qt opengl 环境光、散射光、高光、定向光与每片无渲染

       球是学习光照的很好参照物,也是因为如此上一篇更新了一个球的文章。这章利用上一章的成果,学习opengl中的各种光照效果以及在每片元渲染。本章主要介绍在qt中如何实现这些,将这些效果集成到qt的开发生态里面

       先看一下效果

      

       主框架和上一篇的球一样,不一样的是shader部分,两个球的示例工程cpp部分有一些变化,窗体、渲染器的声明与实现与前除了定向光与每片元渲染,其余是一样的,以散向光为例,如下;

#ifndef WIDGET_H
#define WIDGET_H

#include <QOpenGLWidget>
#include "diffuserender.h"

class Widget : public QOpenGLWidget
{
    Q_OBJECT

public:
    Widget(QWidget *parent = 0);
    ~Widget();

protected:
    void initializeGL() override;
    void paintGL() override;
    void resizeGL(int w, int h) override;
    void wheelEvent(QWheelEvent *event) override;

private:
    DiffuseRender m_render;
    QMatrix4x4 m_proMatrix,m_modelMatrix;
    QVector3D m_eye,m_center,m_lightLocation;
};

#endif // WIDGET_H
#include "widget.h"
#include <QWheelEvent>

Widget::Widget(QWidget *parent)
    : QOpenGLWidget(parent),
      m_eye(0,0,2),
      m_center(0,0,-1),
      m_lightLocation(2,1,1)
{
}

Widget::~Widget()
{

}

void Widget::initializeGL()
{
    m_render.initialize(0.8);
}

void Widget::paintGL()
{
    QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
    f->glClearColor(0.0, 0.0, 0.0, 0.0);
    f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    m_modelMatrix.rotate(30,0,1,0);

    QMatrix4x4 camera;
    camera.lookAt(m_eye,m_center,QVector3D{0,1,2});

    m_render.render(f,m_proMatrix,camera,m_modelMatrix,m_lightLocation);
}

void Widget::resizeGL(int w, int h)
{
    m_proMatrix.setToIdentity();
    m_proMatrix.perspective(45,float(w)/h,0.01f,100.0f);
}

void Widget::wheelEvent(QWheelEvent *event)
{
    if (! event->pixelDelta().isNull()) {
        m_eye.setZ(m_eye.z() + event->pixelDelta().y()); //重置视点z值
    } else if (!event->angleDelta().isNull()) {
        m_eye.setZ(m_eye.z() + (event->angleDelta() / 120).y()); //重置视点z值
    }

    event->accept();
    update();
}

 渲染器部分

#ifndef DIFFUSERENDER_H
#define DIFFUSERENDER_H

#include <QOpenGLExtraFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#define PI 3.14159265f
class DiffuseRender
{
public:
    DiffuseRender() = default;
    void initialize(float r);
    void render(QOpenGLExtraFunctions *f,QMatrix4x4 &projM,QMatrix4x4 & camera,QMatrix4x4 &model,QVector3D &lightLocation);

private:
    QOpenGLShaderProgram m_program;
    QOpenGLBuffer m_vbo;
    QVector<GLfloat> m_points;
    float m_r;
};

#endif // DIFFUSERENDER_H
#include "diffuserender.h"

void DiffuseRender::initialize(float r)
{
    m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex,"vsrc.vsh");
    m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment,"fsrc.fsh");
    m_program.link();

    m_r = r;
    int angleSpan = 10; //弧度 = 角度 * PI / 180
    for(int vAngle = -90; vAngle < 90; vAngle = vAngle + angleSpan){ //生成球面顶点
        for(int hAngle = 0; hAngle <= 360; hAngle = hAngle + angleSpan){
            float x0 = r * ::cos(vAngle * PI / 180) * ::cos(hAngle * PI / 180);
            float y0 = r * ::cos(vAngle * PI / 180) * ::sin(hAngle * PI / 180);
            float z0 = r * ::sin(vAngle * PI / 180);

            float x1 = r * ::cos(vAngle * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180);
            float y1 = r * ::cos(vAngle * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180);
            float z1 = r * ::sin(vAngle * PI / 180);

            float x2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180);
            float y2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180);
            float z2 = r * ::sin((vAngle + angleSpan) * PI / 180);

            float x3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos(hAngle * PI / 180);
            float y3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin(hAngle * PI / 180);
            float z3 = r * ::sin((vAngle + angleSpan) * PI / 180);

            m_points << x1 << y1 << z1 << x3 << y3 << z3
                   << x0 << y0 << z0 << x1 << y1 << z1
                   << x2 << y2 << z2 << x3 << y3 << z3;
        }
    }
    m_vbo.create();
    m_vbo.bind();
    m_vbo.allocate(m_points.constData(),m_points.count() * sizeof GLfloat);
}

void DiffuseRender::render(QOpenGLExtraFunctions *f, QMatrix4x4 &projM, QMatrix4x4 &camera, QMatrix4x4 &model, QVector3D &lightLocation)
{
    f->glEnable(GL_DEPTH_TEST);
    f->glEnable(GL_CULL_FACE);
    m_program.bind();
    m_vbo.bind();
    m_program.setUniformValue("uPMatrix",projM);
    m_program.setUniformValue("camMatrix",camera);
    m_program.setUniformValue("uMMatrix",model);
    m_program.setUniformValue("uR",m_r);
    m_program.setUniformValue("uLightLocation",lightLocation);
    m_program.enableAttributeArray(0);
    m_program.enableAttributeArray(1);

    m_program.setAttributeBuffer(0,GL_FLOAT,0,3,0);
    m_program.setAttributeBuffer(1,GL_FLOAT,0,3,0);
    f->glDrawArrays(GL_TRIANGLES,0,m_points.count() / 3);

    m_program.disableAttributeArray(0);
    m_program.disableAttributeArray(1);
    m_vbo.release();
    m_program.release();
    f->glDisable(GL_DEPTH_TEST);
    f->glDisable(GL_CULL_FACE);
}

      shader部分就不一样了,

环境光的shader如下

#version 330
uniform mat4 uPMatrix,camMatrix,uMMatrix;
layout (location = 0) in vec3 aPosition;
smooth out vec3 vPosition;
smooth out vec4 vambient;

void main(void)
{
    gl_Position = uPMatrix * camMatrix *uMMatrix * vec4(aPosition,1);
    vPosition = aPosition;
    vambient = vec4(0.30,0.30,0.15,1.0);
}
#version 330
uniform float uR;
in vec3 vPosition;
in vec4 vambient;
out vec4 fragColor;

void main(void)
{
    vec3 color;
    float n = 8.0;
    float span = 2.0 * uR / n;
    int i = int((vPosition.x + uR) / span);
    int j = int((vPosition.y + uR) / span);
    int k = int((vPosition.z + uR) / span);
    int whichColor = int(mod(float(i+j+k),2.0));
    if(whichColor == 1){
        color = vec3(0.678,0.231,0.129);
    }else{
        color = vec3(1.0,1.0,1.0);
    }
    fragColor = vec4(color,0) * vambient;
}

散射光shader如下

#version 330
uniform mat4 uPMatrix,camMatrix,uMMatrix;
uniform vec3 uLightLocation;
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
smooth out vec3 vPosition;
smooth out vec4 vdiffuse;

void pointLight(in vec3 normal,inout vec4 diffuse,in vec4 lightDiffuse){
    vec3 normalTarget = aPosition + normal;
    vec3 newNormal = normalize((uMMatrix * vec4(normalTarget, 1)).xyz -(uMMatrix * vec4(aPosition,1)).xyz);

    vec3 vp = normalize(uLightLocation - (uMMatrix * vec4(aPosition,1)).xyz);
    float nDotViewPosition = max(0.0,dot(newNormal,vp));
    diffuse = lightDiffuse * nDotViewPosition;
}
void main(void)
{
    gl_Position = uPMatrix * camMatrix *uMMatrix * vec4(aPosition,1);
    vec4 diffuseTemp = vec4(0.0,0.0,0.0,0.0);
    pointLight(aNormal,diffuseTemp,vec4(0.8,0.8,0.8,1.0));
    vdiffuse = diffuseTemp;
    vPosition = aPosition;
}
#version 330
uniform float uR;
in vec3 vPosition;
in vec4 vambient;
in vec4 vdiffuse;
out vec4 fragColor;

void main(void)
{
    vec3 color;
    float n = 8.0;
    float span = 2.0 * uR / n;
    int i = int((vPosition.x + uR) / span);
    int j = int((vPosition.y + uR) / span);
    int k = int((vPosition.z + uR) / span);
    int whichColor = int(mod(float(i+j+k),2.0));
    if(whichColor == 1){
        color = vec3(0.678,0.231,0.129);
    }else{
        color = vec3(1.0,1.0,1.0);
    }
    fragColor = vec4(color,0) * vdiffuse;
}

高光的shader如下

#version 330
uniform float uR;
in vec3 vPosition;
in vec4 vambient;
in vec4 vdiffuse;
out vec4 fragColor;

void main(void)
{
    vec3 color;
    float n = 8.0;
    float span = 2.0 * uR / n;
    int i = int((vPosition.x + uR) / span);
    int j = int((vPosition.y + uR) / span);
    int k = int((vPosition.z + uR) / span);
    int whichColor = int(mod(float(i+j+k),2.0));
    if(whichColor == 1){
        color = vec3(0.678,0.231,0.129);
    }else{
        color = vec3(1.0,1.0,1.0);
    }
    fragColor = vec4(color,0) * vdiffuse;
}
#version 330
uniform float uR;
in vec3 vPosition;
in vec3 vSpecular;
out vec4 fragColor;

void main(void)
{
    vec3 color;
    float n = 8.0;
    float span = 2.0 * uR / n;
    int i = int((vPosition.x + uR) / span);
    int j = int((vPosition.y + uR) / span);
    int k = int((vPosition.z + uR) / span);
    int whichColor = int(mod(float(i+j+k),2.0));
    if(whichColor == 1){
        color = vec3(0.678,0.231,0.129);
    }else{
        color = vec3(1.0,1.0,1.0);
    }
    fragColor = vec4(color,1.0) * vec4(vSpecular,1.0);
}

混合光的shader如下

#version 330
uniform mat4 uPMatrix,uVMatrix,uMMatrix;
uniform vec3 uCamera,uLightLocation;
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
smooth out vec3 vPosition;
smooth out vec4 vAmbient,vDiffuse,vSpecular;

void pointLight(in vec3 normal,inout vec4 ambient,inout vec4 diffuse,inout vec4 specular,in vec4 lightAmbient,in vec4 lightDiffuse,in vec4 lightSpecular,in float shininess){
    ambient = lightAmbient;

    vec3 normalTarget = aPosition + normal;
    vec3 newNormal = normalize((uMMatrix * vec4(normalTarget,1)).xyz - (uMMatrix * vec4(aPosition,1)).xyz);
    vec3 eye = normalize(uCamera - (uMMatrix * vec4(aPosition,1)).xyz);
    vec3 vp = normalize(uLightLocation - (uMMatrix * vec4(aPosition,1)).xyz);
    vec3 halfVector = normalize(eye + vp);

    float nDotViewPotision = max(0.0,dot(newNormal,vp));
    diffuse = lightDiffuse * nDotViewPotision;

    float nDotViewHalfVector = dot(newNormal,halfVector);
    float powerFactor = max(0.0,pow(nDotViewHalfVector,shininess));
    specular = lightSpecular * powerFactor;
}

void main(void)
{
    gl_Position = uPMatrix * uVMatrix * uMMatrix * vec4(aPosition,1);
    vec4 ambient = vec4(0.0,0.0,0.0,0.0),diffuse = vec4(0.0,0.0,0.0,0.0),specular = vec4(0.0,0.0,0.0,0.0);
    pointLight(aNormal,ambient,diffuse,specular,vec4(0.15,0.15,0.15,1),vec4(0.8,0.8,0.8,1),vec4(0.7,0.7,0.7,1),50.0);
    vPosition = aPosition;
    vAmbient = ambient;
    vDiffuse = diffuse;
    vSpecular = specular;
}
#version 330
uniform float uR;
in vec3 vPosition;
in vec4 vAmbient,vDiffuse,vSpecular;
out vec4 fragColor;

void main(void)
{
    vec3 color;
    float n = 8.0;
    float span = 2.0 * uR / n;
    int i = int((vPosition.x + uR) / span);
    int j = int((vPosition.y + uR) / span);
    int k = int((vPosition.z + uR) / span);
    int whichColor = int(mod(float(i+j+k),2.0));
    if(whichColor == 1){
        color = vec3(0.678,0.231,0.129);
    }else{
        color = vec3(1.0,1.0,1.0);
    }
    fragColor = vec4(color,1.0) * (vAmbient + vDiffuse + vSpecular);
}

 光照的计算工式就不说了,网上一搜一大把。

gitlab地址为

https://gitlab.com/gitHubwhl562916378/ambient.git

https://gitlab.com/gitHubwhl562916378/diffuse.git

https://gitlab.com/gitHubwhl562916378/specular.git

https://gitlab.com/gitHubwhl562916378/mix-light.git

https://gitlab.com/gitHubwhl562916378/direction-light.git

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转载自blog.csdn.net/wanghualin033/article/details/82814308