文章目录
- QT+OpenGL反射与折射
- 反射
- 折射
QT+OpenGL反射与折射
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反射
反射这个属性表现为物体(或者物体的一部分)反射它周围的环境,即根据观察者的视角,物体的颜色或多或少等于他的环境。
最终的反射向量将会作为索引/采样立方体贴图的方向向量,返回颜色的值。
关键代码:
shader.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
TexCoords=aTexCoords;
Normal = mat3(transpose(inverse(model))) * aNormal;
FragPos=vec3(model * vec4(aPos,1.0));
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
shader.frag
#version 330 core
struct Material {
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
struct Light {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
uniform Material material;
out vec4 FragColor;
in vec2 TexCoords;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 viewPos;
void main() {
vec3 diffuseTexColor=vec3(texture(material.texture_diffuse1,TexCoords));
vec3 specularTexColor=vec3(texture(material.texture_specular1,TexCoords));
// ambient
vec3 ambient = diffuseTexColor*light.ambient;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff *diffuseTexColor*light.diffuse;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = spec*specularTexColor*light.specular;
vec3 result = (ambient + diffuse + specular);
FragColor = vec4(result, 1.0);
}
reflection.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 Normal;
out vec3 Position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
Normal = mat3(transpose(inverse(model))) * aNormal;
Position = vec3(model * vec4(aPos, 1.0));
gl_Position = projection * view * vec4(Position, 1.0);
}
reflection.frag
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 Position;
uniform vec3 viewPos;
uniform samplerCube skybox;
void main() {
vec3 I = normalize(Position - viewPos);
vec3 R = reflect(I, normalize(Normal));
FragColor = vec4(texture(skybox, R).rgb, 1.0);
}
折射
折射是光线由于传播介质的改变而产生的方向变化。折射是通过斯涅尔定律来描述的。
折射可以使用GLSL的内建refract函数来轻松实现,他需要一个法向量、一个观察方向和两个材质之间的折射率。
这里使用反射的shader。
主要代码:
reflection.frag
void main()
{
float ratio = 1.00/1.52;
vec3 I = normalize(Position - cameraPos);
vec3 R = refract(I, normalize(Normal), ratio);
FragColor = vec4(texture(skybox, R).rgb, 1.0);
}