OpenGL入门第二步:颜色、纹理设置(解析)-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
目录
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);
}
}