Qt Quick 3D - 灯光示例
演示不同灯光类型的使用。
该示例演示了在应用程序中使用三种不同的灯光类型。
设置场景灯光
定向光
定向光从无限远处的一个无法识别的光源向一个方向发射光线。这与现实生活中阳光的作用方式类似。定向光的范围是无限的,并且不会减弱。
我们将定向光设置为发射红色,并将其围绕 x 轴旋转制作成动画。
DirectionalLight { id: light1 color: Qt.rgba(1.0, 0.1, 0.1, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) position: Qt.vector3d(0, 200, 0) rotation: Quaternion.fromEulerAngles(-135, -90, 0) shadowMapQuality: Light.ShadowMapQualityVeryHigh pcfFactor: 1 visible: directionalLightCheckBox.checked castsShadow: checkBoxShadows.checked brightness: directionalLightSlider.value SequentialAnimation on rotation { loops: Animation.Infinite QuaternionAnimation { to: Quaternion.fromEulerAngles(-45, -90, 0) duration: 2000 easing.type: Easing.InOutQuad } QuaternionAnimation { to: Quaternion.fromEulerAngles(-135, -90, 0) duration: 2000 easing.type: Easing.InOutQuad } } }
点光源
点光源可以描述为一个球体,从光源中心向各个方向发出强度相同的光。这与灯泡的发光方式类似。
我们将点光源设置为发射绿色,并以 x 坐标为其位置设置动画。
PointLight { id: light2 color: Qt.rgba(0.1, 1.0, 0.1, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) position: Qt.vector3d(0, 300, 0) shadowMapFar: 2000 shadowMapQuality: Light.ShadowMapQualityHigh visible: pointLightCheckBox.checked castsShadow: checkBoxShadows.checked brightness: pointLightSlider.value SequentialAnimation on x { loops: Animation.Infinite NumberAnimation { to: 400 duration: 2000 easing.type: Easing.InOutQuad } NumberAnimation { to: 0 duration: 2000 easing.type: Easing.InOutQuad } } }
点光源
点光源与点光源类似,不同之处在于它以锥形朝一个方向发光,而不是朝所有方向发光。除了圆锥角度外,聚光灯与点光源具有相同的特性和属性。
我们将聚光灯设置为发射暖色,并将其旋转 Y 坐标设置为动画。
SpotLight { id: light4 color: Qt.rgba(1.0, 0.9, 0.7, 1.0) ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0) position: Qt.vector3d(0, 250, 0) eulerRotation.x: -45 shadowMapFar: 2000 shadowMapQuality: Light.ShadowMapQualityHigh visible: spotLightCheckBox.checked castsShadow: checkBoxShadows.checked brightness: spotLightSlider.value coneAngle: 110 innerConeAngle: 70 PropertyAnimation on eulerRotation.y { loops: Animation.Infinite from: 0 to: -360 duration: 10000 } }
设置场景模型
首先,我们添加两个矩形模型作为场景的地板和后墙。这些模型有助于观察光影。
Model { source: "#Rectangle" y: -200 scale: Qt.vector3d(15, 15, 15) eulerRotation.x: -90 materials: [ PrincipledMaterial { baseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0) } ] } Model { source: "#Rectangle" z: -400 scale: Qt.vector3d(15, 15, 15) materials: [ PrincipledMaterial { baseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0) } ] }
然后,我们添加围绕 Y 轴旋转的主徽标模型。
Model { id: logoDefault source: "qtlogo.mesh" scale: Qt.vector3d(5000, 5000, 5000) property variant material materials: [ material ] property bool animate: true NumberAnimation on eulerRotation.y { running: logoDefault.animate loops: Animation.Infinite duration: 5000 from: 0 to: -360 } }
我们还添加了小立方体模型来演示每种灯光的位置和旋转。当用户访问相关滑块时,这些立方体的比例会变大。
Model { // Directional Light Marker property real size: directionalLightSlider.highlight ? 0.2 : 0.1 source: "#Cube" position: light1.position rotation: light1.rotation scale: Qt.vector3d(size, size, size * 2) materials: [ PrincipledMaterial { baseColor: light1.color lighting: PrincipledMaterial.NoLighting } ] castsShadows: false visible: directionalLightCheckBox.checked } Model { // Point Light Marker source: "#Sphere" position: light2.position rotation: light2.rotation property real size: pointLightSlider.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) materials: [ PrincipledMaterial { baseColor: light2.color lighting: PrincipledMaterial.NoLighting } ] castsShadows: false visible: pointLightCheckBox.checked } Node { // Spot Light Marker position: light4.position rotation: light4.rotation property real size: spotLightSlider.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) Model { source: "#Cone" castsShadows: false eulerRotation.x: 90 materials: PrincipledMaterial { baseColor: light4.color lighting: PrincipledMaterial.NoLighting } } visible: spotLightCheckBox.checked }
用户可以通过设置面板启用阴影,并分别控制每种灯光的可见度和亮度。
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