OpenGL 材质实现

1.简介

在现实世界里,每个物体会对光产生不同的反应。比如,钢制物体看起来通常会比陶土花瓶更闪闪发光,一个木头箱子也不会与一个钢制箱子反射同样程度的光。有些物体反射光的时候不会有太多的散射,因而产生较小的高光点,而有些物体则会散射很多,产生一个有着更大半径的高光点。如果我们想要在OpenGL中模拟多种类型的物体,我们必须针对每种表面定义不同的材质(Material)属性。

当描述一个表面时,我们可以分别为三个光照分量定义一个材质颜色(Material Color):

  • 环境光照(Ambient Lighting)
  • 漫反射光照(Diffuse Lighting)
  • 镜面光照(Specular Lighting)

通过为每个分量指定一个颜色,我们就能够对表面的颜色输出有细粒度的控制了。

#version 330 core
struct Material {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float shininess;
}; 

uniform Material material;
  • ambient材质向量定义了在环境光照下这个表面反射的是什么颜色,通常与表面的颜色相同。
  • diffuse材质向量定义了在漫反射光照下表面的颜色。漫反射颜色(和环境光照一样)也被设置为我们期望的物体颜色。
  • specular材质向量设置的是表面上镜面高光的颜色(或者甚至可能反映一个特定表面的颜色)。
  • shininess影响镜面高光的散射/半径。

下图展示了几组现实世界的材质参数值对我们的立方体的影响:

2.设置材质

我们在片段着色器中创建了一个材质结构体的uniform,我们希望修改一下光照的计算来遵从新的材质属性。由于所有材质变量都储存在一个结构体中,我们可以从uniform变量material中访问它们:

void main()
{    
    // 环境光
    vec3 ambient = lightColor * material.ambient;

    // 漫反射 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(lightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = lightColor * (diff * material.diffuse);

    // 镜面光
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = lightColor * (spec * material.specular);  

    vec3 result = ambient + diffuse + specular;
    FragColor = vec4(result, 1.0);
}

我们现在可以通过设置适当的uniform来设置应用中物体的材质了。

    m_program->setUniformValue("material.ambient", 1.0f, 0.5f, 0.31f);
    m_program->setUniformValue("material.diffuse",  1.0f, 0.5f, 0.31f);
    m_program->setUniformValue("material.specular", 0.5f, 0.5f, 0.5f);
    m_program->setUniformValue("material.shininess", 32.0f);

3.示例

源码:

#version 330 core

struct Material {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float shininess;
};

uniform Material material;


out vec4 color;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightColor;

in vec3 outNormal;
in vec3 FragPos;

void main()
{
    // 环境光
    vec3 ambient = lightColor * material.ambient;

    // 漫反射
    vec3 norm = normalize(outNormal);
    vec3 lightDir = normalize(lightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = lightColor * (diff * material.diffuse);

    // 镜面光
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = lightColor * (spec * material.specular);

    vec3 result = ambient + diffuse + specular;
    color = vec4(result, 1.0);
};
#ifndef MYOPENGLWIDGET_H
#define MYOPENGLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
#include <QImage>
#include <QOpenGLShaderProgram>
#include <QVector3D>
#include <QVector>
#include <QKeyEvent>

class MyOpenGLWidget : public QOpenGLWidget,public QOpenGLFunctions_3_3_Core
{
public:
    MyOpenGLWidget(QWidget *parent = nullptr);

protected:
    virtual void initializeGL();
    virtual void paintGL();
    virtual void resizeGL(int w, int h);

    void keyPressEvent(QKeyEvent *event);

    void mouseMoveEvent(QMouseEvent *event);

    void wheelEvent(QWheelEvent *event);


private:
    QOpenGLShaderProgram *m_program;

    QOpenGLShaderProgram *m_lightProgram;

    QVector3D cameraPos;
    QVector3D cameraTarget;
    QVector3D cameraDirection;
    QVector3D up;
    QVector3D cameraRight;
    QVector3D cameraUp;
    QVector3D cameraFront;
    float cameraSpeed;
};

#endif // MYOPENGLWIDGET_H



#include "myopenglwidget.h"
#include <QMatrix4x4>
#include <QTime>
#include <QTimer>
#include <math.h>
#include <QDebug>

float vertices[] = {
    //位置                 //法向量
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,

    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
};

GLuint indices[] = {
    0, 1, 3,
    1, 2, 3
};


GLuint VBO,VAO,EBO,lightVAO;
GLuint shaderProgram;

QVector3D lightPos(1.2f,1.0f,2.0f);
QVector3D lightColor(1.0f,1.0f,1.0f);
QVector3D objectColor(1.0f,0.5f,0.31f);

QTimer *timer;
QTime gtime;

float fov = 45.0f;

MyOpenGLWidget::MyOpenGLWidget(QWidget *parent)
    : QOpenGLWidget(parent)
{
    cameraPos = QVector3D( 0.0f,  0.0f,  5.0f);//摄像机位置
    cameraTarget = QVector3D( 0.0f,  0.0f,  0.0f);//摄像机看到的位置
    cameraDirection = QVector3D(cameraPos - cameraTarget);//摄像机的方向
    cameraDirection.normalize();

    up = QVector3D(0.0f,  1.0f,  0.0f);
    cameraRight = QVector3D::crossProduct(up,cameraDirection);//两个向量叉乘的结果会同时垂直于两向量,因此我们会得到指向x轴正方向的那个向量
    cameraRight.normalize();

    cameraUp = QVector3D::crossProduct(cameraDirection,cameraRight);
    cameraFront = QVector3D( 0.0f,  0.0f,  -1.0f);

    timer = new QTimer();
    timer->start(50);
    gtime.start();
    connect(timer,&QTimer::timeout,[=]{
        update();
    });

    setFocusPolicy(Qt::StrongFocus);
    //setMouseTracking(true);
}

void MyOpenGLWidget::initializeGL()
{
    initializeOpenGLFunctions();

    m_program = new QOpenGLShaderProgram();
    m_program->addShaderFromSourceFile(QOpenGLShader::Vertex,":/shapes.vert");
    m_program->addShaderFromSourceFile(QOpenGLShader::Fragment,":/shapes.frag");
    m_program->link();
    qDebug()<<m_program->log();

    m_lightProgram = new QOpenGLShaderProgram();
    m_lightProgram->addShaderFromSourceFile(QOpenGLShader::Vertex,":/light.vert");
    m_lightProgram->addShaderFromSourceFile(QOpenGLShader::Fragment,":/light.frag");
    m_lightProgram->link();


    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);//绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBO);//顶点缓冲对象的缓冲类型是GL_ARRAY_BUFFER
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//把顶点数据复制到缓冲的内存中GL_STATIC_DRAW :数据不会或几乎不会改变。

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
    glEnableVertexAttribArray(0);

    glGenBuffers(1, &EBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);


    glGenVertexArrays(1, &lightVAO);
    glBindVertexArray(lightVAO);//绑定VAO
    glBindBuffer(GL_ARRAY_BUFFER, VBO);//顶点缓冲对象的缓冲类型是GL_ARRAY_BUFFER
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//把顶点数据复制到缓冲的内存中GL_STATIC_DRAW :数据不会或几乎不会改变。

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    m_program->bind();
    m_program->setUniformValue("lightPos",lightPos);
    m_program->setUniformValue("viewPos",cameraPos);
    m_program->setUniformValue("lightColor",lightColor);
    m_program->setUniformValue("material.ambient", 1.0f, 0.5f, 0.31f);
    m_program->setUniformValue("material.diffuse",  1.0f, 0.5f, 0.31f);
    m_program->setUniformValue("material.specular", 0.5f, 0.5f, 0.5f);
    m_program->setUniformValue("material.shininess", 32.0f);

    m_lightProgram->bind();
    m_lightProgram->setUniformValue("lightColor",lightColor);

    glBindVertexArray(0);//解绑VAO
}

void MyOpenGLWidget::paintGL()
{
    glClearColor(0.2f,0.3f,0.3f,1.0f);
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    QMatrix4x4 model;
    QMatrix4x4 view;
    float time = gtime.elapsed()/50.0;

    QMatrix4x4 projection;
    projection.perspective(fov,(float)( width())/(height()),0.1,100);

    view.lookAt(cameraPos,cameraPos + cameraFront,up);

    m_program->bind();
    m_program->setUniformValue("projection",projection);
    m_program->setUniformValue("view",view); 

    glBindVertexArray(VAO);//绑定VAO

    model.rotate(time,1.0f,5.0f,0.5f);
    m_program->setUniformValue("model",model);
    glDrawArrays(GL_TRIANGLES,0,36);

    m_lightProgram->bind();
    m_lightProgram->setUniformValue("projection",projection);
    m_lightProgram->setUniformValue("view",view);

    model.setToIdentity();
    model.translate(lightPos);
    model.rotate(1.0f,1.0f,5.0f,0.5f);
    model.scale(0.2);
    m_lightProgram->setUniformValue("model",model);
    glBindVertexArray(lightVAO);//绑定VAO
    glDrawArrays(GL_TRIANGLES,0,36);
}

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

}

void MyOpenGLWidget::keyPressEvent(QKeyEvent *event)
{
    qDebug()<<event->key();
    cameraSpeed = 2.5 * 100 / 1000.0;
    switch (event->key()) {
    case Qt::Key_W:{
        cameraPos += cameraSpeed * cameraFront;
    }
        break;
    case Qt::Key_S:{
        cameraPos -= cameraSpeed * cameraFront;
    }
        break;
    case Qt::Key_A:{
        cameraPos -= cameraSpeed * cameraRight;
    }
        break;
    case Qt::Key_D:{
        cameraPos += cameraSpeed * cameraRight;
    }
        break;
    default:
        break;

    }
    update();
}
float PI = 3.1415926;
QPoint deltaPos;
void MyOpenGLWidget::mouseMoveEvent(QMouseEvent *event)
{
//    static float yaw = -90;
//    static float pitch = 0;
//    static QPoint lastPos(width()/2,height()/2);
//    auto currentPos = event->pos();
//    deltaPos = currentPos-lastPos;
//    lastPos=currentPos;
//    float sensitivity = 0.1f;
//    deltaPos *= sensitivity;
//    yaw += deltaPos.x();
//    pitch -= deltaPos.y();
//    if(pitch > 89.0f) pitch = 89.0f;
//    if(pitch < -89.0f) pitch = -89.0f;
//    cameraFront.setX(cos(yaw*PI/180.0) * cos(pitch *PI/180));
//    cameraFront.setY(sin(pitch*PI/180));
//    cameraFront.setZ(sin(yaw*PI/180) * cos(pitch *PI/180));
//    cameraFront.normalize();
//    update();
}

void MyOpenGLWidget::wheelEvent(QWheelEvent *event)
{
    if(fov >= 1.0f && fov <= 75.0f)
        fov -= event->angleDelta().y()/120;
    if(fov <= 1.0f)
        fov = 1.0f;
    if(fov >= 75.0f)
        fov = 75.0f;

    update();
}

这个物体太亮了。物体过亮的原因是环境光、漫反射和镜面光这三个颜色对任何一个光源都全力反射。

我们可以用同样的方式影响光源的漫反射和镜面光强度。我们希望为光照属性创建类似材质结构体的东西:

struct Light {
    vec3 position;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

uniform Light light;

和材质uniform一样,我们需要更新片段着色器:

vec3 ambient  = light.ambient * material.ambient;
vec3 diffuse  = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);

我们接下来在应用中设置光照强度:

    m_program->setUniformValue("light.ambient",  QVector3D(0.2f, 0.2f, 0.2f));
    m_program->setUniformValue("light.diffuse",  QVector3D(0.5f, 0.5f, 0.5f));
    m_program->setUniformValue("light.specular", QVector3D(1.0,1.0,1.0));

结果如下:

4.不同颜色的光

设置一个随时间改变的光的颜色。

    lightColor.setX(sin(time/100 * 2.0f));
    lightColor.setY(sin(time/100 * 0.7f));
    lightColor.setZ(sin(time/100 * 1.3f));

    QVector3D diffuseColor = lightColor   * QVector3D(0.5f,0.5f,0.5f); // 降低影响
    QVector3D ambientColor = diffuseColor * QVector3D(0.2f,0.2f,0.2f); // 很低的影响

    m_program->setUniformValue("material.ambient", ambientColor);
    m_program->setUniformValue("material.diffuse",  diffuseColor);

 

5.完整源码

https://download.csdn.net/download/wzz953200463/87893740icon-default.png?t=N4P3https://download.csdn.net/download/wzz953200463/87893740

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转载自blog.csdn.net/wzz953200463/article/details/131152052