(Vries的原教程地址如下,https://learnopengl-cn.github.io/02%20Lighting/04%20Lighting%20maps/ 关于OpenGL函数的详细解析及OpenGL关于满反射贴图与镜面反射贴图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,漫反射贴图
其实就是应用纹理,将纹理放进shader着色器中,用光照效果渲染。
项目组织如下:
cube.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0f);
Normal = mat3(transpose(inverse(model))) * aNormal;//预防scale对法线的干扰
FragPos = vec3(model * vec4(aPos, 1.0f));
TexCoords = aTexCoords;
}
cube.frag
#version 330 core
struct Material{
sampler2D diffuse;
vec3 specular;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec2 TexCoords;
uniform Material material;
uniform Light light;
uniform vec3 viewPos;
in vec3 Normal;
in vec3 FragPos;
void main()
{
//ambient
vec3 ambient = light.ambient * vec3(texture2D(material.diffuse, TexCoords));
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * vec3(texture2D(material.diffuse, TexCoords)));
//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.h
#ifndef CUBE_H
#define CUBE_H
#include <QOpenGLFunctions_3_3_Core>
class Cube
{
public:
Cube();
~Cube();
void init();
void drawLight();
void drawCube();
private:
QOpenGLFunctions_3_3_Core *core;
GLuint VBO, cubeVAO, lightVAO;
};
#endif // CUBE_H
cube.cpp
#include "cube.h"
#include "resourcemanager.h"
Cube::Cube(){
}
Cube::~Cube(){
core->glDeleteVertexArrays(1, &cubeVAO);
core->glDeleteVertexArrays(1, &lightVAO);
}
void Cube::init(){
core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
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
};
core->glGenVertexArrays(1, &cubeVAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
core->glGenVertexArrays(1, &lightVAO);
core->glGenBuffers(1, &VBO);
core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
core->glBindVertexArray(cubeVAO);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
core->glEnableVertexAttribArray(1);
core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
core->glEnableVertexAttribArray(2);
core->glBindVertexArray(0);
core->glBindVertexArray(lightVAO);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glBindVertexArray(0);
core->glDeleteBuffers(1, &VBO);
ResourceManager::loadTexture("container2", ":/textures/res/textures/container2.png");
}
void Cube::drawCube(){
core->glActiveTexture(GL_TEXTURE0);
ResourceManager::getTexture("container2").bind();
core->glBindVertexArray(cubeVAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
void Cube::drawLight(){
core->glBindVertexArray(lightVAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
oglmanager.h
#ifndef OGLMANAGER_H
#define OGLMANAGER_H
#include <QOpenGLFunctions_3_3_Core>
#include "camera.h"
#include "shader.h"
#include <QOpenGLTexture>
#include "texture2d.h"
class OGLManager
{
public:
OGLManager(GLuint w, GLuint h);
~OGLManager();
void init();
void processInput(GLfloat dt);
void update(GLfloat dt);
void resize(GLuint w, GLuint h);
void draw(GLfloat dt);
GLboolean keys[1024];
Camera *camera;
private:
QOpenGLFunctions_3_3_Core *core;
GLuint width;
GLuint height;
};
#endif // OGLMANAGER_H
oglmanager.cpp
#include "oglmanager.h"
#include <QKeyEvent>
#include <QDebug>
#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<QOpenGLFunctions_3_3_Core>();
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().setInteger("material.diffuse", 0);
ResourceManager::getShader("cube").use().setVector3f("material.specular", QVector3D(0.5f, 0.5f, 0.5f));
ResourceManager::getShader("cube").use().setFloat("material.shininess", 64.0f);
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(0.1f, 0.1f, 0.1f, 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();
}
二,镜面反射贴图
箱子纹理的木头材质按理说是不会反光的,上面的效果图看起来就不是很自然。所以为解决这个问题,仿照漫反射贴图,设置镜面反射贴图。
效果如下,左为镜面反射贴图,右为程序效果。
修改cube.frag,略微修改cube.cpp与oglmanager.cpp
cube.frag
#version 330 core
struct Material{
// vec3 ambient;
// vec3 diffuse;
// vec3 specular;
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec2 TexCoords;
uniform Material material;
uniform Light light;
uniform vec3 viewPos;
in vec3 Normal;
in vec3 FragPos;
void main()
{
//ambient
vec3 ambient = light.ambient * vec3(texture2D(material.diffuse, TexCoords));
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = light.diffuse * (diff * vec3(texture2D(material.diffuse, TexCoords)));
//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 * vec3(texture2D(material.specular, TexCoords)));
//all
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0f);
}
cube.cpp
#include "cube.h"
#include "resourcemanager.h"
Cube::Cube(){
}
Cube::~Cube(){
core->glDeleteVertexArrays(1, &cubeVAO);
core->glDeleteVertexArrays(1, &lightVAO);
}
void Cube::init(){
core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
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
};
core->glGenVertexArrays(1, &cubeVAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
core->glGenVertexArrays(1, &lightVAO);
core->glGenBuffers(1, &VBO);
core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
core->glBindVertexArray(cubeVAO);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
core->glEnableVertexAttribArray(1);
core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
core->glEnableVertexAttribArray(2);
core->glBindVertexArray(0);
core->glBindVertexArray(lightVAO);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glBindVertexArray(0);
core->glDeleteBuffers(1, &VBO);
ResourceManager::loadTexture("container2", ":/textures/res/textures/container2.png");
// ResourceManager::loadTexture("container2_specular", ":/textures/res/textures/container2_specular.png");
ResourceManager::loadTexture("container2_specular", ":/textures/res/textures/matrix.jpg");
}
void Cube::drawCube(){
core->glActiveTexture(GL_TEXTURE0);
ResourceManager::getTexture("container2").bind();
core->glActiveTexture(GL_TEXTURE1);
ResourceManager::getTexture("container2_specular").bind();
core->glBindVertexArray(cubeVAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
void Cube::drawLight(){
core->glBindVertexArray(lightVAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
oglmanager.cpp
#include "oglmanager.h"
#include <QKeyEvent>
#include <QDebug>
#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<QOpenGLFunctions_3_3_Core>();
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().setInteger("material.diffuse", 0);
ResourceManager::getShader("cube").use().setInteger("material.specular", 1);
ResourceManager::getShader("cube").use().setFloat("material.shininess", 64.0f);
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(0.1f, 0.1f, 0.1f, 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();
}