imguiManager.shutdown();\n\n    \u002F\u002F 清理资源\n    glDeleteVertexArrays(1, &VAO);\n    glDeleteVertexArrays(1, &lightVAO);\n    glDeleteBuffers(1, &VBO);\n    glfwTerminate();\n    return 0;\n}\n\n",[26,818,819,824,829,834,839,844,849,854,859,864,869,874,879,885,890,896,902,908,913,918,923,929,935,941,946,952,958,963,969,975,980,986,992,998,1004,1009,1015,1021,1027,1033,1039,1044,1050,1056,1061,1067,1073,1079,1085,1090,1095,1100,1106,1111,1117,1123,1129,1134,1140,1146,1151,1157,1163,1169,1175,1181,1186,1192,1198,1203,1209,1215,1221,1227,1233,1239,1244,1249,1255,1261,1266,1272,1278,1283,1289,1295,1301,1306,1311,1316,1322,1328,1333,1339,1345,1351,1357,1363,1369,1375,1381,1386,1392,1398,1404,1409,1415,1420,1426,1432,1438,1444,1449,1454,1459,1465,1471,1476,1482,1488,1494,1500,1506,1512,1518,1523,1529,1534,1539,1545,1551,1557,1563,1568,1574,1579,1584,1590,1596,1602,1608,1613,1619,1624,1629,1635,1641,1647,1653,1658,1664,1669,1674,1680,1686,1692,1698,1703,1709,1714,1719,1725,1731,1737,1743,1748,1754,1760,1766,1771,1777,1783,1789,1795,1800,1806,1812,1818,1824,1830,1835,1841,1847,1853,1858,1864,1870,1876,1881,1887,1893,1899,1904,1910,1916,1922,1927,1933,1939,1945,1951,1957,1962,1967,1973,1978,1984,1990,1995,2001,2007,2013,2019,2025,2030,2036,2042,2047,2053,2059,2065,2070,2076,2082,2088,2093,2099,2105,2111,2117,2123,2128,2134,2140,2146,2152,2157,2163,2169,2174,2180,2186,2192,2198,2203,2209,2215,2221,2227,2233,2238,2244,2249,2254,2260,2266,2271,2277,2283,2288,2293,2299,2305,2310,2316,2322,2328,2334,2340,2346],{"__ignoreMap":24},[29,820,821],{"class":31,"line":32},[29,822,823],{},"#include \u003Cglad\u002Fglad.h>\n",[29,825,826],{"class":31,"line":93},[29,827,828],{},"#include \u003CGLFW\u002Fglfw3.h>\n",[29,830,831],{"class":31,"line":99},[29,832,833],{},"#include \u003Ciostream>\n",[29,835,836],{"class":31,"line":233},[29,837,838],{},"#include \u003Ccmath>\n",[29,840,841],{"class":31,"line":239},[29,842,843],{},"#include \u003Cimgui.h>\n",[29,845,846],{"class":31,"line":245},[29,847,848],{},"#include \u003Cimgui_impl_glfw.h>\n",[29,850,851],{"class":31,"line":251},[29,852,853],{},"#include \u003Cimgui_impl_opengl3.h>\n",[29,855,856],{"class":31,"line":256},[29,857,858],{},"#include \"utils\u002Fshader.h\"\n",[29,860,861],{"class":31,"line":262},[29,862,863],{},"#include \"utils\u002FglmCompute.h\"\n",[29,865,866],{"class":31,"line":268},[29,867,868],{},"#include \"include\u002Fdpi_stabilizer.h\"\n",[29,870,871],{"class":31,"line":274},[29,872,873],{},"#include \"include\u002Fimgui_manager.h\"\n",[29,875,877],{"class":31,"line":876},12,[29,878,230],{"emptyLinePlaceholder":229},[29,880,882],{"class":31,"line":881},13,[29,883,884],{},"using namespace glm;\n",[29,886,888],{"class":31,"line":887},14,[29,889,230],{"emptyLinePlaceholder":229},[29,891,893],{"class":31,"line":892},15,[29,894,895],{},"\u002F\u002F 窗口大小改变时的回调函数\n",[29,897,899],{"class":31,"line":898},16,[29,900,901],{},"void framebuffer_size_callback(GLFWwindow* window, int width, int height) {\n",[29,903,905],{"class":31,"line":904},17,[29,906,907],{},"    glViewport(0, 0, width, height);\n",[29,909,911],{"class":31,"line":910},18,[29,912,277],{},[29,914,916],{"class":31,"line":915},19,[29,917,230],{"emptyLinePlaceholder":229},[29,919,921],{"class":31,"line":920},20,[29,922,230],{"emptyLinePlaceholder":229},[29,924,926],{"class":31,"line":925},21,[29,927,928],{},"\u002F\u002F 全局变量\n",[29,930,932],{"class":31,"line":931},22,[29,933,934],{},"float deltaTime = 0.0f; \u002F\u002F 当前帧与上一帧的时间差\n",[29,936,938],{"class":31,"line":937},23,[29,939,940],{},"float lastFrame = 0.0f; \u002F\u002F 上一帧的时间\n",[29,942,944],{"class":31,"line":943},24,[29,945,230],{"emptyLinePlaceholder":229},[29,947,949],{"class":31,"line":948},25,[29,950,951],{},"\u002F\u002F DPI 稳定器实例\n",[29,953,955],{"class":31,"line":954},26,[29,956,957],{},"DPIStabilizer dpiStabilizer(0.1f, 50.0f, 0.8f);\n",[29,959,961],{"class":31,"line":960},27,[29,962,230],{"emptyLinePlaceholder":229},[29,964,966],{"class":31,"line":965},28,[29,967,968],{},"\u002F\u002F ImGui 管理器实例\n",[29,970,972],{"class":31,"line":971},29,[29,973,974],{},"ImGuiManager imguiManager;\n",[29,976,978],{"class":31,"line":977},30,[29,979,230],{"emptyLinePlaceholder":229},[29,981,983],{"class":31,"line":982},31,[29,984,985],{},"\u002F\u002F 简化的输入处理函数\n",[29,987,989],{"class":31,"line":988},32,[29,990,991],{},"void processInput(GLFWwindow *window){\n",[29,993,995],{"class":31,"line":994},33,[29,996,997],{},"    \u002F\u002F 使用 DPI 稳定器处理所有输入\n",[29,999,1001],{"class":31,"line":1000},34,[29,1002,1003],{},"    dpiStabilizer.processKeyboardInput(window);\n",[29,1005,1007],{"class":31,"line":1006},35,[29,1008,230],{"emptyLinePlaceholder":229},[29,1010,1012],{"class":31,"line":1011},36,[29,1013,1014],{},"    if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) {\n",[29,1016,1018],{"class":31,"line":1017},37,[29,1019,1020],{},"        imguiManager.toggleWindow(\"控制面板\");\n",[29,1022,1024],{"class":31,"line":1023},38,[29,1025,1026],{},"    }\n",[29,1028,1030],{"class":31,"line":1029},39,[29,1031,1032],{},"    if (glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) {\n",[29,1034,1036],{"class":31,"line":1035},40,[29,1037,1038],{},"        imguiManager.toggleWindow(\"性能监控\");\n",[29,1040,1042],{"class":31,"line":1041},41,[29,1043,1026],{},[29,1045,1047],{"class":31,"line":1046},42,[29,1048,1049],{},"    if (glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS) {\n",[29,1051,1053],{"class":31,"line":1052},43,[29,1054,1055],{},"        imguiManager.toggleWindow(\"调试信息\");\n",[29,1057,1059],{"class":31,"line":1058},44,[29,1060,1026],{},[29,1062,1064],{"class":31,"line":1063},45,[29,1065,1066],{},"    \n",[29,1068,1070],{"class":31,"line":1069},46,[29,1071,1072],{},"    \u002F\u002F 显示统计信息 (按 T 键)\n",[29,1074,1076],{"class":31,"line":1075},47,[29,1077,1078],{},"    if (glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {\n",[29,1080,1082],{"class":31,"line":1081},48,[29,1083,1084],{},"        std::cout \u003C\u003C dpiStabilizer.getStats() \u003C\u003C std::endl;\n",[29,1086,1088],{"class":31,"line":1087},49,[29,1089,1026],{},[29,1091,1093],{"class":31,"line":1092},50,[29,1094,277],{},[29,1096,1098],{"class":31,"line":1097},51,[29,1099,230],{"emptyLinePlaceholder":229},[29,1101,1103],{"class":31,"line":1102},52,[29,1104,1105],{},"int main() {\n",[29,1107,1109],{"class":31,"line":1108},53,[29,1110,230],{"emptyLinePlaceholder":229},[29,1112,1114],{"class":31,"line":1113},54,[29,1115,1116],{},"    \u002F\u002F 模型矩阵\n",[29,1118,1120],{"class":31,"line":1119},55,[29,1121,1122],{},"    mat4 model = mat4(1.0f);\n",[29,1124,1126],{"class":31,"line":1125},56,[29,1127,1128],{},"    model = rotate(model, radians(-55.0f), vec3(1.0f, 0.0f, 0.0f));\n",[29,1130,1132],{"class":31,"line":1131},57,[29,1133,230],{"emptyLinePlaceholder":229},[29,1135,1137],{"class":31,"line":1136},58,[29,1138,1139],{},"    \u002F\u002F 投影矩阵\n",[29,1141,1143],{"class":31,"line":1142},59,[29,1144,1145],{},"    mat4 projection = perspective(radians(45.0f), (float)800 \u002F (float)600, 0.1f, 100.0f);\n",[29,1147,1149],{"class":31,"line":1148},60,[29,1150,230],{"emptyLinePlaceholder":229},[29,1152,1154],{"class":31,"line":1153},61,[29,1155,1156],{},"    \u002F\u002F 初始化GLFW\n",[29,1158,1160],{"class":31,"line":1159},62,[29,1161,1162],{},"    glfwInit();\n",[29,1164,1166],{"class":31,"line":1165},63,[29,1167,1168],{},"    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);\n",[29,1170,1172],{"class":31,"line":1171},64,[29,1173,1174],{},"    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);\n",[29,1176,1178],{"class":31,"line":1177},65,[29,1179,1180],{},"    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);\n",[29,1182,1184],{"class":31,"line":1183},66,[29,1185,1066],{},[29,1187,1189],{"class":31,"line":1188},67,[29,1190,1191],{},"    \u002F\u002F 设置 DPI 感知提示\n",[29,1193,1195],{"class":31,"line":1194},68,[29,1196,1197],{},"    DPIStabilizer::setDPIHint();\n",[29,1199,1201],{"class":31,"line":1200},69,[29,1202,230],{"emptyLinePlaceholder":229},[29,1204,1206],{"class":31,"line":1205},70,[29,1207,1208],{},"    \u002F\u002F 创建窗口\n",[29,1210,1212],{"class":31,"line":1211},71,[29,1213,1214],{},"    GLFWwindow* window = glfwCreateWindow(800, 600, \"OpenGL Window\", NULL, NULL);\n",[29,1216,1218],{"class":31,"line":1217},72,[29,1219,1220],{},"    if (window == NULL) {\n",[29,1222,1224],{"class":31,"line":1223},73,[29,1225,1226],{},"        std::cout \u003C\u003C \"Failed to create GLFW window\" \u003C\u003C std::endl;\n",[29,1228,1230],{"class":31,"line":1229},74,[29,1231,1232],{},"        glfwTerminate();\n",[29,1234,1236],{"class":31,"line":1235},75,[29,1237,1238],{},"        return -1;\n",[29,1240,1242],{"class":31,"line":1241},76,[29,1243,1026],{},[29,1245,1247],{"class":31,"line":1246},77,[29,1248,230],{"emptyLinePlaceholder":229},[29,1250,1252],{"class":31,"line":1251},78,[29,1253,1254],{},"    glfwMakeContextCurrent(window);\n",[29,1256,1258],{"class":31,"line":1257},79,[29,1259,1260],{},"    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);\n",[29,1262,1264],{"class":31,"line":1263},80,[29,1265,1066],{},[29,1267,1269],{"class":31,"line":1268},81,[29,1270,1271],{},"    \u002F\u002F 初始化 DPI 稳定器\n",[29,1273,1275],{"class":31,"line":1274},82,[29,1276,1277],{},"    dpiStabilizer.initialize(window);\n",[29,1279,1281],{"class":31,"line":1280},83,[29,1282,230],{"emptyLinePlaceholder":229},[29,1284,1286],{"class":31,"line":1285},84,[29,1287,1288],{},"    \u002F\u002F 初始化GLAD\n",[29,1290,1292],{"class":31,"line":1291},85,[29,1293,1294],{},"    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {\n",[29,1296,1298],{"class":31,"line":1297},86,[29,1299,1300],{},"        std::cout \u003C\u003C \"Failed to initialize GLAD\" \u003C\u003C std::endl;\n",[29,1302,1304],{"class":31,"line":1303},87,[29,1305,1238],{},[29,1307,1309],{"class":31,"line":1308},88,[29,1310,1026],{},[29,1312,1314],{"class":31,"line":1313},89,[29,1315,230],{"emptyLinePlaceholder":229},[29,1317,1319],{"class":31,"line":1318},90,[29,1320,1321],{},"    \u002F\u002F 初始化 ImGui 管理器\n",[29,1323,1325],{"class":31,"line":1324},91,[29,1326,1327],{},"    imguiManager.initialize(window);\n",[29,1329,1331],{"class":31,"line":1330},92,[29,1332,1066],{},[29,1334,1336],{"class":31,"line":1335},93,[29,1337,1338],{},"    \u002F\u002F 注册窗口\n",[29,1340,1342],{"class":31,"line":1341},94,[29,1343,1344],{},"    imguiManager.registerWindow(\"Hello ImGui!\", []() {\n",[29,1346,1348],{"class":31,"line":1347},95,[29,1349,1350],{},"        ImGui::Text(\"DPI 稳定器状态: %s\", dpiStabilizer.isMouseCaptured() ? \"已捕获\" : \"已释放\");\n",[29,1352,1354],{"class":31,"line":1353},96,[29,1355,1356],{},"        ImGui::Text(\"鼠标敏感度: %.3f\", dpiStabilizer.getSensitivity());\n",[29,1358,1360],{"class":31,"line":1359},97,[29,1361,1362],{},"        \n",[29,1364,1366],{"class":31,"line":1365},98,[29,1367,1368],{},"        if (ImGui::Button(\"重置统计\")) {\n",[29,1370,1372],{"class":31,"line":1371},99,[29,1373,1374],{},"            dpiStabilizer.resetStats();\n",[29,1376,1378],{"class":31,"line":1377},100,[29,1379,1380],{},"        }\n",[29,1382,1384],{"class":31,"line":1383},101,[29,1385,1362],{},[29,1387,1389],{"class":31,"line":1388},102,[29,1390,1391],{},"        float sensitivity = dpiStabilizer.getSensitivity();\n",[29,1393,1395],{"class":31,"line":1394},103,[29,1396,1397],{},"        if (ImGui::SliderFloat(\"鼠标敏感度\", &sensitivity, 0.01f, 0.5f)) {\n",[29,1399,1401],{"class":31,"line":1400},104,[29,1402,1403],{},"            dpiStabilizer.setSensitivity(sensitivity);\n",[29,1405,1407],{"class":31,"line":1406},105,[29,1408,1380],{},[29,1410,1412],{"class":31,"line":1411},106,[29,1413,1414],{},"    });\n",[29,1416,1418],{"class":31,"line":1417},107,[29,1419,1066],{},[29,1421,1423],{"class":31,"line":1422},108,[29,1424,1425],{},"    imguiManager.registerWindow(\"控制面板\", []() {\n",[29,1427,1429],{"class":31,"line":1428},109,[29,1430,1431],{},"        ImGuiIO& io = ImGui::GetIO();\n",[29,1433,1435],{"class":31,"line":1434},110,[29,1436,1437],{},"        ImGui::Text(\"FPS: %.1f\", io.Framerate);\n",[29,1439,1441],{"class":31,"line":1440},111,[29,1442,1443],{},"        ImGui::Text(\"帧时间: %.3f ms\", 1000.0f \u002F io.Framerate);\n",[29,1445,1447],{"class":31,"line":1446},112,[29,1448,1414],{},[29,1450,1452],{"class":31,"line":1451},113,[29,1453,1066],{},[29,1455,1457],{"class":31,"line":1456},114,[29,1458,230],{"emptyLinePlaceholder":229},[29,1460,1462],{"class":31,"line":1461},115,[29,1463,1464],{},"    \u002F\u002F 启用深度测试\n",[29,1466,1468],{"class":31,"line":1467},116,[29,1469,1470],{},"    glEnable(GL_DEPTH_TEST);\n",[29,1472,1474],{"class":31,"line":1473},117,[29,1475,230],{"emptyLinePlaceholder":229},[29,1477,1479],{"class":31,"line":1478},118,[29,1480,1481],{},"    float vertices[] = {\n",[29,1483,1485],{"class":31,"line":1484},119,[29,1486,1487],{},"    \u002F\u002F 立方体顶点数据（位置 + 法线）\n",[29,1489,1491],{"class":31,"line":1490},120,[29,1492,1493],{},"    \u002F\u002F 位置(3) + 法线(3) = 6个浮点数\n",[29,1495,1497],{"class":31,"line":1496},121,[29,1498,1499],{},"    \u002F\u002F 前面\n",[29,1501,1503],{"class":31,"line":1502},122,[29,1504,1505],{},"    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n",[29,1507,1509],{"class":31,"line":1508},123,[29,1510,1511],{},"     0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n",[29,1513,1515],{"class":31,"line":1514},124,[29,1516,1517],{},"     0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n",[29,1519,1521],{"class":31,"line":1520},125,[29,1522,1517],{},[29,1524,1526],{"class":31,"line":1525},126,[29,1527,1528],{},"    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,\n",[29,1530,1532],{"class":31,"line":1531},127,[29,1533,1505],{},[29,1535,1537],{"class":31,"line":1536},128,[29,1538,1066],{},[29,1540,1542],{"class":31,"line":1541},129,[29,1543,1544],{},"    \u002F\u002F 后面\n",[29,1546,1548],{"class":31,"line":1547},130,[29,1549,1550],{},"    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n",[29,1552,1554],{"class":31,"line":1553},131,[29,1555,1556],{},"     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n",[29,1558,1560],{"class":31,"line":1559},132,[29,1561,1562],{},"     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n",[29,1564,1566],{"class":31,"line":1565},133,[29,1567,1562],{},[29,1569,1571],{"class":31,"line":1570},134,[29,1572,1573],{},"    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,\n",[29,1575,1577],{"class":31,"line":1576},135,[29,1578,1550],{},[29,1580,1582],{"class":31,"line":1581},136,[29,1583,1066],{},[29,1585,1587],{"class":31,"line":1586},137,[29,1588,1589],{},"    \u002F\u002F 左面\n",[29,1591,1593],{"class":31,"line":1592},138,[29,1594,1595],{},"    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,\n",[29,1597,1599],{"class":31,"line":1598},139,[29,1600,1601],{},"    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,\n",[29,1603,1605],{"class":31,"line":1604},140,[29,1606,1607],{},"    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,\n",[29,1609,1611],{"class":31,"line":1610},141,[29,1612,1607],{},[29,1614,1616],{"class":31,"line":1615},142,[29,1617,1618],{},"    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,\n",[29,1620,1622],{"class":31,"line":1621},143,[29,1623,1595],{},[29,1625,1627],{"class":31,"line":1626},144,[29,1628,1066],{},[29,1630,1632],{"class":31,"line":1631},145,[29,1633,1634],{},"    \u002F\u002F 右面\n",[29,1636,1638],{"class":31,"line":1637},146,[29,1639,1640],{},"     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,\n",[29,1642,1644],{"class":31,"line":1643},147,[29,1645,1646],{},"     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,\n",[29,1648,1650],{"class":31,"line":1649},148,[29,1651,1652],{},"     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,\n",[29,1654,1656],{"class":31,"line":1655},149,[29,1657,1652],{},[29,1659,1661],{"class":31,"line":1660},150,[29,1662,1663],{},"     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,\n",[29,1665,1667],{"class":31,"line":1666},151,[29,1668,1640],{},[29,1670,1672],{"class":31,"line":1671},152,[29,1673,1066],{},[29,1675,1677],{"class":31,"line":1676},153,[29,1678,1679],{},"    \u002F\u002F 下面\n",[29,1681,1683],{"class":31,"line":1682},154,[29,1684,1685],{},"    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,\n",[29,1687,1689],{"class":31,"line":1688},155,[29,1690,1691],{},"     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,\n",[29,1693,1695],{"class":31,"line":1694},156,[29,1696,1697],{},"     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,\n",[29,1699,1701],{"class":31,"line":1700},157,[29,1702,1697],{},[29,1704,1706],{"class":31,"line":1705},158,[29,1707,1708],{},"    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,\n",[29,1710,1712],{"class":31,"line":1711},159,[29,1713,1685],{},[29,1715,1717],{"class":31,"line":1716},160,[29,1718,1066],{},[29,1720,1722],{"class":31,"line":1721},161,[29,1723,1724],{},"    \u002F\u002F 上面\n",[29,1726,1728],{"class":31,"line":1727},162,[29,1729,1730],{},"    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,\n",[29,1732,1734],{"class":31,"line":1733},163,[29,1735,1736],{},"     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,\n",[29,1738,1740],{"class":31,"line":1739},164,[29,1741,1742],{},"     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,\n",[29,1744,1746],{"class":31,"line":1745},165,[29,1747,1742],{},[29,1749,1751],{"class":31,"line":1750},166,[29,1752,1753],{},"    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,\n",[29,1755,1757],{"class":31,"line":1756},167,[29,1758,1759],{},"    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f\n",[29,1761,1763],{"class":31,"line":1762},168,[29,1764,1765],{},"};\n",[29,1767,1769],{"class":31,"line":1768},169,[29,1770,1066],{},[29,1772,1774],{"class":31,"line":1773},170,[29,1775,1776],{},"    \u002F\u002F 创建VAO\n",[29,1778,1780],{"class":31,"line":1779},171,[29,1781,1782],{},"    unsigned int VAO;\n",[29,1784,1786],{"class":31,"line":1785},172,[29,1787,1788],{},"    glGenVertexArrays(1, &VAO);\n",[29,1790,1792],{"class":31,"line":1791},173,[29,1793,1794],{},"    glBindVertexArray(VAO); \u002F\u002F 绑定VAO\n",[29,1796,1798],{"class":31,"line":1797},174,[29,1799,230],{"emptyLinePlaceholder":229},[29,1801,1803],{"class":31,"line":1802},175,[29,1804,1805],{},"    \u002F\u002F 创建VBO\n",[29,1807,1809],{"class":31,"line":1808},176,[29,1810,1811],{},"    unsigned int VBO;\n",[29,1813,1815],{"class":31,"line":1814},177,[29,1816,1817],{},"    glGenBuffers(1, &VBO);\n",[29,1819,1821],{"class":31,"line":1820},178,[29,1822,1823],{},"    glBindBuffer(GL_ARRAY_BUFFER, VBO); \u002F\u002F 绑定VBO\n",[29,1825,1827],{"class":31,"line":1826},179,[29,1828,1829],{},"    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);\n",[29,1831,1833],{"class":31,"line":1832},180,[29,1834,230],{"emptyLinePlaceholder":229},[29,1836,1838],{"class":31,"line":1837},181,[29,1839,1840],{},"    int nrAttributes;\n",[29,1842,1844],{"class":31,"line":1843},182,[29,1845,1846],{},"    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);\n",[29,1848,1850],{"class":31,"line":1849},183,[29,1851,1852],{},"    std::cout \u003C\u003C \"Maximum nr of vertex attributes supported: \" \u003C\u003C nrAttributes \u003C\u003C std::endl;\n",[29,1854,1856],{"class":31,"line":1855},184,[29,1857,230],{"emptyLinePlaceholder":229},[29,1859,1861],{"class":31,"line":1860},185,[29,1862,1863],{},"    \u002F\u002F 位置属性\n",[29,1865,1867],{"class":31,"line":1866},186,[29,1868,1869],{},"    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);\n",[29,1871,1873],{"class":31,"line":1872},187,[29,1874,1875],{},"    glEnableVertexAttribArray(0); \u002F\u002F 启用顶点属性\n",[29,1877,1879],{"class":31,"line":1878},188,[29,1880,1066],{},[29,1882,1884],{"class":31,"line":1883},189,[29,1885,1886],{},"    \u002F\u002F 法线属性\n",[29,1888,1890],{"class":31,"line":1889},190,[29,1891,1892],{},"    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));\n",[29,1894,1896],{"class":31,"line":1895},191,[29,1897,1898],{},"    glEnableVertexAttribArray(1); \u002F\u002F 启用法线属性\n",[29,1900,1902],{"class":31,"line":1901},192,[29,1903,230],{"emptyLinePlaceholder":229},[29,1905,1907],{"class":31,"line":1906},193,[29,1908,1909],{},"    \u002F\u002F 构建并编译着色器程序\n",[29,1911,1913],{"class":31,"line":1912},194,[29,1914,1915],{},"    Shader lightingShader(\"shader\u002Flighting.vert\", \"shader\u002Flighting.frag\");\n",[29,1917,1919],{"class":31,"line":1918},195,[29,1920,1921],{},"    Shader lampShader(\"shader\u002Flamp.vert\", \"shader\u002Flamp.frag\");\n",[29,1923,1925],{"class":31,"line":1924},196,[29,1926,230],{"emptyLinePlaceholder":229},[29,1928,1930],{"class":31,"line":1929},197,[29,1931,1932],{},"    \u002F\u002F 创建光源的 VAO\n",[29,1934,1936],{"class":31,"line":1935},198,[29,1937,1938],{},"    unsigned int lightVAO;\n",[29,1940,1942],{"class":31,"line":1941},199,[29,1943,1944],{},"    glGenVertexArrays(1, &lightVAO);\n",[29,1946,1948],{"class":31,"line":1947},200,[29,1949,1950],{},"    glBindVertexArray(lightVAO);\n",[29,1952,1954],{"class":31,"line":1953},201,[29,1955,1956],{},"    glBindBuffer(GL_ARRAY_BUFFER, VBO);\n",[29,1958,1960],{"class":31,"line":1959},202,[29,1961,230],{"emptyLinePlaceholder":229},[29,1963,1965],{"class":31,"line":1964},203,[29,1966,1869],{},[29,1968,1970],{"class":31,"line":1969},204,[29,1971,1972],{},"    glEnableVertexAttribArray(0);\n",[29,1974,1976],{"class":31,"line":1975},205,[29,1977,230],{"emptyLinePlaceholder":229},[29,1979,1981],{"class":31,"line":1980},206,[29,1982,1983],{},"    \u002F\u002F 光源位置\n",[29,1985,1987],{"class":31,"line":1986},207,[29,1988,1989],{},"    vec3 lightPos(1.2f, 1.0f, 2.0f);\n",[29,1991,1993],{"class":31,"line":1992},208,[29,1994,230],{"emptyLinePlaceholder":229},[29,1996,1998],{"class":31,"line":1997},209,[29,1999,2000],{},"    \u002F\u002F 渲染循环\n",[29,2002,2004],{"class":31,"line":2003},210,[29,2005,2006],{},"    while (!glfwWindowShouldClose(window)) {\n",[29,2008,2010],{"class":31,"line":2009},211,[29,2011,2012],{},"        \u002F\u002F 处理输入\n",[29,2014,2016],{"class":31,"line":2015},212,[29,2017,2018],{},"        processInput(window);\n",[29,2020,2022],{"class":31,"line":2021},213,[29,2023,2024],{},"        glfwPollEvents();\n",[29,2026,2028],{"class":31,"line":2027},214,[29,2029,230],{"emptyLinePlaceholder":229},[29,2031,2033],{"class":31,"line":2032},215,[29,2034,2035],{},"        \u002F\u002F 从 DPI 稳定器获取 view 矩阵\n",[29,2037,2039],{"class":31,"line":2038},216,[29,2040,2041],{},"        mat4 view = dpiStabilizer.getViewMatrix();\n",[29,2043,2045],{"class":31,"line":2044},217,[29,2046,1362],{},[29,2048,2050],{"class":31,"line":2049},218,[29,2051,2052],{},"        float currentFrame = glfwGetTime();\n",[29,2054,2056],{"class":31,"line":2055},219,[29,2057,2058],{},"        deltaTime = currentFrame - lastFrame;\n",[29,2060,2062],{"class":31,"line":2061},220,[29,2063,2064],{},"        lastFrame = currentFrame;\n",[29,2066,2068],{"class":31,"line":2067},221,[29,2069,230],{"emptyLinePlaceholder":229},[29,2071,2073],{"class":31,"line":2072},222,[29,2074,2075],{},"        \u002F\u002F 渲染指令\n",[29,2077,2079],{"class":31,"line":2078},223,[29,2080,2081],{},"        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);\n",[29,2083,2085],{"class":31,"line":2084},224,[29,2086,2087],{},"        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\n",[29,2089,2091],{"class":31,"line":2090},225,[29,2092,1362],{},[29,2094,2096],{"class":31,"line":2095},226,[29,2097,2098],{},"        \u002F\u002F 使用光照着色器绘制物体\n",[29,2100,2102],{"class":31,"line":2101},227,[29,2103,2104],{},"        lightingShader.use();\n",[29,2106,2108],{"class":31,"line":2107},228,[29,2109,2110],{},"        lightingShader.setMat4(\"projection\", projection);\n",[29,2112,2114],{"class":31,"line":2113},229,[29,2115,2116],{},"        lightingShader.setMat4(\"view\", view);\n",[29,2118,2120],{"class":31,"line":2119},230,[29,2121,2122],{},"        lightingShader.setMat4(\"model\", model);\n",[29,2124,2126],{"class":31,"line":2125},231,[29,2127,1362],{},[29,2129,2131],{"class":31,"line":2130},232,[29,2132,2133],{},"        \u002F\u002F 设置物体颜色和光源颜色\n",[29,2135,2137],{"class":31,"line":2136},233,[29,2138,2139],{},"        lightingShader.setVec3(\"objectColor\", 1.0f, 0.5f, 0.31f); \u002F\u002F 珊瑚红\n",[29,2141,2143],{"class":31,"line":2142},234,[29,2144,2145],{},"        lightingShader.setVec3(\"lightColor\", 1.0f, 1.0f, 1.0f);   \u002F\u002F 白色光源\n",[29,2147,2149],{"class":31,"line":2148},235,[29,2150,2151],{},"        lightingShader.setVec3(\"lightPos\", lightPos.x, lightPos.y, lightPos.z);\n",[29,2153,2155],{"class":31,"line":2154},236,[29,2156,1362],{},[29,2158,2160],{"class":31,"line":2159},237,[29,2161,2162],{},"        glBindVertexArray(VAO);\n",[29,2164,2166],{"class":31,"line":2165},238,[29,2167,2168],{},"        glDrawArrays(GL_TRIANGLES, 0, 36);\n",[29,2170,2172],{"class":31,"line":2171},239,[29,2173,1362],{},[29,2175,2177],{"class":31,"line":2176},240,[29,2178,2179],{},"        \u002F\u002F 绘制光源立方体\n",[29,2181,2183],{"class":31,"line":2182},241,[29,2184,2185],{},"        lampShader.use();\n",[29,2187,2189],{"class":31,"line":2188},242,[29,2190,2191],{},"        lampShader.setMat4(\"projection\", projection);\n",[29,2193,2195],{"class":31,"line":2194},243,[29,2196,2197],{},"        lampShader.setMat4(\"view\", view);\n",[29,2199,2201],{"class":31,"line":2200},244,[29,2202,1362],{},[29,2204,2206],{"class":31,"line":2205},245,[29,2207,2208],{},"        \u002F\u002F 光源立方体的模型矩阵\n",[29,2210,2212],{"class":31,"line":2211},246,[29,2213,2214],{},"        mat4 lampModel = mat4(1.0f);\n",[29,2216,2218],{"class":31,"line":2217},247,[29,2219,2220],{},"        lampModel = translate(lampModel, lightPos);\n",[29,2222,2224],{"class":31,"line":2223},248,[29,2225,2226],{},"        lampModel = scale(lampModel, vec3(0.2f)); \u002F\u002F 缩小光源立方体\n",[29,2228,2230],{"class":31,"line":2229},249,[29,2231,2232],{},"        lampShader.setMat4(\"model\", lampModel);\n",[29,2234,2236],{"class":31,"line":2235},250,[29,2237,1362],{},[29,2239,2241],{"class":31,"line":2240},251,[29,2242,2243],{},"        glBindVertexArray(lightVAO);\n",[29,2245,2247],{"class":31,"line":2246},252,[29,2248,2168],{},[29,2250,2252],{"class":31,"line":2251},253,[29,2253,1362],{},[29,2255,2257],{"class":31,"line":2256},254,[29,2258,2259],{},"        \u002F\u002F 使用 ImGui 管理器渲染所有窗口\n",[29,2261,2263],{"class":31,"line":2262},255,[29,2264,2265],{},"        imguiManager.render();\n",[29,2267,2269],{"class":31,"line":2268},256,[29,2270,230],{"emptyLinePlaceholder":229},[29,2272,2274],{"class":31,"line":2273},257,[29,2275,2276],{},"        \u002F\u002F 交换缓冲区和检查IO事件\n",[29,2278,2280],{"class":31,"line":2279},258,[29,2281,2282],{},"        glfwSwapBuffers(window);\n",[29,2284,2286],{"class":31,"line":2285},259,[29,2287,1026],{},[29,2289,2291],{"class":31,"line":2290},260,[29,2292,230],{"emptyLinePlaceholder":229},[29,2294,2296],{"class":31,"line":2295},261,[29,2297,2298],{},"    \u002F\u002F 清理 ImGui 管理器\n",[29,2300,2302],{"class":31,"line":2301},262,[29,2303,2304],{},"    imguiManager.shutdown();\n",[29,2306,2308],{"class":31,"line":2307},263,[29,2309,230],{"emptyLinePlaceholder":229},[29,2311,2313],{"class":31,"line":2312},264,[29,2314,2315],{},"    \u002F\u002F 清理资源\n",[29,2317,2319],{"class":31,"line":2318},265,[29,2320,2321],{},"    glDeleteVertexArrays(1, &VAO);\n",[29,2323,2325],{"class":31,"line":2324},266,[29,2326,2327],{},"    glDeleteVertexArrays(1, &lightVAO);\n",[29,2329,2331],{"class":31,"line":2330},267,[29,2332,2333],{},"    glDeleteBuffers(1, &VBO);\n",[29,2335,2337],{"class":31,"line":2336},268,[29,2338,2339],{},"    glfwTerminate();\n",[29,2341,2343],{"class":31,"line":2342},269,[29,2344,2345],{},"    return 0;\n",[29,2347,2349],{"class":31,"line":2348},270,[29,2350,277],{},[19,2352,2356],{"className":2353,"code":2354,"language":2355,"meta":24,"style":24},"language-glsl shiki shiki-themes github-light github-dark","#version 330 core\nlayout (location = 0) in vec3 aPos;\nlayout (location = 1) in vec3 aNormal;\n\nuniform mat4 model;\nuniform mat4 view;\nuniform mat4 projection;\n\nout vec3 Normal;\nout vec3 FragPos;\n\nvoid main()\n{\n    gl_Position = projection * view * model * vec4(aPos, 1.0);\n    FragPos = vec3(model * vec4(aPos, 1.0));\n    Normal = mat3(transpose(inverse(model))) * aNormal;\n}\n\n#version 330 core\nout vec4 FragColor;\n\nuniform vec3 objectColor;\nuniform vec3 lightColor;\nuniform vec3 lightPos;\n\nin vec3 Normal;\nin vec3 FragPos;\n\nvoid main()\n{\n    \u002F\u002F 环境光\n    float ambientStrength = 0.1;\n    vec3 ambient = ambientStrength * lightColor;\n    \n    \u002F\u002F 漫反射\n    vec3 norm = normalize(Normal);\n    vec3 lightDir = normalize(lightPos - FragPos);\n    float diff = max(dot(norm, lightDir), 0.0);\n    vec3 diffuse = diff * lightColor;\n    \n    \u002F\u002F 最终结果\n    vec3 result = (ambient + diffuse) * objectColor;\n    FragColor = vec4(result, 1.0);\n}\n\n","glsl",[26,2357,2358,2362,2366,2370,2374,2378,2382,2386,2390,2395,2400,2404,2408,2412,2416,2421,2426,2430,2434,2438,2442,2446,2450,2454,2459,2463,2468,2473,2477,2481,2485,2490,2495,2500,2504,2509,2514,2519,2524,2529,2533,2538,2543,2548],{"__ignoreMap":24},[29,2359,2360],{"class":31,"line":32},[29,2361,219],{},[29,2363,2364],{"class":31,"line":93},[29,2365,224],{},[29,2367,2368],{"class":31,"line":99},[29,2369,806],{},[29,2371,2372],{"class":31,"line":233},[29,2373,230],{"emptyLinePlaceholder":229},[29,2375,2376],{"class":31,"line":239},[29,2377,236],{},[29,2379,2380],{"class":31,"line":245},[29,2381,242],{},[29,2383,2384],{"class":31,"line":251},[29,2385,248],{},[29,2387,2388],{"class":31,"line":256},[29,2389,230],{"emptyLinePlaceholder":229},[29,2391,2392],{"class":31,"line":262},[29,2393,2394],{},"out vec3 Normal;\n",[29,2396,2397],{"class":31,"line":268},[29,2398,2399],{},"out vec3 FragPos;\n",[29,2401,2402],{"class":31,"line":274},[29,2403,230],{"emptyLinePlaceholder":229},[29,2405,2406],{"class":31,"line":876},[29,2407,259],{},[29,2409,2410],{"class":31,"line":881},[29,2411,265],{},[29,2413,2414],{"class":31,"line":887},[29,2415,271],{},[29,2417,2418],{"class":31,"line":892},[29,2419,2420],{},"    FragPos = vec3(model * vec4(aPos, 1.0));\n",[29,2422,2423],{"class":31,"line":898},[29,2424,2425],{},"    Normal = mat3(transpose(inverse(model))) * aNormal;\n",[29,2427,2428],{"class":31,"line":904},[29,2429,277],{},[29,2431,2432],{"class":31,"line":910},[29,2433,230],{"emptyLinePlaceholder":229},[29,2435,2436],{"class":31,"line":915},[29,2437,219],{},[29,2439,2440],{"class":31,"line":920},[29,2441,361],{},[29,2443,2444],{"class":31,"line":925},[29,2445,230],{"emptyLinePlaceholder":229},[29,2447,2448],{"class":31,"line":931},[29,2449,370],{},[29,2451,2452],{"class":31,"line":937},[29,2453,375],{},[29,2455,2456],{"class":31,"line":943},[29,2457,2458],{},"uniform vec3 lightPos;\n",[29,2460,2461],{"class":31,"line":948},[29,2462,230],{"emptyLinePlaceholder":229},[29,2464,2465],{"class":31,"line":954},[29,2466,2467],{},"in vec3 Normal;\n",[29,2469,2470],{"class":31,"line":960},[29,2471,2472],{},"in vec3 FragPos;\n",[29,2474,2475],{"class":31,"line":965},[29,2476,230],{"emptyLinePlaceholder":229},[29,2478,2479],{"class":31,"line":971},[29,2480,259],{},[29,2482,2483],{"class":31,"line":977},[29,2484,265],{},[29,2486,2487],{"class":31,"line":982},[29,2488,2489],{},"    \u002F\u002F 环境光\n",[29,2491,2492],{"class":31,"line":988},[29,2493,2494],{},"    float ambientStrength = 0.1;\n",[29,2496,2497],{"class":31,"line":994},[29,2498,2499],{},"    vec3 ambient = ambientStrength * lightColor;\n",[29,2501,2502],{"class":31,"line":1000},[29,2503,1066],{},[29,2505,2506],{"class":31,"line":1006},[29,2507,2508],{},"    \u002F\u002F 漫反射\n",[29,2510,2511],{"class":31,"line":1011},[29,2512,2513],{},"    vec3 norm = normalize(Normal);\n",[29,2515,2516],{"class":31,"line":1017},[29,2517,2518],{},"    vec3 lightDir = normalize(lightPos - FragPos);\n",[29,2520,2521],{"class":31,"line":1023},[29,2522,2523],{},"    float diff = max(dot(norm, lightDir), 0.0);\n",[29,2525,2526],{"class":31,"line":1029},[29,2527,2528],{},"    vec3 diffuse = diff * lightColor;\n",[29,2530,2531],{"class":31,"line":1035},[29,2532,1066],{},[29,2534,2535],{"class":31,"line":1041},[29,2536,2537],{},"    \u002F\u002F 最终结果\n",[29,2539,2540],{"class":31,"line":1046},[29,2541,2542],{},"    vec3 result = (ambient + diffuse) * objectColor;\n",[29,2544,2545],{"class":31,"line":1052},[29,2546,2547],{},"    FragColor = vec4(result, 1.0);\n",[29,2549,2550],{"class":31,"line":1058},[29,2551,277],{},[751,2553,2554],{"id":2554},"最后一件事",[10,2556,2557,2558,2561,2562,2565,2566,2569],{},"​\t现在我们已经",[14,2559,2560],{},"把法向量从顶点着色器传到了片段着色器","。可是，目前",[14,2563,2564],{},"片段着色器里的计算都是在世界空间坐标中进行的","。所以，我们是不是",[14,2567,2568],{},"应该把法向量也转换为世界空间坐标","？基本正确，但是这不是简单地把它乘以一个模型矩阵就能搞定的。",[10,2571,2572,2573,2576,2577,2580,2581,2584,2585,2588,2589,623],{},"​\t首先，法向量",[14,2574,2575],{},"只是一个方向向量，不能表达空间中的特定位置","。同时，",[14,2578,2579],{},"法向量没有齐次坐标（顶点位置中的w分量）","。这意味着，",[14,2582,2583],{},"位移不应该影响到法向量","。因此，",[14,2586,2587],{},"如果我们打算把法向量乘以一个模型矩阵，我们就要从矩阵中移除位移部分，只选用模型矩阵左上角3×3的矩阵","（注意，我们也可以把法向量的w分量设置为0，再乘以4×4矩阵；这同样可以移除位移）。对于法向量，",[14,2590,2591],{},"我们只希望对它实施缩放和旋转变换",[10,2593,2594,2595,512],{},"​\t其次，如果模型矩阵执行了不等比缩放，顶点的改变会导致法向量不再垂直于表面了。因此，我们不能用这样的模型矩阵来变换法向量。下面的图展示了应用了",[14,2596,2597],{},"不等比缩放的模型矩阵对法向量的影响",[10,2599,2600],{},[45,2601],{"alt":45,"src":2602},".\u002Fassets\u002Fbasic_lighting_normal_transformation.png",[10,2604,2605],{},"​\t每当我们应用一个不等比缩放时（注意：等比缩放不会破坏法线，因为法线的方向没被改变，仅仅改变了法线的长度，而这很容易通过标准化来修复），法向量就不会再垂直于对应的表面了，这样光照就会被破坏。",[10,2607,2608,2609,2612,2613,623],{},"​\t修复这个行为的诀窍是",[14,2610,2611],{},"使用一个为法向量专门定制的模型矩阵。这个矩阵称之为法线矩阵(Normal Matrix)，它使用了一些线性代数的操作来移除对法向量错误缩放的影响","。如果你想知道这个矩阵是如何计算出来的，建议去阅读这个",[184,2614,2617],{"href":2615,"rel":2616},"http:\u002F\u002Fwww.lighthouse3d.com\u002Ftutorials\u002Fglsl-tutorial\u002Fthe-normal-matrix\u002F",[188],"文章",[10,2619,2620],{},"​\t法线矩阵被定义为**「模型矩阵左上角3x3部分的逆矩阵的转置矩阵」**。真是拗口，如果你不明白这是什么意思，别担心，我们还没有讨论逆矩阵(Inverse Matrix)和转置矩阵(Transpose Matrix)。注意，大部分的资源都会将法线矩阵定义为应用到模型-观察矩阵(Model-view Matrix)上的操作，但是由于我们只在世界空间中进行操作（不是在观察空间），我们只使用模型矩阵。",[10,2622,2623,2624,2627,2628,623],{},"​\t在顶点着色器中，",[14,2625,2626],{},"我们可以使用inverse和transpose函数自己生成这个法线矩阵","，这两个函数对所有类型矩阵都有效。注意",[14,2629,2630,2631,2633],{},"我们还要把被处理过的矩阵强制转换为3×3矩阵，来保证它失去了位移属性以及能够乘以",[26,2632,507],{},"的法向量",[19,2635,2637],{"className":21,"code":2636,"language":23,"meta":24,"style":24},"Normal = mat3(transpose(inverse(model))) * aNormal;\n",[26,2638,2639],{"__ignoreMap":24},[29,2640,2641],{"class":31,"line":32},[29,2642,2636],{},[52,2644,2645,2649],{},[10,2646,2647],{},[29,2648,58],{},[10,2650,2651,2652,2655,2656,2659],{},"矩阵求逆是一项对于着色器开销很大的运算，",[14,2653,2654],{},"因为它必须在场景中的每一个顶点上进行，所以应该尽可能地避免在着色器中进行求逆运算","。以学习为目的的话这样做还好，但是对于一个高效的应用来说，你",[14,2657,2658],{},"最好先在CPU上计算出法线矩阵，再通过uniform把它传递给着色器","（就像模型矩阵一样）。",[10,2661,2662,2663,2666],{},"​\t在漫反射光照部分，光照表现并没有问题，这是因为我们没有对物体进行任何缩放操作，",[14,2664,2665],{},"所以我们并不真的需要使用一个法线矩阵，而是仅以模型矩阵乘以法线就可以","。但是如果你会进行不等比缩放，使用法线矩阵去乘以法向量就是必须的了。",[166,2668,2669],{"id":2669},"镜面光照",[10,2671,2672],{},"​\t如果你还没被这些光照计算搞得精疲力尽，我们就再把镜面高光(Specular Highlight)加进来，这样风氏光照才算完整。",[10,2674,2675],{},"​\t和漫反射光照一样，镜面光照也决定于光的方向向量和物体的法向量，但是它也决定于观察方向，例如玩家是从什么方向看向这个片段的。镜面光照决定于表面的反射特性。如果我们把物体表面设想为一面镜子，那么镜面光照最强的地方就是我们看到表面上反射光的地方。你可以在下图中看到效果：",[10,2677,2678],{},[45,2679],{"alt":45,"src":2680},".\u002Fassets\u002Fbasic_lighting_specular_theory.png",[10,2682,2683,2684,2687,2688,2691],{},"​\t我们通过",[14,2685,2686],{},"根据法向量翻折入射光的方向来计算反射向量","。然后我们",[14,2689,2690],{},"计算反射向量与观察方向的角度差，它们之间夹角越小，镜面光的作用就越大","。由此产生的效果就是，我们看向在入射光在表面的反射方向时，会看到一点高光。",[10,2693,37,2694,2697,2698,2701],{},[14,2695,2696],{},"观察向量是我们计算镜面光照时需要的一个额外变量","，我们",[14,2699,2700],{},"可以使用观察者的世界空间位置和片段的位置来计算它","。之后我们计算出镜面光照强度，用它乘以光源的颜色，并将它与环境光照和漫反射光照部分加和。",[52,2703,2704,2708],{},[10,2705,2706],{},[29,2707,58],{},[10,2709,2710,2711,2714,2715,2718],{},"我们",[14,2712,2713],{},"选择在世界空间进行光照计算","，但是",[14,2716,2717],{},"大多数人趋向于更偏向在观察空间进行光照计算","。在观察空间计算的优势是，观察者的位置总是在(0, 0, 0)，所以你已经零成本地拿到了观察者的位置。然而，若以学习为目的，我认为在世界空间中计算光照更符合直觉。如果你仍然希望在观察空间计算光照的话，你需要将所有相关的向量也用观察矩阵进行变换（不要忘记也修改法线矩阵）。",[10,2720,2721,2722,2725],{},"​\t要得到观察者的世界空间坐标，",[14,2723,2724],{},"我们直接使用摄像机的位置向量即可（它当然就是那个观察者）","。那么让我们把另一个uniform添加到片段着色器中，并把摄像机的位置向量传给着色器：",[19,2727,2729],{"className":21,"code":2728,"language":23,"meta":24,"style":24},"uniform vec3 viewPos;\nlightingShader.setVec3(\"viewPos\", camera.Position);\n",[26,2730,2731,2736],{"__ignoreMap":24},[29,2732,2733],{"class":31,"line":32},[29,2734,2735],{},"uniform vec3 viewPos;\n",[29,2737,2738],{"class":31,"line":93},[29,2739,2740],{},"lightingShader.setVec3(\"viewPos\", camera.Position);\n",[10,2742,2743,2744,2747,2748,2751],{},"​\t现在我们",[14,2745,2746],{},"已经获得所有需要的变量，可以计算高光强度了","。首先，我们",[14,2749,2750],{},"定义一个镜面强度(Specular Intensity)变量","，给镜面高光一个中等亮度颜色，让它不要产生过度的影响。",[19,2753,2755],{"className":21,"code":2754,"language":23,"meta":24,"style":24},"float specularStrength = 0.5;\n",[26,2756,2757],{"__ignoreMap":24},[29,2758,2759],{"class":31,"line":32},[29,2760,2754],{},[10,2762,2763,2764,2768,2769,512],{},"​\t如果我们把它设置为1.0f，我们会得到一个非常亮的镜面光分量，这对于一个珊瑚色的立方体来说有点太多了。[下一节教程](",[184,2765,2766],{"href":2766,"rel":2767},"https:\u002F\u002Flearnopengl-cn.github.io\u002F02",[188]," Lighting\u002F03 Materials\u002F)中我们会讨论如何合理设置这些光照强度，以及它们是如何影响物体的。下一步，我们",[14,2770,2771],{},"计算视线方向向量，和对应的沿着法线轴的反射向量",[19,2773,2778],{"className":2774,"code":2776,"language":2777},[2775],"language-text","vec3 viewDir = normalize(viewPos - FragPos);\nvec3 reflectDir = reflect(-lightDir, norm);\n","text",[26,2779,2776],{"__ignoreMap":24},[10,2781,2782,2783,623,2790,2793,2794,2714,2797,2799,2800,2803,2804,2806,2807,2809,2810,2812,2813,2816],{},"​\t需要注意的",[14,2784,2785,2786,2789],{},"是我们对",[26,2787,2788],{},"lightDir","向量进行了取反",[26,2791,2792],{},"reflect","函数要求第一个向量是",[14,2795,2796],{},"从光源指向片段位置的向量",[26,2798,2788],{},"当前正好相反，是从片段",[14,2801,2802],{},"指向","光源（由先前我们计算",[26,2805,2788],{},"向量时，减法的顺序决定）。为了保证我们得到正确的",[26,2808,2792],{},"向量，我们通过对",[26,2811,2788],{},"向量取反来获得相反的方向。第二个参数要求是一个法向量，所以我们提供的是已标准化的",[26,2814,2815],{},"norm","向量。",[10,2818,2819],{},"剩下要做的是计算镜面分量。下面的代码完成了这件事：",[19,2821,2823],{"className":21,"code":2822,"language":23,"meta":24,"style":24},"float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\nvec3 specular = specularStrength * spec * lightColor;\n",[26,2824,2825,2830],{"__ignoreMap":24},[29,2826,2827],{"class":31,"line":32},[29,2828,2829],{},"float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\n",[29,2831,2832],{"class":31,"line":93},[29,2833,2834],{},"vec3 specular = specularStrength * spec * lightColor;\n",[10,2836,2837,2838,2841],{},"​\t我们先计算视线方向与反射方向的点乘（并确保它不是负值），然后取它的32次幂。这个32是高光的反光度(Shininess)。",[14,2839,2840],{},"一个物体的反光度越高，反射光的能力越强，散射得越少，高光点就会越小","。在下面的图片里，你会看到不同反光度的视觉效果影响：",[10,2843,2844],{},[45,2845],{"alt":45,"src":2846},".\u002Fassets\u002Fbasic_lighting_specular_shininess.png",[10,2848,2849],{},"我们不希望镜面成分过于显眼，所以我们把指数保持为32。剩下的最后一件事情是把它加到环境光分量和漫反射分量里，再用结果乘以物体的颜色：",[19,2851,2853],{"className":21,"code":2852,"language":23,"meta":24,"style":24},"vec3 result = (ambient + diffuse + specular) * objectColor;\nFragColor = vec4(result, 1.0);\n",[26,2854,2855,2860],{"__ignoreMap":24},[29,2856,2857],{"class":31,"line":32},[29,2858,2859],{},"vec3 result = (ambient + diffuse + specular) * objectColor;\n",[29,2861,2862],{"class":31,"line":93},[29,2863,2864],{},"FragColor = vec4(result, 1.0);\n",[10,2866,2867,2868,2871],{},"​\t我们现在为",[14,2869,2870],{},"风氏光照计算了全部的光照分量","。根据你的视角，你可以看到类似下面的画面：",[10,2873,2874],{},[45,2875],{"alt":45,"src":2876},".\u002Fassets\u002Fbasic_lighting_specular.png",[2878,2879,2880],"style",{},"html .default .shiki span {color: var(--shiki-default);background: var(--shiki-default-bg);font-style: var(--shiki-default-font-style);font-weight: var(--shiki-default-font-weight);text-decoration: var(--shiki-default-text-decoration);}html .shiki span {color: var(--shiki-default);background: var(--shiki-default-bg);font-style: var(--shiki-default-font-style);font-weight: var(--shiki-default-font-weight);text-decoration: var(--shiki-default-text-decoration);}html .dark .shiki span {color: var(--shiki-dark);background: var(--shiki-dark-bg);font-style: var(--shiki-dark-font-style);font-weight: var(--shiki-dark-font-weight);text-decoration: var(--shiki-dark-text-decoration);}html.dark .shiki span {color: var(--shiki-dark);background: var(--shiki-dark-bg);font-style: var(--shiki-dark-font-style);font-weight: var(--shiki-dark-font-weight);text-decoration: var(--shiki-dark-text-decoration);}",{"title":24,"searchDepth":93,"depth":93,"links":2882},[2883,2884],{"id":753,"depth":93,"text":753},{"id":2554,"depth":93,"text":2554},"​\t现实世界中有无数种颜色，每一个物体都有它们自己的颜色。我们需要使用（有限的）数值来模拟真实世界中（无限）的颜色，所以并不是所有现实世界中的颜色都可以用数值来表示的。然而我们仍能通过数值来表现出非常多的颜色，甚至你可能都不会注意到与现实的颜色有任何的差异。颜色可以数字化的由红色(Red)、绿色(Green)和蓝色(Blue)三个分量组成，它们通常被缩写为RGB。仅仅用这三个值就可以组合出任意一种颜色。例如，要获取一个**珊瑚红(Coral)**色的话，我们可以定义这样的一个颜色向量：","md",{},"\u002Fcpp\u002Fopengel\u002F光照",{"description":2885},"cpp\u002Fopengel\u002F光照","UTbfTCDbJV8civGEzQJXXCUDSirY8tboxwvOYETEzyY",1791042463199]