Merge lighting

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Linloir 2022-12-17 15:03:52 +08:00
commit cc9ae662a8
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14 changed files with 601 additions and 34 deletions

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@ -108,6 +108,7 @@
<ClCompile Include="ebo.cpp" /> <ClCompile Include="ebo.cpp" />
<ClCompile Include="editorpage.cpp" /> <ClCompile Include="editorpage.cpp" />
<ClCompile Include="framelesswindow.cpp" /> <ClCompile Include="framelesswindow.cpp" />
<ClCompile Include="lightCaster.cpp" />
<ClCompile Include="lineeditwidget.cpp" /> <ClCompile Include="lineeditwidget.cpp" />
<ClCompile Include="logger.cpp" /> <ClCompile Include="logger.cpp" />
<ClCompile Include="mesh.cpp" /> <ClCompile Include="mesh.cpp" />
@ -142,6 +143,8 @@
<QtMoc Include="editorpage.h" /> <QtMoc Include="editorpage.h" />
<QtMoc Include="framelesswindow.h" /> <QtMoc Include="framelesswindow.h" />
<QtMoc Include="lineeditwidget.h" /> <QtMoc Include="lineeditwidget.h" />
<ClInclude Include="illuminant.h" />
<ClInclude Include="lightCaster.h" />
<ClInclude Include="logger.h" /> <ClInclude Include="logger.h" />
<ClInclude Include="mesh.h" /> <ClInclude Include="mesh.h" />
<ClInclude Include="model.h" /> <ClInclude Include="model.h" />

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@ -165,6 +165,9 @@
<ClCompile Include="modelthumbnailwidget.cpp"> <ClCompile Include="modelthumbnailwidget.cpp">
<Filter>Source Files\Qt Widgets\Pages\Scene Editor\Object Selector</Filter> <Filter>Source Files\Qt Widgets\Pages\Scene Editor\Object Selector</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="lightCaster.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="camera.h"> <ClInclude Include="camera.h">
@ -206,6 +209,12 @@
<ClInclude Include="modelsetter.h"> <ClInclude Include="modelsetter.h">
<Filter>Header Files\Qt Widgets\Pages\Scene Editor\Object Setter</Filter> <Filter>Header Files\Qt Widgets\Pages\Scene Editor\Object Setter</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="lightCaster.h">
<Filter>Header Files\OpenGL Abstractions</Filter>
</ClInclude>
<ClInclude Include="illuminant.h">
<Filter>Header Files\OpenGL Abstractions</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtMoc Include="mainwindow.h"> <QtMoc Include="mainwindow.h">

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@ -1,13 +1,148 @@
#version 430 core #version 430 core
out vec4 FragColor; out vec4 FragColor;
struct Material {
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NR_POINT_LIGHTS 4
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords; in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_specular1; uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main() void main()
{ {
FragColor = texture(texture_specular1, TexCoords); // properties
FragColor = texture(texture_diffuse1, TexCoords); vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
// == =====================================================
// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
// For each phase, a calculate function is defined that calculates the corresponding color
// per lamp. In the main() function we take all the calculated colors and sum them up for
// this fragment's final color.
// == =====================================================
// phase 1: directional lighting
vec3 result = CalcDirLight(dirLight, norm, viewDir);
// phase 2: point lights
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
// phase 3: spot light
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
FragColor = vec4(result, 1.0);
}
// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
return (ambient + diffuse + specular);
}
// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// spotlight intensity
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return (ambient + diffuse + specular);
} }

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24
FinalProject/illuminant.h Normal file
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@ -0,0 +1,24 @@
#pragma once
#include <GLM/glm.hpp>
#include <string>
#include <queue>
#include "shader.h"
#include "logger.h"
class Illuminant {
};
class DirLight : public Illuminant {
};
class SpotLight : public Illuminant {
};
class PointLight : public Illuminant {
};

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@ -0,0 +1,11 @@
#version 430 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

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@ -0,0 +1,232 @@
#include"lightCaster.h"
ShaderProgram* lastShader = NULL;
queue<int> available = queue<int>();
Illuminant::Illuminant(){
Logger::debug("We do not recommend to construct illuminant without parameter");
}
// white color by default
Illuminant::Illuminant(glm::vec3 position, LightType lightType){
_position = position;
setType(lightType);
Logger::info("55555555555");
}
// set up with one color
Illuminant::Illuminant(glm::vec3 position, glm::vec3 color, LightType lightType){
_position = position;
_ambient = color * 0.05f;
_diffuse = color * 0.8f;
_specular = color;
setType(lightType);
Logger::info("4444444444444444444");
}
//set up by assign all colors
Illuminant::Illuminant(glm::vec3 position, glm::vec3 ambient,
glm::vec3 diffuse, glm::vec3 specular, LightType lightType){
_position = position;
_ambient = ambient;
_diffuse = diffuse;
_specular = specular;
setType(lightType);
Logger::info("333333333333333");
}
// set up with one color建议平行光源使用这个
Illuminant::Illuminant(LightType lightType, glm::vec3 direction, glm::vec3 color) {
_direction = direction;
_ambient = color * 0.05f;
_diffuse = color * 0.8f;
_specular = color;
setType(lightType);
Logger::info("22222222222222222");
}
// set up with one color建议聚光灯光源使用这个
Illuminant::Illuminant(glm::vec3 position, glm::vec3 direction, glm::vec3 color, LightType lightType) {
_direction = direction;
_position = position;
_ambient = color * 0.05f;
_diffuse = color * 0.8f;
_specular = color;
setType(lightType);
Logger::info("1111111111111111111");
}
Illuminant::~Illuminant() {
switchOff();
if (_lightType == point) {
available.push(this->pointID);
}
}
void Illuminant::setAttenuation(float constant, float linear, float quadratic){
_constant = constant;
_linear = linear;
_quadratic = quadratic;
}
glm::vec3 Illuminant::direction(){
return _direction;
}
glm::vec3 Illuminant::position(){
return _position;
}
glm::vec3 Illuminant::ambient(){
return _ambient;
}
glm::vec3 Illuminant::diffuse(){
return _diffuse;
}
glm::vec3 Illuminant::specular(){
return _specular;
}
Illuminant::LightType Illuminant::type(){
return _lightType;
}
void Illuminant::move(glm::vec3 deltaPos){
_position += deltaPos;
}
void Illuminant::setPosition(glm::vec3 Pos){
_position = Pos;
}
void Illuminant::setColor(glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular){
_ambient = ambient;
_diffuse = diffuse;
_specular = specular;
}
// 使用默认的分配系数
void Illuminant::setColor(glm::vec3 color){
_ambient = color * 0.05f;
_diffuse = color * 0.8f;
_specular = color;
}
void Illuminant::setDirection(glm::vec3 direction) {
_direction = direction;
}
void Illuminant::setType(LightType type){
if (available.size() == 0 and type == point) {
Logger::error("Point light number exceed!\n");
return;
}
_lightType = type;
if (type == point) {
pointID = available.front();
available.pop();
}
}
void Illuminant::updateLight(ShaderProgram& shader) {
lastShader = &shader;
if (_lightType == dir) {
// directional light
shader.setUniform("dirLight.direction", _direction);
shader.setUniform("dirLight.ambient", _ambient);
shader.setUniform("dirLight.diffuse", _diffuse);
shader.setUniform("dirLight.specular",_specular);
}
else if (_lightType == point)
{ // point light 1
string prefix = "pointLights[" + std::to_string(pointID) + "].";
shader.setUniform(prefix+"position", _position);
shader.setUniform(prefix + "ambient", _ambient);
shader.setUniform(prefix + "diffuse", _diffuse);
shader.setUniform(prefix + "specular", _specular);
shader.setUniform(prefix + "constant",_constant);
shader.setUniform(prefix + "linear", _linear);
shader.setUniform(prefix + "quadratic", _quadratic);
}
else {
// spotLight
shader.setUniform("spotLight.position", _position);
shader.setUniform("spotLight.direction", _direction);
shader.setUniform("spotLight.ambient", _ambient);
shader.setUniform("spotLight.diffuse", _diffuse);
shader.setUniform("spotLight.specular", _specular);
shader.setUniform("spotLight.constant", _constant);
shader.setUniform("spotLight.linear", _linear);
shader.setUniform("spotLight.quadratic", _quadratic);
shader.setUniform("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
shader.setUniform("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
}
}
void Illuminant::switchOff() {
// 只要没有颜色就行了
setColor(glm::vec3(0.0f, 0.0f, 0.0f));
if (lastShader != NULL) {
updateLight(*lastShader);
}
}
void init_queue() {
for (int i = 0; i < Illuminant::MAXPOINTLIGHT; i++) {
available.push(i);
Logger::info("23533423q543");
}
}
// 如果uniform变量没有被设置可能会出现不可预知的后果
void setAllLigntUniform(ShaderProgram& shader) {
shader.setUniform("dirLight.direction",0,0,-1);
shader.setUniform("dirLight.ambient", 0.1f, 0.1f, 0.1f);
shader.setUniform("dirLight.diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("dirLight.specular", 0.0f, 0.0f, 0.0f);
// point light 1
shader.setUniform("pointLights[0].position", 0, 0, 0);
shader.setUniform("pointLights[0].ambient", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[0].diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[0].specular", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[0].constant", 1.0f);
shader.setUniform("pointLights[0].linear", 0.09f);
shader.setUniform("pointLights[0].quadratic", 0.032f);
// point light 2
shader.setUniform("pointLights[1].position", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[1].ambient", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[1].diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[1].specular", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[1].constant", 1.0f);
shader.setUniform("pointLights[1].linear", 0.09f);
shader.setUniform("pointLights[1].quadratic", 0.032f);
// point light 3
shader.setUniform("pointLights[2].position", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[2].ambient", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[2].diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[2].specular", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[2].constant", 1.0f);
shader.setUniform("pointLights[2].linear", 0.09f);
shader.setUniform("pointLights[2].quadratic", 0.032f);
// point light 4
shader.setUniform("pointLights[3].position", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[3].ambient", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[3].diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[3].specular", 0.0f, 0.0f, 0.0f);
shader.setUniform("pointLights[3].constant", 1.0f);
shader.setUniform("pointLights[3].linear", 0.09f);
shader.setUniform("pointLights[3].quadratic", 0.032f);
// spotLight
shader.setUniform("spotLight.position", 0.0f, 0.0f, 3.0f);
shader.setUniform("spotLight.direction", -0.0f,-0.0f, -1.0f);
shader.setUniform("spotLight.ambient", 0.0f, 0.0f, 0.0f);
shader.setUniform("spotLight.diffuse", 0.0f, 0.0f, 0.0f);
shader.setUniform("spotLight.specular", 0.0f, 0.0f, 0.0f);
shader.setUniform("spotLight.constant", 1.0f);
shader.setUniform("spotLight.linear", 0.09f);
shader.setUniform("spotLight.quadratic", 0.032f);
shader.setUniform("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
shader.setUniform("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
}

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@ -0,0 +1,86 @@
#pragma once
#include"shader.h"
#include<GLM/glm.hpp>
#include<string>
#include"logger.h"
#include<queue>
using std::queue;
using std::string;
// 发光物不需要纹理所以说需要另外的shader
// 在sceneviewer中被包含
class Illuminant {
public:
enum LightType { dir, spot, point };
int pointID = -1;
private:
LightType _lightType = dir;
glm::vec3 _direction = glm::vec3(0,0,-1);
glm::vec3 _position = glm::vec3(0.0f);
glm::vec3 _ambient = glm::vec3(0.05f, 0.05f, 0.05f);
glm::vec3 _diffuse = glm::vec3(0.8f, 0.8f, 0.8f);
glm::vec3 _specular = glm::vec3(0.8f, 0.8f, 0.8f);
float _constant = 1.0f;
float _linear = 0.09f;
float _quadratic = 0.032f;
public:
// 修改此处必须同步修改fragment shader的数组定义语句目前此值最大为4
const static int MAXPOINTLIGHT = 4;
Illuminant();
// white color by default
Illuminant(glm::vec3 position, LightType lightType);
// set up with one color建议点光源使用这个
Illuminant(glm::vec3 position,glm::vec3 color, LightType lightType);
// set up with one color建议平行光源使用这个
Illuminant(LightType lightType,glm::vec3 direction, glm::vec3 color);
// set up with one color建议聚光灯光源使用这个
Illuminant(glm::vec3 position, glm::vec3 direction,glm::vec3 color, LightType lightType);
//set up by assign all colors
Illuminant(glm::vec3 position, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular, LightType lightType);
// 析构函数中,如果是点光源,应该增加可用点光源数目。不过暂时没有实现,在上层进行控制
// 无论如何,将此函数置为黑色
~Illuminant();
void setAttenuation(float constant, float linear, float quadratic);
glm::vec3 direction();
glm::vec3 position();
glm::vec3 ambient();
glm::vec3 diffuse();
glm::vec3 specular();
LightType type();
void move(glm::vec3 deltaPos);
void setPosition(glm::vec3 Pos);
// 平行光与手电筒必须设置此项
void setDirection(glm::vec3 direction);
void setColor(glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular);
// 使用默认的分配系数
void setColor(glm::vec3 color);
// 将本光源的信息传递给着色器
void updateLight(ShaderProgram& shader);
private:
// 只能在最初设定光源类型,没有必要在期间修改
void setType(LightType type);
// 懒惰删除
void switchOff();
};
// 初始设置所有变量
void setAllLigntUniform(ShaderProgram& lightingShader);
void init_queue();

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@ -22,11 +22,14 @@ Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<Texture>& text
void Mesh::render(const ShaderProgram& shader) const { void Mesh::render(const ShaderProgram& shader) const {
unsigned int diffuseNr = 1; unsigned int diffuseNr = 1;
unsigned int specularNr = 1; unsigned int specularNr = 1;
shader.setUniform("material.shininess",_shininess);
for (int i = 0; i < _textures.size(); i++) { for (int i = 0; i < _textures.size(); i++) {
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN) // retrieve texture number (the N in diffuse_textureN)
std::string number; std::string number;
std::string name = _textures[i].type() == TextureType::DIFFUSE ? "texture_diffuse" : "texture_specular"; std::string name = _textures[i].type() == TextureType::DIFFUSE ? "texture_diffuse" : "texture_specular";
name = "material." + name;
if (_textures[i].type() == TextureType::DIFFUSE) if (_textures[i].type() == TextureType::DIFFUSE)
number = std::to_string(diffuseNr++); number = std::to_string(diffuseNr++);
else if (_textures[i].type() == TextureType::SPECULAR) else if (_textures[i].type() == TextureType::SPECULAR)

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@ -13,6 +13,9 @@ private:
std::vector<unsigned int> _indices; std::vector<unsigned int> _indices;
std::vector<Texture> _textures; std::vector<Texture> _textures;
// we can control shininess in mesh
float _shininess = 32.0f;
VertexArrayObject _vao = VertexArrayObject::empty(); VertexArrayObject _vao = VertexArrayObject::empty();
public: public:
@ -23,6 +26,9 @@ public:
inline std::vector<Vertex> vertices() const { return _vertices; } inline std::vector<Vertex> vertices() const { return _vertices; }
inline std::vector<unsigned int> indices() const { return _indices; } inline std::vector<unsigned int> indices() const { return _indices; }
inline std::vector<Texture> textures() const { return _textures; } inline std::vector<Texture> textures() const { return _textures; }
inline float shininess() const { return _shininess; }
inline void setShininess(float shininess) { _shininess = shininess; }
inline VertexArrayObject vao() const { return _vao; } inline VertexArrayObject vao() const { return _vao; }
@ -31,4 +37,4 @@ public:
private: private:
void setupMesh(); void setupMesh();
}; };

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@ -42,6 +42,7 @@ void Renderable::render(ShaderProgram shader) {
} }
// Set model matrix // Set model matrix
shader.setUniform("model", modelMatrix()); shader.setUniform("model", modelMatrix());
// Render // Render
_model->render(shader); _model->render(shader);
} }

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@ -1,18 +1,13 @@
#include "sceneviewer.h" #include "sceneviewer.h"
#include <vector>
#include <string> #include <string>
#include <qresource.h> #include <qresource.h>
#include <qurl.h> #include <qurl.h>
#include <qdir.h> #include <qdir.h>
#include<time.h>
#include "vbo.h" #include "lightCaster.h"
#include "vao.h"
#include "shader.h"
#include "logger.h"
#include "model.h"
using std::vector;
SceneViewer::SceneViewer(QWidget* parent) SceneViewer::SceneViewer(QWidget* parent)
: QOpenGLWidget(parent) : QOpenGLWidget(parent)
@ -22,38 +17,50 @@ SceneViewer::SceneViewer(QWidget* parent)
format.setProfile(QSurfaceFormat::CoreProfile); format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 3); format.setVersion(4, 3);
setFormat(format); setFormat(format);
// Create a folder // Create temp folder
QDir dir("./temp/shaders"); QDir dir;
if (!dir.exists()) { if (!dir.exists("./temp"))
dir.mkpath("."); {
dir.mkdir("./temp");
}
if (!dir.exists("./temp/shaders"))
{
dir.mkdir("./temp/shaders");
} }
// Copy the shaders to the folder // Copy the shaders to the temp folder
if (QFile::exists("./temp/shaders/vertexshader.vs")) { extractShaderResorce("vertexshader.vs");
QFile::remove("./temp/shaders/vertexshader.vs"); extractShaderResorce("fragmentshader.fs");
} extractShaderResorce("illuminant.vs");
QFile::copy(":/shaders/vertexshader.vs", "./temp/shaders/vertexshader.vs"); extractShaderResorce("illuminant.fs");
QFile::setPermissions("./temp/shaders/vertexshader.vs", QFileDevice::ReadOwner | QFileDevice::WriteOwner);
if (QFile::exists("./temp/shaders/fragmentshader.fs")) {
QFile::remove("./temp/shaders/fragmentshader.fs");
}
QFile::copy(":/shaders/fragmentshader.fs", "./temp/shaders/fragmentshader.fs");
QFile::setPermissions("./temp/shaders/fragmentshader.fs", QFile::ReadOwner | QFile::WriteOwner);
} }
SceneViewer::~SceneViewer() { SceneViewer::~SceneViewer() {
}
void SceneViewer::extractShaderResorce(const QString& shaderName) {
QString shaderResourcePath = ":/shaders/" + shaderName;
QString shaderTempPath = "./temp/shaders/" + shaderName;
if (QFile::exists(shaderTempPath))
{
QFile::remove(shaderTempPath);
}
QFile::copy(shaderResourcePath, shaderTempPath);
QFile::setPermissions(shaderTempPath, QFile::ReadOwner | QFile::WriteOwner);
} }
void SceneViewer::initializeGL() { void SceneViewer::initializeGL() {
initializeOpenGLFunctions(); initializeOpenGLFunctions();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_FRAMEBUFFER_SRGB);
Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION))); Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION)));
_shaderProgram.ensureInitialized(); _shaderProgram.ensureInitialized();
@ -65,8 +72,16 @@ void SceneViewer::initializeGL() {
_shaderProgram.attachShader(fragmentShader); _shaderProgram.attachShader(fragmentShader);
vertexShader.dispose(); vertexShader.dispose();
fragmentShader.dispose(); fragmentShader.dispose();
setAllLigntUniform(_shaderProgram);
init_queue();
addDirLight(glm::vec3(0.3, 0.5, -1), glm::vec3(0.2, 0.1, 0.2));
addSpotLight(glm::vec3(0.3, 0.5, -1), glm::vec3(-0.3, -0.5, 3), glm::vec3(0.2, 1, 0.1));
addPointLight(glm::vec3(0.5, 0.9, 0.4), glm::vec3(1, 0.2, 0.4));
addPointLight(glm::vec3(-0.3, -0.9, 0.4), glm::vec3(0, 0.2, 0.9));
_camera.setPosition(glm::vec3(0.0f, 0.0f, 10.0f)); _camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f));
} }
void SceneViewer::resizeGL(int w, int h) { void SceneViewer::resizeGL(int w, int h) {
@ -85,6 +100,8 @@ void SceneViewer::paintGL() {
glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f);
_shaderProgram.setUniform("view", view); _shaderProgram.setUniform("view", view);
_shaderProgram.setUniform("projection", projection); _shaderProgram.setUniform("projection", projection);
update_light();
for (auto object : _objects) { for (auto object : _objects) {
object.render(_shaderProgram); object.render(_shaderProgram);
@ -193,3 +210,24 @@ void SceneViewer::resizeEvent(QResizeEvent* event) {
//mask.addRoundedRect(rect(), _cornerRadius, _cornerRadius); //mask.addRoundedRect(rect(), _cornerRadius, _cornerRadius);
//setMask(mask.toFillPolygon().toPolygon()); //setMask(mask.toFillPolygon().toPolygon());
} }
void SceneViewer::update_light() {
setAllLigntUniform(_shaderProgram);
for (int i = 0; i < _illuminants.size(); i++) {
_illuminants[i].updateLight(_shaderProgram);
}
}
void SceneViewer::addDirLight(glm::vec3 direction, glm::vec3 color) {
_illuminants.push_back(Illuminant(Illuminant::LightType::dir, direction,color));
}
void SceneViewer::addPointLight(glm::vec3 position, glm::vec3 color) {
_illuminants.push_back(Illuminant(position, color, Illuminant::LightType::point));
}
void SceneViewer::addSpotLight(glm::vec3 direction, glm::vec3 position, glm::vec3 color) {
_illuminants.push_back(Illuminant(position,direction, color, Illuminant::LightType::spot));
}
void SceneViewer::deleteLight(int index) {
_illuminants.erase(_illuminants.begin() + index);
}

View File

@ -4,7 +4,6 @@
#include <qevent.h> #include <qevent.h>
#include <qopenglfunctions.h> #include <qopenglfunctions.h>
#include <QtOpenGLWidgets/qopenglwidget.h> #include <QtOpenGLWidgets/qopenglwidget.h>
#include <vector> #include <vector>
#include "camera.h" #include "camera.h"
@ -12,6 +11,11 @@
#include "renderable.h" #include "renderable.h"
#include "vao.h" #include "vao.h"
#include "utils.h" #include "utils.h"
#include "lightCaster.h"
#include "vbo.h"
#include "logger.h"
#include "model.h"
class SceneViewer : public QOpenGLWidget, protected QOpenGLFunctions class SceneViewer : public QOpenGLWidget, protected QOpenGLFunctions
{ {
@ -21,6 +25,8 @@ private:
// OpenGL section------------------------------------- // OpenGL section-------------------------------------
// List of objects currently in the scene // List of objects currently in the scene
std::vector<Renderable> _objects; std::vector<Renderable> _objects;
// List of light casters in the scene
std::vector<Illuminant> _illuminants;
// Shader program for objects // Shader program for objects
ShaderProgram _shaderProgram = ShaderProgram::empty(); ShaderProgram _shaderProgram = ShaderProgram::empty();
// Main camera // Main camera
@ -42,6 +48,14 @@ private:
public: public:
SceneViewer(QWidget* parent = 0); SceneViewer(QWidget* parent = 0);
~SceneViewer(); ~SceneViewer();
void update_light();
void addDirLight(glm::vec3 direction, glm::vec3 color);
void addPointLight(glm::vec3 position, glm::vec3 color);
void addSpotLight(glm::vec3 direction,glm::vec3 position, glm::vec3 color);
void deleteLight(int index);
private:
void extractShaderResorce(const QString& shaderName);
protected: protected:
// OpenGL functions // OpenGL functions

View File

@ -3,6 +3,8 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal; layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords; layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords; out vec2 TexCoords;
uniform mat4 model; uniform mat4 model;
@ -11,6 +13,9 @@ uniform mat4 projection;
void main() void main()
{ {
TexCoords = aTexCoords; FragPos = vec3(model * vec4(aPos, 1.0));
gl_Position = projection * view * model * vec4(aPos, 1.0); Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
} }