Visual Studio 2019 和 qt 5.15.1 下 opengl 的运用 - Lighting - 06 - MultipleLights

学习learnopengl文章对应地址: https://learnopengl-cn.github.io/02%20Lighting/06%20Multiple%20lights/

VS、qt版本分别给了多个文件和四个项目,都在同一个包内:https://download.csdn.net/download/zzjzmdx/18836856

 

效果展示:

vs代码

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "shader.h"
#include "camera.h"

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
unsigned int loadTexture(const char* path);

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;


float deltaTime = 0.0f;
float lastFrame = 0.0f;


glm::vec3 lightPos(1.2f, 1.0f, 2.0f);

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
};

glm::vec3 cubePositions[] = {
    glm::vec3(0.0f,  0.0f,  0.0f),
    glm::vec3(2.0f,  5.0f, -15.0f),
    glm::vec3(-1.5f, -2.2f, -2.5f),
    glm::vec3(-3.8f, -2.0f, -12.3f),
    glm::vec3(2.4f, -0.4f, -3.5f),
    glm::vec3(-1.7f,  3.0f, -7.5f),
    glm::vec3(1.3f, -2.0f, -2.5f),
    glm::vec3(1.5f,  2.0f, -2.5f),
    glm::vec3(1.5f,  0.2f, -1.5f),
    glm::vec3(-1.3f,  1.0f, -1.5f)
};

glm::vec3 pointLightPositions[] = {
    glm::vec3(0.7f,  0.2f,  2.0f),
    glm::vec3(2.3f, -3.3f, -4.0f),
    glm::vec3(-4.0f,  2.0f, -12.0f),
    glm::vec3(0.0f,  0.0f, -3.0f)
};

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);


    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    glEnable(GL_DEPTH_TEST);


    Shader lightingShader("./2.11cube.vs", "./2.11cube.fs");
    Shader lightCubeShader("./2.11light.vs", "./2.11light.fs");

    unsigned int VBO, cubeVAO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(cubeVAO);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    // normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    // normal attribute
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glEnableVertexAttribArray(2);

    unsigned int lightCubeVAO;
    glGenVertexArrays(1, &lightCubeVAO);
    glBindVertexArray(lightCubeVAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    unsigned int diffuseMap = loadTexture("./container2.png");
    unsigned int specularMap = loadTexture("./container2_specular.png");

    lightingShader.use();
    lightingShader.setInt("material.diffuse", 0);
    lightingShader.setInt("material.specular", 1);

    while (!glfwWindowShouldClose(window))
    {
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        processInput(window);

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        lightingShader.use();
        lightingShader.setVec3("viewPos", camera.Position);
        lightingShader.setFloat("material.shininess", 32.0f);

       // directional light
        lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
        lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
        // point light 1
        lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
        lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[0].constant", 1.0f);
        lightingShader.setFloat("pointLights[0].linear", 0.09);
        lightingShader.setFloat("pointLights[0].quadratic", 0.032);
        // point light 2
        lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
        lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[1].constant", 1.0f);
        lightingShader.setFloat("pointLights[1].linear", 0.09);
        lightingShader.setFloat("pointLights[1].quadratic", 0.032);
        // point light 3
        lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
        lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[2].constant", 1.0f);
        lightingShader.setFloat("pointLights[2].linear", 0.09);
        lightingShader.setFloat("pointLights[2].quadratic", 0.032);
        // point light 4
        lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
        lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("pointLights[3].constant", 1.0f);
        lightingShader.setFloat("pointLights[3].linear", 0.09);
        lightingShader.setFloat("pointLights[3].quadratic", 0.032);
        // spotLight
        lightingShader.setVec3("spotLight.position", camera.Position);
        lightingShader.setVec3("spotLight.direction", camera.Front);
        lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
        lightingShader.setFloat("spotLight.constant", 1.0f);
        lightingShader.setFloat("spotLight.linear", 0.09);
        lightingShader.setFloat("spotLight.quadratic", 0.032);
        lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
        lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));

        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        lightingShader.setMat4("projection", projection);
        lightingShader.setMat4("view", view);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, diffuseMap);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, specularMap);

        glBindVertexArray(cubeVAO);
        for (unsigned int i = 0; i < 10; i++)
        {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            lightingShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        lightCubeShader.use();
        lightCubeShader.setMat4("projection", projection);
        lightCubeShader.setMat4("view", view);

        glBindVertexArray(lightCubeVAO);
        for (unsigned int i = 0; i < 4; i++)
        {
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, pointLightPositions[i]);
            model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
            lightCubeShader.setMat4("model", model);
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);

    glfwTerminate();
    return 0;
}


void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

unsigned int loadTexture(char const* path)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

 

qt代码

MultipleLights.cpp

#include "MultipleLights.h"


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
};


QVector3D 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)
};

QVector3D 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)
};

QVector3D lightPos(0.0f, 0.5f, 2.0f);

MultipleLights::MultipleLights(QWidget *parent)
    : QOpenGLWidget(parent)
{
}

MultipleLights::~MultipleLights()
{
    m_cubeVAO->destroy();
    m_vbo->destroy();
    m_lightVAO->destroy();
}

void MultipleLights::initializeGL()
{
    initializeOpenGLFunctions();
    glEnable(GL_DEPTH_TEST);

    //物体的QOpenGLShaderProgram
    m_cubeProgram = new QOpenGLShaderProgram();
    //vertex shader 顶点着色器
    m_cubeProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vcube.glsl");
    //fragment shader 片段着色器
    m_cubeProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fcube.glsl");
    m_cubeProgram->link();
    m_cubeProgram->bind();//激活Program对象

    //物体的VAO
    m_cubeVAO = new QOpenGLVertexArrayObject();
    m_cubeVAO->create();
    m_cubeVAO->bind();

    m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
    m_vbo->create();
    m_vbo->bind();
    m_vbo->allocate(vertices, sizeof(vertices));
    m_vbo->setUsagePattern(QOpenGLBuffer::StreamDraw);

    GLint cubePos = m_cubeProgram->attributeLocation("cubePos");
    if(cubePos==-1)
    {
        return;
    }
    m_cubeProgram->setAttributeBuffer(cubePos, GL_FLOAT, 0,  3, 8*sizeof(GLfloat));
    m_cubeProgram->enableAttributeArray(cubePos);

    GLint cubeNormal = m_cubeProgram->attributeLocation("cubeNormal");
    if(cubeNormal==-1)
    {
        return;
    }
    m_cubeProgram->setAttributeBuffer(cubeNormal, GL_FLOAT, 3*sizeof(GLfloat),  3, 8*sizeof(GLfloat));
    m_cubeProgram->enableAttributeArray(cubeNormal);

    GLint cubeCoords = m_cubeProgram->attributeLocation("cubeCoords");
    if(cubeCoords==-1)
    {
        return;
    }
    m_cubeProgram->setAttributeBuffer(cubeCoords, GL_FLOAT, 6*sizeof(GLfloat),  2, 8*sizeof(GLfloat));
    m_cubeProgram->enableAttributeArray(cubeCoords);

    //物体的QOpenGLShaderProgram
    m_lightProgram = new QOpenGLShaderProgram();
    //vertex shader 顶点着色器
    m_lightProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vlight.glsl");
    //fragment shader 片段着色器
    m_lightProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/flight.glsl");
    m_lightProgram->link();
    m_lightProgram->bind();//激活Program对象

    m_lightVAO = new QOpenGLVertexArrayObject();
    m_lightVAO->create();
    m_lightVAO->bind();

    m_vbo->bind();

    GLint lightPos = m_lightProgram->attributeLocation("lightPos");
    if(lightPos==-1)
    {
        return;
    }
    m_lightProgram->setAttributeBuffer(lightPos, GL_FLOAT, 0,  3, 8*sizeof(GLfloat));
    m_lightProgram->enableAttributeArray(lightPos);

    m_vbo->release();

    //加载图片
    texture1 = new QOpenGLTexture(QImage(":/container2.png").mirrored());

    //纹理对象设置环绕、过滤方式
    texture1->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
    texture1->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
    texture1->setMinificationFilter(QOpenGLTexture::Nearest);
    texture1->setMagnificationFilter(QOpenGLTexture::Linear);

    //加载图片
    texture2 = new QOpenGLTexture(QImage(":/container2_specular.png").mirrored());

    //纹理对象设置环绕、过滤方式
    texture2->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
    texture2->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
    texture2->setMinificationFilter(QOpenGLTexture::Nearest);
    texture2->setMagnificationFilter(QOpenGLTexture::Linear);

//    m_cubeProgram->setUniformValue("texture1", 0);
//    m_cubeProgram->setUniformValue("texture2", 1);

}

void MultipleLights::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);

    QMatrix4x4 projection;
    projection.perspective(fov, (float)SCR_WIDTH/(float)SCR_HEIGHT, 0.1f, 100.0f);

    QMatrix4x4 view;
    m_time = QTime::currentTime();
    m_deltaTime = m_time.msecsTo(m_lasttime)/1000.0f;
    m_lasttime = m_time;
    //一个位置、目标和上向量
    view.lookAt(cameraPos, cameraPos + cameraFront, cameraUp);

    if(m_cubeProgram->isLinked())
    {
        m_cubeProgram->bind();

        m_cubeProgram->setUniformValue("material.diffuse", 0);//此两行要放到render内
        m_cubeProgram->setUniformValue("material.specular", 1);//此两行要放到render内

        m_cubeProgram->setUniformValue("viewPos", cameraPos);
        m_cubeProgram->setUniformValue("material.shininess", 32.0f);

        // directional light
        m_cubeProgram->setUniformValue("dirLight.direction", -0.2f, -1.0f, -0.3f);
        m_cubeProgram->setUniformValue("dirLight.ambient", 0.05f, 0.05f, 0.05f);
        m_cubeProgram->setUniformValue("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
        m_cubeProgram->setUniformValue("dirLight.specular", 0.5f, 0.5f, 0.5f);

        // point light 1
        m_cubeProgram->setUniformValue("pointLights[0].position", pointLightPositions[0]);
        m_cubeProgram->setUniformValue("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
        m_cubeProgram->setUniformValue("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
        m_cubeProgram->setUniformValue("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("pointLights[0].constant", 1.0f);
        m_cubeProgram->setUniformValue("pointLights[0].linear", 0.09f);
        m_cubeProgram->setUniformValue("pointLights[0].quadratic", 0.032f);
        // point light 2
        m_cubeProgram->setUniformValue("pointLights[1].position", pointLightPositions[1]);
        m_cubeProgram->setUniformValue("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
        m_cubeProgram->setUniformValue("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
        m_cubeProgram->setUniformValue("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("pointLights[1].constant", 1.0f);
        m_cubeProgram->setUniformValue("pointLights[1].linear", 0.09f);
        m_cubeProgram->setUniformValue("pointLights[1].quadratic", 0.032f);
        // point light 3
        m_cubeProgram->setUniformValue("pointLights[2].position", pointLightPositions[2]);
        m_cubeProgram->setUniformValue("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
        m_cubeProgram->setUniformValue("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
        m_cubeProgram->setUniformValue("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("pointLights[2].constant", 1.0f);
        m_cubeProgram->setUniformValue("pointLights[2].linear", 0.09f);
        m_cubeProgram->setUniformValue("pointLights[2].quadratic", 0.032f);
        // point light 4
        m_cubeProgram->setUniformValue("pointLights[3].position", pointLightPositions[3]);
        m_cubeProgram->setUniformValue("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
        m_cubeProgram->setUniformValue("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
        m_cubeProgram->setUniformValue("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("pointLights[3].constant", 1.0f);
        m_cubeProgram->setUniformValue("pointLights[3].linear", 0.09f);
        m_cubeProgram->setUniformValue("pointLights[3].quadratic", 0.032f);

        // spotLight
        m_cubeProgram->setUniformValue("spotLight.position", cameraPos);
        m_cubeProgram->setUniformValue("spotLight.direction", 0.0f, -0.2f, -1.0f);
        m_cubeProgram->setUniformValue("spotLight.ambient", 0.0f, 0.0f, 0.0f);
        m_cubeProgram->setUniformValue("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("spotLight.specular", 1.0f, 1.0f, 1.0f);
        m_cubeProgram->setUniformValue("spotLight.constant", 1.0f);
        m_cubeProgram->setUniformValue("spotLight.linear", 0.09f);
        m_cubeProgram->setUniformValue("spotLight.quadratic", 0.032f);
        m_cubeProgram->setUniformValue("light.cutOff", (float)cos(qDegreesToRadians(12.5f)));
        m_cubeProgram->setUniformValue("light.outerCutOff", (float)cos(qDegreesToRadians(17.5f)));

//        m_cubeProgram->setUniformValue("cubemodel", model);
        m_cubeProgram->setUniformValue("cubeview", view);
        m_cubeProgram->setUniformValue("cubeprojection", projection);

        m_cubeVAO->bind();

        glActiveTexture(GL_TEXTURE0);
        texture1->bind();
        glActiveTexture(GL_TEXTURE1);
        texture2->bind();

        for (unsigned int i = 0; i < 10; i++)
        {
           QMatrix4x4 model;
           model.translate(cubePositions[i]);
           float angle = 20.0f * i;
           model.rotate(angle, 0.5f, 1.0f, 0.0f);
           m_cubeProgram->setUniformValue("cubemodel", model);
           glDrawArrays(GL_TRIANGLES, 0, 36);
        }

    }

    m_cubeVAO->release();
    m_cubeProgram->release();

    m_lightProgram->bind();
    QMatrix4x4 model;
    m_lightProgram->setUniformValue("lightview", view);
    m_lightProgram->setUniformValue("lightprojection", projection);
    for (unsigned int i = 0; i < 4; i++)
    {
        model.translate(pointLightPositions[i]);
        model.scale(QVector3D(0.2f, 0.2f, 0.2f));
        m_lightProgram->setUniformValue("lightmodel", model);
        m_lightVAO->bind();
        glDrawArrays(GL_TRIANGLES, 0, 36);
    }

    m_lightVAO->release();
    m_lightProgram->release();

    update();
}

void MultipleLights::mouseMoveEvent(QMouseEvent *event)
{
    int xpos = event->x();
    int ypos = event->y();
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }
    float xoffset = xpos - lastX;
    float yoffset = lastY - ypos;
    lastX = xpos;
    lastY = ypos;

    float sensitivity = 0.1f;
    xoffset *= sensitivity;
    yoffset *= sensitivity;

    yaw += xoffset;
    pitch += yoffset;

    if (pitch > 89.0f)
        pitch = 89.0f;
    if (pitch < -89.0f)
        pitch = -89.0f;

    QVector3D front = QVector3D(0.0f, 0.0f, 3.0f);
    front.setX(cos(qDegreesToRadians(yaw)) * cos(qDegreesToRadians(pitch)));
    front.setY(sin(qDegreesToRadians(pitch)));
    front.setZ(sin(qDegreesToRadians(yaw)) * cos(qDegreesToRadians(pitch)));
    cameraFront = front;
}

void MultipleLights::wheelEvent(QWheelEvent *event){
    float flagNumber = 1;
    if(event->angleDelta().y()>0){
        flagNumber = 1;
    }else{
        flagNumber = -1;
    }
    fov -= flagNumber;
//    if (fov < 1.0f)
//        fov = 1.0f;
//    if (fov > 45.0f)
//        fov = 45.0f;
}

void MultipleLights::keyPressEvent(QKeyEvent *event)
{
    float cameraSpeed = m_deltaTime;
    if(event->key() == Qt::Key_Escape)
    {
        close();
    }
    if(event->key() == Qt::Key_W)
    {
        cameraPos += cameraSpeed * cameraFront;
    }
    if(event->key() == Qt::Key_S)
    {
        cameraPos -= cameraSpeed * cameraFront;
    }
    if(event->key() == Qt::Key_A)
    {
        cameraPos -= QVector3D::crossProduct(cameraFront, cameraUp) * cameraSpeed;
    }
    if(event->key() == Qt::Key_D)
    {
        cameraPos += (QVector3D::crossProduct(cameraFront, cameraUp)) * cameraSpeed;
    }
}

void MultipleLights::resizeGL(int w, int h)
{

}

 

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