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。