Qt 3D教程(三)实现对模型材质參数的控制

Qt 3D教程(三)实现对模型材质參数的控制

蒋彩阳原创文章,首发地址:http://blog.csdn.net/gamesdev/article/details/47131841。欢迎同行前来探讨。

       上一篇教程介绍的是显示一个三维模型的基本步骤,接下来我们须要实现的是加入材质,而且希望我们通过button来控制材质的參数。

这种效果看起来非常像一个3D模型材质编辑器的样子。

那我们来尝试一下吧。

       首先我们对Settings这个类进行改动,给它增添一些属性,比方说环境光、漫反射、镜面反射以及反射系数。

通过Q_PROPERTY宏以及一系列的setter和getter函数,我们就能够做到这一点。

class Settings: public QObject
{
    Q_OBJECT
    Q_PROPERTY( bool showModel READ showModel WRITE setShowModel NOTIFY showModelChanged )
    Q_PROPERTY( QColor ambient READ ambient WRITE setAmbient NOTIFY ambientChanged )
    Q_PROPERTY( QColor diffuse READ diffuse WRITE setDiffuse NOTIFY diffuseChanged )
    Q_PROPERTY( QColor specular READ specular WRITE setSpecular NOTIFY specularChanged )
    Q_PROPERTY( float shininess READ shininess WRITE setShininess NOTIFY shininessChanged )
public:
    explicit Settings( QObject* parent = Q_NULLPTR );

    bool showModel( void ) { return m_showModel; }
    void setShowModel( bool showModel );

    QColor ambient( void ) { return m_ambient; }
    void setAmbient( const QColor& ambient );

    QColor diffuse( void ) { return m_diffuse; }
    void setDiffuse( const QColor& diffuse );

    QColor specular( void ) { return m_specular; }
    void setSpecular( const QColor& specular );

    float shininess( void ) { return m_shininess; }
    void setShininess( float shininess );
signals:
    void showModelChanged( void );
    void ambientChanged( void );
    void diffuseChanged( void );
    void specularChanged( void );
    void shininessChanged( void );
protected:
    bool            m_showModel;
    QColor          m_ambient, m_diffuse, m_specular;
    float           m_shininess;
};

以下是Settings一些函数的实现:

Settings::Settings( QObject* parent ): QObject( parent )
{
    m_showModel = true;
    m_ambient = QColor( 153, 51, 26 );
    m_diffuse = QColor( 51, 153, 26 );
    m_specular = QColor( 153, 230, 26 );
    m_shininess = 0.6;
}

void Settings::setShowModel( bool showModel )
{
    if ( m_showModel == showModel ) return;
    m_showModel = showModel;
    emit showModelChanged( );
}

void Settings::setAmbient( const QColor& ambient )
{
    if ( m_ambient == ambient ) return;
    m_ambient = ambient;
    emit ambientChanged( );
}

void Settings::setDiffuse( const QColor& diffuse )
{
    if ( m_diffuse == diffuse ) return;
    m_diffuse = diffuse;
    emit diffuseChanged( );
}

void Settings::setSpecular( const QColor& specular )
{
    if ( m_specular == specular ) return;
    m_specular = specular;
    emit specularChanged( );
}

void Settings::setShininess( float shininess )
{
    if ( m_shininess == shininess ) return;
    m_shininess = shininess;
    emit shininessChanged( );
}

       随后我们声明槽函数,点击环境光、漫反射和镜面反射的时候。它都会设置button的背景色,然后设置m_settings的相关成员。

void MainWindow::decorateButton( QPushButton* button, const QColor& color )
{
    QString styleSheetTemplate( "background: rgb( %1, %2, %3 )" );
    QString styleSheet = styleSheetTemplate.
                         arg( color.red( ) ).arg( color.green( ) ).
                         arg( color.blue( ) );
    button->setStyleSheet( styleSheet );
}

void MainWindow::on_ambientButton_clicked()
{
    QPushButton* button = qobject_cast<QPushButton*>( sender( ) );
    QColor color, prevColor;
    prevColor = m_settings.ambient( );
    color = QColorDialog::getColor( prevColor, this, "请选择一个颜色" );
    decorateButton( button, color );
    m_settings.setAmbient( color );
}

void MainWindow::on_diffuseButton_clicked()
{
    QPushButton* button = qobject_cast<QPushButton*>( sender( ) );
    QColor color, prevColor;
    prevColor = m_settings.diffuse( );
    color = QColorDialog::getColor( prevColor, this, "请选择一个颜色" );
    decorateButton( button, color );
    m_settings.setDiffuse( color );
}

void MainWindow::on_specularButton_clicked()
{
    QPushButton* button = qobject_cast<QPushButton*>( sender( ) );
    QColor color, prevColor;
    prevColor = m_settings.specular( );
    color = QColorDialog::getColor( prevColor, this, "请选择一个颜色" );
    decorateButton( button, color );
    m_settings.setSpecular( color );
}

void MainWindow::on_shininessEdit_returnPressed( void )
{
    m_settings.setShininess( ui->shininessEdit->text( ).toFloat( ) );
}


最后我们在QML中加入PhongMaterial这个类,这个类在C++中是Qt3D::Render::QPhongMaterial,它提供了基于Phong光照模型的这种材质,提供了一种很真实的显示效果。我们使用_settings这个上下文属性将上述的材质属性绑定到PhongMaterial中。加入了PhongMaterial的QML代码例如以下:

import Qt3D 2.0
import Qt3D.Renderer 2.0

Entity
{
    id: root

    Camera
    {
        id: camera
        position: Qt.vector3d( 0.0, 20.0, 100.0 )
        projectionType: CameraLens.PerspectiveProjection
        fieldOfView: 45
        aspectRatio: 16.0 / 9.0
        nearPlane : 0.1
        farPlane : 1000.0
        upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
        viewCenter: Qt.vector3d( 0.0, 20.0, 0.0 )
    }

    components: FrameGraph
    {
        ForwardRenderer
        {
            clearColor: Qt.rgba( 0.2, 0, 0, 1 )
            camera: camera
        }
    }

    Entity
    {
        Mesh
        {
            id: chestMesh
            source: "qrc:/assets/Chest.obj"
            enabled: _settings.showModel
        }

        // 新加入的内容
        PhongMaterial
        {
            id: phongMaterial
            ambient: _settings.ambient
            diffuse: _settings.diffuse
            specular: _settings.specular
            shininess: _settings.shininess
        }

        components: [ chestMesh, phongMaterial ]
    }

    Configuration
    {
        controlledCamera: camera
    }
}


         程序执行截图例如以下:

       本次教程的代码均在我的github中,感兴趣的同行们能够通过git clone或者是直接下载我的git项目来获取到本套教程的全部源码。

原文地址:https://www.cnblogs.com/yangykaifa/p/7079488.html