(Vries的原教程地址如下,https://learnopengl-cn.github.io/02%20Lighting/03%20Materials/ 关于OpenGL函数的详细解析及OpenGL关于光照材质的知识点详情描述请看这个教程,本篇旨在对Vires基于visual studio的编程思想做Qt平台的移植,重在记录自身学习之用)
Qt开发平台:5.8.0
编译器:Desktop Qt 5.8.0 MSVC2015_64bit
一.物体材质及光照属性
本节内容重在解释如何在着色器中设置物体的材质属性,与光的属性。内容不多。
还是在上节代码出进行修改。
效果如下:
项目组织如下:
简单修改cube.frag与oglmanager.cpp中对shader的属性设置
cube.frag
添加两个struct,Material与Light,后期在oglmanager中修改较为方便
#version 330 core
struct Material{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
uniform Material material;
uniform Light light;
uniform vec3 viewPos;
in vec3 Normal;
in vec3 FragPos;
void main()
{
//ambient
vec3 ambient = light.ambient * material.ambient;
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
//specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0f), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
//all
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0f);
}
cube.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0f));
Normal = mat3(transpose(inverse(model))) * aNormal;//预防scale对法线的干扰
}
oglmanager.cpp
#include "oglmanager.h"
#include
#include
#include "resourcemanager.h"
#include "cube.h"
const QVector3D CAMERA_POSITION(0.0f, 0.0f, 3.0f);
const QVector3D LIGHT_POSITION(1.0f, 0.8f, 0.8f);
Cube *cube;
OGLManager::OGLManager(GLuint w, GLuint h){
this->width = w;
this->height = h;
for(GLuint i = 0; i != 1024; ++i)
keys[i] = GL_FALSE;
}
OGLManager::~OGLManager(){
delete this->camera;
ResourceManager::clear();
}
void OGLManager::init(){
cube = new Cube();
this->camera = new Camera(CAMERA_POSITION);
cube->init();
core = QOpenGLContext::currentContext()->versionFunctions();
ResourceManager::loadShader("cube", ":/shaders/res/shaders/cube.vert", ":/shaders/res/shaders/cube.frag");
ResourceManager::loadShader("light", ":/shaders/res/shaders/light.vert", ":/shaders/res/shaders/light.frag");
ResourceManager::getShader("cube").use().setVector3f("material.ambient", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("material.diffuse", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("material.specular", QVector3D(0.5f, 0.5f, 0.5f));
ResourceManager::getShader("cube").use().setFloat("material.shininess", 32.0f);
ResourceManager::getShader("cube").use().setVector3f("light.ambient", QVector3D(0.2f, 0.2f, 0.2f));
ResourceManager::getShader("cube").use().setVector3f("light.diffuse", QVector3D(0.5f, 0.5f, 0.5f));
ResourceManager::getShader("cube").use().setVector3f("light.specular", QVector3D(1.0f, 1.0f, 1.0f));
ResourceManager::getShader("cube").use().setVector3f("light.position", LIGHT_POSITION);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
core->glEnable(GL_DEPTH_TEST);
}
void OGLManager::processInput(GLfloat dt){
if (keys[Qt::Key_W])
camera->processKeyboard(FORWARD, dt);
if (keys[Qt::Key_S])
camera->processKeyboard(BACKWARD, dt);
if (keys[Qt::Key_A])
camera->processKeyboard(LEFT, dt);
if (keys[Qt::Key_D])
camera->processKeyboard(RIGHT, dt);
if (keys[Qt::Key_E])
camera->processKeyboard(UP, dt);
if (keys[Qt::Key_Q])
camera->processKeyboard(DOWN, dt);
}
void OGLManager::update(GLfloat dt){
QMatrix4x4 projection, model;
projection.perspective(camera->zoom, (GLfloat)width/(GLfloat)height, 0.1f, 200.f);
ResourceManager::getShader("cube").use().setMatrix4f("projection", projection);
ResourceManager::getShader("cube").use().setMatrix4f("view", camera->getViewMatrix());
ResourceManager::getShader("cube").use().setMatrix4f("model", model);
ResourceManager::getShader("cube").use().setVector3f("viewPos", camera->position);
model.translate(LIGHT_POSITION);
model.scale(0.2f);
ResourceManager::getShader("light").use().setMatrix4f("projection", projection);
ResourceManager::getShader("light").use().setMatrix4f("view", camera->getViewMatrix());
ResourceManager::getShader("light").use().setMatrix4f("model", model);
}
void OGLManager::resize(GLuint w, GLuint h){
core->glViewport(0, 0, w, h);
}
void OGLManager::draw(GLfloat dt)
{
core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ResourceManager::getShader("cube").use();
cube->drawCube();
ResourceManager::getShader("light").use();
cube->drawLight();
}
二.有意思的属性设置
一个颜色不停改变的小盒子,只要在循环里不断修改shader中的颜色属性,很容易就可以实现。
我选择在继承有QOpenGLWidget类的DeskTop中,用update()函数不断调用paintGL()函数来仿照visual studio的消息循环机制。
所以我将 不断修改shader颜色属性的过程,放在类oglmanager的update()函数完成。因为并没有往oglmanager类中传送当前程序运行时间,即
time.elapsed()
函数,所以在类中使用一个全局变量time来累计时间。
oglmanager.cpp
#include "oglmanager.h"
#include
#include
#include "resourcemanager.h"
#include "cube.h"
const QVector3D CAMERA_POSITION(0.0f, 0.0f, 3.0f);
const QVector3D LIGHT_POSITION(1.0f, 0.8f, 0.8f);
Cube *cube;
OGLManager::OGLManager(GLuint w, GLuint h){
this->width = w;
this->height = h;
for(GLuint i = 0; i != 1024; ++i)
keys[i] = GL_FALSE;
}
OGLManager::~OGLManager(){
delete this->camera;
ResourceManager::clear();
}
void OGLManager::init(){
cube = new Cube();
this->camera = new Camera(CAMERA_POSITION);
cube->init();
core = QOpenGLContext::currentContext()->versionFunctions();
ResourceManager::loadShader("cube", ":/shaders/res/shaders/cube.vert", ":/shaders/res/shaders/cube.frag");
ResourceManager::loadShader("light", ":/shaders/res/shaders/light.vert", ":/shaders/res/shaders/light.frag");
ResourceManager::getShader("cube").use().setVector3f("material.ambient", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("material.diffuse", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("material.specular", QVector3D(0.5f, 0.5f, 0.5f));
ResourceManager::getShader("cube").use().setFloat("material.shininess", 32.0f);
// ResourceManager::getShader("cube").use().setVector3f("light.ambient", QVector3D(0.2f, 0.2f, 0.2f));
// ResourceManager::getShader("cube").use().setVector3f("light.diffuse", QVector3D(0.5f, 0.5f, 0.5f));
ResourceManager::getShader("cube").use().setVector3f("light.specular", QVector3D(1.0f, 1.0f, 1.0f));
ResourceManager::getShader("cube").use().setVector3f("light.position", LIGHT_POSITION);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
core->glEnable(GL_DEPTH_TEST);
}
void OGLManager::processInput(GLfloat dt){
if (keys[Qt::Key_W])
camera->processKeyboard(FORWARD, dt);
if (keys[Qt::Key_S])
camera->processKeyboard(BACKWARD, dt);
if (keys[Qt::Key_A])
camera->processKeyboard(LEFT, dt);
if (keys[Qt::Key_D])
camera->processKeyboard(RIGHT, dt);
if (keys[Qt::Key_E])
camera->processKeyboard(UP, dt);
if (keys[Qt::Key_Q])
camera->processKeyboard(DOWN, dt);
}
GLfloat time = 0.0f;
void OGLManager::update(GLfloat dt){
QMatrix4x4 projection, model;
projection.perspective(camera->zoom, (GLfloat)width/(GLfloat)height, 0.1f, 200.f);
ResourceManager::getShader("cube").use().setMatrix4f("projection", projection);
ResourceManager::getShader("cube").use().setMatrix4f("view", camera->getViewMatrix());
ResourceManager::getShader("cube").use().setMatrix4f("model", model);
ResourceManager::getShader("cube").use().setVector3f("viewPos", camera->position);
model.translate(LIGHT_POSITION);
model.scale(0.2f);
ResourceManager::getShader("light").use().setMatrix4f("projection", projection);
ResourceManager::getShader("light").use().setMatrix4f("view", camera->getViewMatrix());
ResourceManager::getShader("light").use().setMatrix4f("model", model);
QVector3D lightColor, ambientColor, diffuseColor;
time += dt * 0.08f;
lightColor.setX(sin(time * 2.0f));
lightColor.setY(sin(time * 0.7f));
lightColor.setZ(sin(time * 1.3f));
diffuseColor = lightColor * 0.5f;
ambientColor = diffuseColor * 0.3f;
ResourceManager::getShader("cube").use().setVector3f("light.ambient", ambientColor);
ResourceManager::getShader("cube").use().setVector3f("light.diffuse", diffuseColor);
}
void OGLManager::resize(GLuint w, GLuint h){
core->glViewport(0, 0, w, h);
}
void OGLManager::draw(GLfloat dt)
{
core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ResourceManager::getShader("cube").use();
cube->drawCube();
ResourceManager::getShader("light").use();
cube->drawLight();
}