这章内容简要说明Phone式光照模型中的环境光照(ambient), 漫反射(diffuse),镜面反射(specular)如何在OpenGL中的世界实现
(Vries的原教程地址如下,https://learnopengl-cn.github.io/02%20Lighting/02%20Basic%20Lighting/#_7 关于OpenGL函数的详细解析及OpenGL关于基础光照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
项目组织管理如下:
一,Ambient环境光
仅在上接教程的代码修改cube.frag即可,
cube.frag
#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
void main()
{
float ambientStrength = 0.1f;
vec3 ambient = ambientStrength * lightColor;
vec3 result = ambient * objectColor;
FragColor = vec4(result, 1.0f);
}
二,Diffuse漫反射
主要还是要修改着色器,cube.vert与cube.frag。因为在着色器中引入了法线,所以同时略微修改cube.cpp中的数据顶点集VBO与oglmanager.cpp。
cube.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0f));
Normal = mat3(transpose(inverse(model))) * aNormal;//预防scale对法线的干扰
}
cube.frag
#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
in vec3 Normal;
in vec3 FragPos;
void main()
{
//ambient
float ambient = 0.1f;
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diffuse = max(dot(norm, lightDir), 0.0f);
//all
vec3 result = (ambient + diffuse) * lightColor * objectColor;
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[] = {
-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
};
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, 6 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
core->glEnableVertexAttribArray(1);
core->glBindVertexArray(0);
core->glBindVertexArray(lightVAO);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
core->glBindVertexArray(0);
core->glDeleteBuffers(1, &VBO);
}
void Cube::drawCube(){
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("objectColor", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("lightColor", QVector3D(1.0f, 1.0f, 1.0f));
ResourceManager::getShader("cube").use().setVector3f("lightPos", LIGHT_POSITION);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 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);
}
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);
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);
}
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();
}
三,specular镜面反射
修改cube.frag与oglmanager.cpp。cube.vert不作改变
cube.frag
#version 330 core
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
in vec3 Normal;
in vec3 FragPos;
void main()
{
//ambient
float ambient = 0.1f;
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diffuse = max(dot(norm, lightDir), 0.0f);
//specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float specularStrength = 0.5f;
float specular = pow(max(dot(viewDir, reflectDir), 0.0f), 64) * specularStrength;
//all
vec3 result = (ambient + diffuse + specular) * lightColor * objectColor;
FragColor = vec4(result, 1.0f);
}
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("objectColor", QVector3D(1.0f, 0.5f, 0.31f));
ResourceManager::getShader("cube").use().setVector3f("lightColor", QVector3D(1.0f, 1.0f, 1.0f));
ResourceManager::getShader("cube").use().setVector3f("lightPos", LIGHT_POSITION);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 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);
}
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);
}
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();
}
如此,一个完整的有趣的phone式光照模型就在OpenGL中应用完成了。