目录
效果展示
边框的金属感
光照贴图介绍
很像在之前的纹理。我们仅仅是对同样的原理使用了不同的名字:其实都是使用一张覆盖物体的图像,让我们能够逐片段索引其独立的颜色值。在光照场景中,它通常叫做一个漫反射贴图(Diffuse Map)(在PBR之前3D艺术家通常都这么叫它),它是一个表现了物体所有的漫反射颜色的纹理图像。在着色器中使用漫反射贴图的方法和纹理教程中是完全一样的。但这次我们会将纹理储存为Material结构体中的一个sampler2D
。我们将之前定义的vec3
漫反射颜色向量替换为漫反射贴图。
注意
sampler2D
是所谓的不透明类型(Opaque Type),也就是说我们不能将它实例化,只能通过uniform来定义它。如果我们使用除uniform以外的方法(比如函数的参数)实例化这个结构体,GLSL会抛出一些奇怪的错误。这同样也适用于任何封装了不透明类型的结构体。
我们也移除了环境光材质颜色向量,因为环境光颜色在几乎所有情况下都等于漫反射颜色,所以我们不需要将它们分开储存。
贴图图片
函数解析
~openGLWidget():
timerEvent(QTimerEvent *event):
initializeGL():
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))};
QVector3D lightPos {QVector3D(1.2f, 1.0f, 2.0f)};
QElapsedTimer time;
QOpenGLTexture *diffuseMap;
QOpenGLTexture *specularMap;
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);
}
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 Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 vNormal;
in vec3 vFragPos;
in vec2 vTexCoords;
uniform vec3 uViewPos;
uniform Material uMaterial;
uniform Light uLight;
void main()
{
// ambient
vec3 ambient = uLight.ambient * texture(uMaterial.diffuse, vTexCoords).rgb;
// diffuse
vec3 norm = normalize(vNormal);
vec3 lightDir = normalize(uLight.position - vFragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = uLight.diffuse * diff * texture(uMaterial.diffuse, vTexCoords).rgb;
// specular
vec3 viewDir = normalize(uViewPos - vFragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), uMaterial.shininess);
vec3 specular = uLight.specular * spec * texture(uMaterial.specular, vTexCoords).rgb;
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}
)");
// 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("uViewPos", camera.Position);
lightingShader.setUniformValue("uLight.position", lightPos);
lightingShader.setUniformValue("uLight.ambient", 0.2f, 0.2f, 0.2f);
lightingShader.setUniformValue("uLight.diffuse", 0.5f, 0.5f, 0.5f);
lightingShader.setUniformValue("uLight.specular", 1.0f, 1.0f, 1.0f);
lightingShader.setUniformValue("uMaterial.diffuse", 0);
lightingShader.setUniformValue("uMaterial.specular", 1);
lightingShader.setUniformValue("uMaterial.shininess", 64.0f);
lightingShader.setUniformValue("uProjection", projection);
lightingShader.setUniformValue("uView", view);
lightingShader.setUniformValue("uModel", QMatrix4x4());
cubeVao.bind();
f->glDrawArrays(GL_TRIANGLES, 0, 36);
lightCubeShader.bind();
lightCubeShader.setUniformValue("uProjection", projection);
lightCubeShader.setUniformValue("uView", view);
QMatrix4x4 model;
model.translate(lightPos);
model.scale(0.2f);
lightCubeShader.setUniformValue("uModel", model);
lightVao.bind();
f->glDrawArrays(GL_TRIANGLES, 0, 36);
}
Camera.h
#ifndef CAMERA_H
#define CAMERA_H
#include <QVector3D>
#include <QMatrix4x4>
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
// Default camera values
const float YAW = 0.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.5f;
const float ZOOM = 45.0f;
// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
class Camera
{
public:
// camera Attributes
QVector3D Position;
QVector3D Front;
QVector3D Up;
QVector3D Right;
QVector3D WorldUp;
// euler Angles
float Yaw;
float Pitch;
// camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
// constructor with vectors
Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) :
Front(QVector3D(0.0f, 0.0f, -1.0f)),
MovementSpeed(SPEED),
MouseSensitivity(SENSITIVITY),
Zoom(ZOOM)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) :
Front(QVector3D(0.0f, 0.0f, -1.0f)),
MovementSpeed(SPEED),
MouseSensitivity(SENSITIVITY),
Zoom(ZOOM)
{
Position = QVector3D(posX, posY, posZ);
WorldUp = QVector3D(upX, upY, upZ);
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
QMatrix4x4 GetViewMatrix()
{
QMatrix4x4 mat;
mat.lookAt(Position, Position + Front, Up);
return mat;
}
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
}
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, bool constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
// make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
// update Front, Right and Up Vectors using the updated Euler angles
updateCameraVectors();
}
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset)
{
Zoom -= (float)yoffset;
if (Zoom < 1.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f;
}
private:
// calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors()
{
// calculate the new Front vector
// 使用四元数计算当前相机看向的方向
Front = QQuaternion::fromEulerAngles(Pitch, Yaw, 0) * QVector3D(0.0f, 0.0f, -1.0f);
Front.normalize();
// also re-calculate the Right and Up vector
Right = QVector3D::crossProduct(Front, WorldUp).normalized();
Up = QVector3D::crossProduct(Right, Front).normalized();
}
};
#endif // CAMERA_H