(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);
}