OpenGL入门第九步:多光源

OpenGL入门第一步:创建窗口、重写虚函数-CSDN博客

OpenGL入门第二步:颜色、纹理设置(解析)-CSDN博客

OpenGL入门第三步:矩阵变换、坐标系统-CSDN博客

OpenGL入门第四步:摄像机视角变换与交互_opengl相机交互-CSDN博客

OpenGL入门第五步:基础光照-CSDN博客

OpenGL入门第六步:材质-CSDN博客

OpenGL入门第七步:光照贴图-CSDN博客

OpenGL入门第八步:投光物-CSDN博客 

目录

多光源展示

多光源介绍

函数解析

具体代码


多光源展示

多光源介绍

当场景中使用多个光源时,通常使用以下方法:我们需要有一个单独的颜色向量代表片段的输出颜色。对于每一个光源,它对片段的贡献颜色将会加到片段的输出颜色向量上。所以场景中的每个光源都会计算它们各自对片段的影响,并结合为一个最终的输出颜色。

创建一个包含六个光源的完全照明场景,我们将模拟一个类似太阳的定向光(Directional Light)光源,四个分散在场景中的点光源(Point Light),以及一个手电筒(Flashlight)。

函数解析

lightingShader的片段着色器

paintGL()函数: 

具体代码

.h

#ifndef OPENGLWIDGET_H
#define OPENGLWIDGET_H

#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLTexture>
#include <QElapsedTimer>
#include "Camera.h"

QT_BEGIN_NAMESPACE
namespace Ui { class openGLWidget; }
QT_END_NAMESPACE

class openGLWidget : public QOpenGLWidget
{
    Q_OBJECT

public:
    openGLWidget(QWidget *parent = nullptr);
    ~openGLWidget();
protected:
    virtual void timerEvent(QTimerEvent *event) override;
    //鼠标事件
    virtual void enterEvent(QEnterEvent *event) override;
    virtual void leaveEvent(QEvent *event) override;
    virtual void mouseMoveEvent(QMouseEvent *event) override;
    virtual void wheelEvent(QWheelEvent *event) override;
    virtual void keyPressEvent(QKeyEvent *event) override;
    virtual void keyReleaseEvent(QKeyEvent *event) override;
    //初始化
    virtual void initializeGL() override;
    virtual void resizeGL(int w, int h) override;
    virtual void paintGL() override;

private:
    QOpenGLShaderProgram lightingShader;
    QOpenGLShaderProgram lightCubeShader;
    QOpenGLBuffer vbo;
    QOpenGLVertexArrayObject cubeVao;
    QOpenGLVertexArrayObject lightVao;
    QMatrix4x4 projection;
    QMatrix4x4 view;
    Camera camera {Camera(QVector3D(0.0f, 0.0f, 3.0f))};
    QElapsedTimer time;
    QOpenGLTexture *diffuseMap;
    QOpenGLTexture *specularMap;
    QVector<QVector3D> cubePositions;
    QVector<QVector3D> pointLightPositions;
    struct {
        bool W {false};
        bool S {false};
        bool A {false};
        bool D {false};
    } keys;

private:
    Ui::openGLWidget *ui;
};
#endif // OPENGLWIDGET_H

.cpp

#include "openGLWidget.h"
#include "./ui_openGLWidget.h"

#include <QOpenGLFunctions>
#include <QKeyEvent>
#include <QPainter>
#include <QtMath>

openGLWidget::openGLWidget(QWidget *parent)
    : QOpenGLWidget(parent)
    , ui(new Ui::openGLWidget)
{
    ui->setupUi(this);
    setMouseTracking(true);
    cubePositions << QVector3D( 0.0f,  0.0f,  0.0f)
                  << QVector3D( 2.0f,  5.0f, -15.0f)
                  << QVector3D(-1.5f, -2.2f, -2.5f)
                  << QVector3D(-3.8f, -2.0f, -12.3f)
                  << QVector3D( 2.4f, -0.4f, -3.5f)
                  << QVector3D(-1.7f,  3.0f, -7.5f)
                  << QVector3D( 1.3f, -2.0f, -2.5f)
                  << QVector3D( 1.5f,  2.0f, -2.5f)
                  << QVector3D( 1.5f,  0.2f, -1.5f)
                  << QVector3D(-1.3f,  1.0f, -1.5f);
    pointLightPositions << QVector3D( 0.7f,  0.2f,  2.0f)
                        << QVector3D( 2.3f, -3.3f, -4.0f)
                        << QVector3D(-4.0f,  2.0f, -12.0f)
                        << QVector3D( 0.0f,  0.0f, -3.0f);
}

openGLWidget::~openGLWidget()
{
    makeCurrent();
    lightVao.destroy();
    cubeVao.destroy();
    vbo.destroy();
    diffuseMap->destroy();
    delete diffuseMap;
    specularMap->destroy();
    delete specularMap;
    doneCurrent();
    delete ui;
}

void openGLWidget::timerEvent(QTimerEvent *event)
{
    float s = time.restart() / 1000.0;
    if (keys.W)
        camera.ProcessKeyboard(FORWARD, s);
    if (keys.S)
        camera.ProcessKeyboard(BACKWARD, s);
    if (keys.A)
        camera.ProcessKeyboard(LEFT, s);
    if (keys.D)
        camera.ProcessKeyboard(RIGHT, s);
    view = camera.GetViewMatrix();
    update();
}

void openGLWidget::enterEvent(QEnterEvent *event)
{
    // 隐藏鼠标指针,将指针置于窗口中心
    setCursor(Qt::BlankCursor);
    QCursor::setPos(mapToGlobal(rect().center()));
}

void openGLWidget::leaveEvent(QEvent *event)
{

}

void openGLWidget::mouseMoveEvent(QMouseEvent *event)
{
    float xoffset = rect().center().x() - event->x();
    float yoffset = rect().center().y() - event->y();

    float sensitivity = 0.1f; // change this value to your liking
    xoffset *= sensitivity;
    yoffset *= sensitivity;

    camera.ProcessMouseMovement(xoffset, yoffset);

    // 将指针置于窗口中心
    QCursor::setPos(mapToGlobal(rect().center()));
}

void openGLWidget::wheelEvent(QWheelEvent *event)
{
    float f = event->angleDelta().y() > 0 ? 1.0f : -1.0f;
    camera.ProcessMouseScroll(f);
    projection.setToIdentity();
    projection.perspective(camera.Zoom, float(width()) / float(height()), 0.1f, 100.f);
}

void openGLWidget::keyPressEvent(QKeyEvent *event)
{
    switch(event->key()) {
    case Qt::Key_W:
        keys.W = true;
        break;
    case Qt::Key_S:
        keys.S = true;
        break;
    case Qt::Key_A:
        keys.A = true;
        break;
    case Qt::Key_D:
        keys.D = true;
        break;
    default:
        return;
    }
}

void openGLWidget::keyReleaseEvent(QKeyEvent *event)
{
    switch(event->key()) {
    case Qt::Key_W:
        keys.W = false;
        break;
    case Qt::Key_S:
        keys.S = false;
        break;
    case Qt::Key_A:
        keys.A = false;
        break;
    case Qt::Key_D:
        keys.D = false;
        break;
    default:
        return;
    }
}

void openGLWidget::initializeGL()
{
    diffuseMap = new QOpenGLTexture(QImage("images/container2.png").mirrored());
    diffuseMap->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
    specularMap = new QOpenGLTexture(QImage("images/container2_specular.png").mirrored());
    specularMap->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);

    // 设置用来清空屏幕的颜色 这里设置为黑色
    QOpenGLFunctions *f = context()->functions();
    f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    lightingShader.addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, R"(
        #version 330 core
        layout (location = 0) in vec3 aPos;
        layout (location = 1) in vec3 aNormal;
        layout (location = 2) in vec2 aTexCoords;

        out vec3 vFragPos;
        out vec3 vNormal;
        out vec2 vTexCoords;

        uniform mat4 uProjection;
        uniform mat4 uView;
        uniform mat4 uModel;

        void main()
        {
            vFragPos = vec3(uModel * vec4(aPos, 1.0));
            vNormal = mat3(transpose(inverse(uModel))) * aNormal;
            vTexCoords = aTexCoords;

            gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
        }
    )");
    // 片段着色器
    lightingShader.addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, R"(
        #version 330 core
        out vec4 FragColor;

        struct Material {
            sampler2D diffuse;
            sampler2D specular;
            float shininess;
        };

        struct DirLight {
            vec3 direction;
            vec3 ambient;
            vec3 diffuse;
            vec3 specular;
        };

        struct PointLight {
            vec3 position;
            float constant;
            float linear;
            float quadratic;

            vec3 ambient;
            vec3 diffuse;
            vec3 specular;
        };

        struct SpotLight {
            vec3 position;
            vec3 direction;
            float cutOff;
            float outerCutOff;

            float constant;
            float linear;
            float quadratic;

            vec3 ambient;
            vec3 diffuse;
            vec3 specular;
        };

        #define NR_POINT_LIGHTS 4

        in vec3 vNormal;
        in vec3 vFragPos;
        in vec2 vTexCoords;

        uniform vec3 uViewPos;
        uniform DirLight uDirLight;
        uniform PointLight uPointLights[NR_POINT_LIGHTS];
        uniform SpotLight uSpotLight;
        uniform Material uMaterial;

        // function prototypes
        vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
        vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
        vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);

        void main()
        {

            // properties
            vec3 norm = normalize(vNormal);
            vec3 viewDir = normalize(uViewPos - vFragPos);
            // phase 1: directional lighting
            vec3 result = CalcDirLight(uDirLight, norm, viewDir);

            // phase 2: point lights
            for(int i = 0; i < NR_POINT_LIGHTS; i++)
                result += CalcPointLight(uPointLights[i], norm, vFragPos, viewDir);

            // phase 3: spot light
            result += CalcSpotLight(uSpotLight, norm, vFragPos, viewDir);

            FragColor = vec4(result, 1.0);
        }

        // calculates the color when using a directional light.
        vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
        {
            vec3 lightDir = normalize(-light.direction);
            // diffuse shading
            float diff = max(dot(normal, lightDir), 0.0);
            // specular shading
            vec3 reflectDir = reflect(-lightDir, normal);
            float spec = pow(max(dot(viewDir, reflectDir), 0.0), uMaterial.shininess);
            // combine results
            vec3 ambient = light.ambient * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 diffuse = light.diffuse * diff * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 specular = light.specular * spec * vec3(texture(uMaterial.specular, vTexCoords));
            return (ambient + diffuse + specular);
        }

        // calculates the color when using a point light.
        vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
        {
            vec3 lightDir = normalize(light.position - fragPos);
            // diffuse shading
            float diff = max(dot(normal, lightDir), 0.0);
            // specular shading
            vec3 reflectDir = reflect(-lightDir, normal);
            float spec = pow(max(dot(viewDir, reflectDir), 0.0), uMaterial.shininess);
            // attenuation
            float distance = length(light.position - fragPos);
            float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
            // combine results
            vec3 ambient = light.ambient * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 diffuse = light.diffuse * diff * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 specular = light.specular * spec * vec3(texture(uMaterial.specular, vTexCoords));
            ambient *= attenuation;
            diffuse *= attenuation;
            specular *= attenuation;
            return (ambient + diffuse + specular);
        }

        // calculates the color when using a spot light.
        vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
        {
            vec3 lightDir = normalize(light.position - fragPos);
            // diffuse shading
            float diff = max(dot(normal, lightDir), 0.0);
            // specular shading
            vec3 reflectDir = reflect(-lightDir, normal);
            float spec = pow(max(dot(viewDir, reflectDir), 0.0), uMaterial.shininess);
            // attenuation
            float distance = length(light.position - fragPos);
            float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
            // spotlight intensity
            float theta = dot(lightDir, normalize(-light.direction));
            float epsilon = light.cutOff - light.outerCutOff;
            float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
            // combine results
            vec3 ambient = light.ambient * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 diffuse = light.diffuse * diff * vec3(texture(uMaterial.diffuse, vTexCoords));
            vec3 specular = light.specular * spec * vec3(texture(uMaterial.specular, vTexCoords));
            ambient *= attenuation * intensity;
            diffuse *= attenuation * intensity;
            specular *= attenuation * intensity;
            return (ambient + diffuse + specular);
        }
    )");
    // 编译链接
    if(!lightingShader.link()) {
        qDebug() << lightingShader.log();
    };

    //光源
    lightCubeShader.addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, R"(
        #version 330 core
        layout (location = 0) in vec3 aPos;

        uniform mat4 uModel;
        uniform mat4 uView;
        uniform mat4 uProjection;

        void main()
        {
            gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
        }
    )");

    lightCubeShader.addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, R"(
        #version 330 core
        out vec4 FragColor;

        void main()
        {
            FragColor = vec4(1.0); // set all 4 vector values to 1.0
        }
    )");
    // 编译链接
    if(!lightCubeShader.link()) {
        qDebug() << lightCubeShader.log();
    };

    // 顶点数据
    float vertices[] = {
        // positions          // normals           // texture coords
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
    };
    // 创建VBO
    vbo.create();
    vbo.bind();
    vbo.allocate(vertices, sizeof(vertices));

    cubeVao.create();
    cubeVao.bind();
    lightingShader.enableAttributeArray(0);
    lightingShader.setAttributeBuffer(0, GL_FLOAT, 0, 3, 8 * sizeof(float));
    lightingShader.enableAttributeArray(1);
    lightingShader.setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(float), 3, 8 * sizeof(float));
    lightingShader.enableAttributeArray(2);
    lightingShader.setAttributeBuffer(2, GL_FLOAT, 6 * sizeof(float), 2, 8 * sizeof(float));

    lightVao.create();
    lightVao.bind();
    lightCubeShader.enableAttributeArray(0);
    lightCubeShader.setAttributeBuffer(0, GL_FLOAT, 0, 3, 8 * sizeof(float));
    startTimer(1);
    time.start();
}

void openGLWidget::resizeGL(int w, int h)
{
    QOpenGLFunctions *f = context()->functions();
    f->glViewport(0, 0, w, h);
    projection.setToIdentity();
    projection.perspective(camera.Zoom, float(w) / float(h), 0.1f, 100.f);
}

void openGLWidget::paintGL()
{
    QOpenGLFunctions* f = context()->functions();
    f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    // 启用深度测试
    f->glEnable(GL_DEPTH_TEST);

    lightingShader.bind();
    diffuseMap->bind(0);
    specularMap->bind(1);

    lightingShader.setUniformValue("uMaterial.diffuse", 0);
    lightingShader.setUniformValue("uMaterial.specular", 1);
    lightingShader.setUniformValue("uMaterial.shininess", 32.0f);
    lightingShader.setUniformValue("uViewPos", camera.Position);
    // directional light
    lightingShader.setUniformValue("uDirLight.direction", -0.2f, -1.0f, -0.3f);
    lightingShader.setUniformValue("uDirLight.ambient", 0.05f, 0.05f, 0.05f);
    lightingShader.setUniformValue("uDirLight.diffuse", 0.4f, 0.4f, 0.4f);
    lightingShader.setUniformValue("uDirLight.specular", 0.5f, 0.5f, 0.5f);
    // point light 1
    lightingShader.setUniformValue("uPointLights[0].position", pointLightPositions[0]);
    lightingShader.setUniformValue("uPointLights[0].ambient", 0.05f, 0.05f, 0.05f);
    lightingShader.setUniformValue("uPointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
    lightingShader.setUniformValue("uPointLights[0].specular", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uPointLights[0].constant", 1.0f);
    lightingShader.setUniformValue("uPointLights[0].linear", 0.09f);
    lightingShader.setUniformValue("uPointLights[0].quadratic", 0.032f);
    // point light 2
    lightingShader.setUniformValue("uPointLights[1].position", pointLightPositions[1]);
    lightingShader.setUniformValue("uPointLights[1].ambient", 0.05f, 0.05f, 0.05f);
    lightingShader.setUniformValue("uPointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
    lightingShader.setUniformValue("uPointLights[1].specular", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uPointLights[1].constant", 1.0f);
    lightingShader.setUniformValue("uPointLights[1].linear", 0.09f);
    lightingShader.setUniformValue("uPointLights[1].quadratic", 0.032f);
    // point light 3
    lightingShader.setUniformValue("uPointLights[2].position", pointLightPositions[2]);
    lightingShader.setUniformValue("uPointLights[2].ambient", 0.05f, 0.05f, 0.05f);
    lightingShader.setUniformValue("uPointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
    lightingShader.setUniformValue("uPointLights[2].specular", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uPointLights[2].constant", 1.0f);
    lightingShader.setUniformValue("uPointLights[2].linear", 0.09f);
    lightingShader.setUniformValue("uPointLights[2].quadratic", 0.032f);
    // point light 4
    lightingShader.setUniformValue("uPointLights[3].position", pointLightPositions[3]);
    lightingShader.setUniformValue("uPointLights[3].ambient", 0.05f, 0.05f, 0.05f);
    lightingShader.setUniformValue("uPointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
    lightingShader.setUniformValue("uPointLights[3].specular", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uPointLights[3].constant", 1.0f);
    lightingShader.setUniformValue("uPointLights[3].linear", 0.09f);
    lightingShader.setUniformValue("uPointLights[3].quadratic", 0.032f);
    // spotLight
    lightingShader.setUniformValue("uSpotLight.position", camera.Position);
    lightingShader.setUniformValue("uSpotLight.direction", camera.Front);
    lightingShader.setUniformValue("uSpotLight.ambient", 0.0f, 0.0f, 0.0f);
    lightingShader.setUniformValue("uSpotLight.diffuse", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uSpotLight.specular", 1.0f, 1.0f, 1.0f);
    lightingShader.setUniformValue("uSpotLight.constant", 1.0f);
    lightingShader.setUniformValue("uSpotLight.linear", 0.09f);
    lightingShader.setUniformValue("uSpotLight.quadratic", 0.032f);
    lightingShader.setUniformValue("uSpotLight.cutOff", float(qCos(qDegreesToRadians(12.5f))));
    lightingShader.setUniformValue("uSpotLight.outerCutOff", float(qCos(qDegreesToRadians(15.0f))));

    lightingShader.setUniformValue("uProjection", projection);
    lightingShader.setUniformValue("uView", view);

    cubeVao.bind();
    for (int i = 0; i < cubePositions.size(); ++i) {
        QMatrix4x4 mat;
        mat.translate(cubePositions[i]);
        float angle = 20.0f * i;
        mat.rotate(angle, 1.0f, 0.3f, 0.5f);
        lightingShader.setUniformValue("uModel", mat);
        f->glDrawArrays(GL_TRIANGLES, 0, 36);
    }

    lightCubeShader.bind();
    lightCubeShader.setUniformValue("uProjection", projection);
    lightCubeShader.setUniformValue("uView", view);
    lightVao.bind();
    for (auto it = pointLightPositions.cbegin(); it != pointLightPositions.cend(); ++it) {
        QMatrix4x4 model;
        model.translate(*it);
        model.scale(0.2f);
        lightCubeShader.setUniformValue("uModel", model);
        f->glDrawArrays(GL_TRIANGLES, 0, 36);
    }
}

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