qmyopenglwidget.h
#ifndef QMYOPENGLWIDGET_H
#define QMYOPENGLWIDGET_H
#include <QWidget>
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLShaderProgram>
class QMyOpenglWidget : public QOpenGLWidget, QOpenGLFunctions_3_3_Core
{
public:
enum EType {
eNone,
eFull,
eLine,
ePoint,
};
Q_OBJECT
public:
explicit QMyOpenglWidget(QWidget* parent = nullptr);
protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
public:
void cretaeShader();
void initDrawData(GLuint &vao, float *vertices, int vSize, GLuint &ebo);
void modeChange(EType type = eLine);
private:
unsigned int vao1;
unsigned int ebo1;
QOpenGLShaderProgram program;
GLuint programId;
GLint mLocation;
GLint vLocation;
GLint pLocation;
GLint vertexLocation;
GLint colorLocation;
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
QMatrix4x4 pMatrix;
signals:
public slots:
};
#endif // QMYOPENGLWIDGET_H
qmyopenglwidget.cpp
#include "qmyopenglwidget.h"
QMyOpenglWidget::QMyOpenglWidget(QWidget* parent):QOpenGLWidget(parent)
{
}
void QMyOpenglWidget::initializeGL()
{
initializeOpenGLFunctions();
cretaeShader();
//三角形顶点坐标
float s = 1.0f/2;
GLfloat vertices[] = {
-s, -s, -s,
s, -s, -s,
s, -s, s,
-s, -s, s,
-s, s, -s,
s, s, -s,
s, s, s,
-s, s, s,
};
initDrawData(vao1, vertices, sizeof(vertices), ebo1);
glEnable(GL_CULL_FACE); //启动了背面裁剪
glFrontFace(GL_CCW); //设置逆时针为正面
}
void QMyOpenglWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
pMatrix.setToIdentity();
float aspect = float(w*1.0)/ float(h);
aspect = int(aspect * 100) / 100.0f;
//aspect = 1.5f;
pMatrix.perspective(60.0f, aspect, 0.000f, 100.f);
vMatrix.lookAt(QVector3D{0.0,0.0,-1.0}, QVector3D{0.0,0.0,1.0},QVector3D{0.0,1.0,0.0});
mMatrix.setToIdentity();
mMatrix.translate(QVector3D{0.0,0.0,3.0});
//mMatrix.rotate(45, QVector3D{0.0,1.0,1.0});
//update();
}
void QMyOpenglWidget::paintGL()
{
glClearColor(0.2f, 0.2f, 0.1f, 0.1f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(mLocation, 1, GL_FALSE, mMatrix.data());
glUniformMatrix4fv(vLocation, 1, GL_FALSE, vMatrix.data());
glUniformMatrix4fv(pLocation, 1, GL_FALSE, pMatrix.data());
mMatrix.rotate(1, QVector3D{1.0,1.0,0.0});
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebo1);
glBindVertexArray(vao1);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
//glDrawArrays(GL_TRIANGLES, 0, 36);
update();
//draw(eLine);
}
void QMyOpenglWidget::cretaeShader()
{
program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vertex.vert");
program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/frag.frag");
program.bind();
program.link();
programId = program.programId();
mLocation = glGetUniformLocation(programId, "mMatrix");
vLocation = glGetUniformLocation(programId, "vMatrix");
pLocation = glGetUniformLocation(programId, "pMatrix");
vertexLocation = glGetAttribLocation(programId, "pos");
colorLocation = glGetAttribLocation(programId, "color");
Q_ASSERT(mLocation != -1);
Q_ASSERT(vLocation != -1);
Q_ASSERT(pLocation != -1);
Q_ASSERT(vertexLocation != -1);
Q_ASSERT(colorLocation != -1);
}
void QMyOpenglWidget::initDrawData(GLuint &vao, float *vertices, int vSize, GLuint &ebo)
{
//顶点索引
GLuint indexs[] = {
0, 1, 3, 1, 2, 3, // 下 ABCD
1, 6, 2, 1, 5, 6, // 右 BCGF
7, 5, 4, 7, 6, 5, // 上 EFGH
0, 3, 4, 3, 7, 4, // 左 ADHE
0, 5, 1, 0, 4, 5, // 前 ABFE
2, 7, 3, 2, 6, 7 // 后 DCGH
};
//顶点点颜色
GLfloat colors[] = { 1.0f, 0.0f, 0.0f,1.0f , //红
0.0f, 1.0f, 0.0f ,1.0f , //绿
0.0f, 0.0f, 1.0f ,1.0f , //蓝
0.0f, 0.0f, 0.0f ,1.0f , //白
1.0f, 0.0f, 0.0f,1.0f , //红
0.0f, 1.0f, 0.0f ,1.0f , //绿
0.0f, 0.0f, 1.0f ,1.0f , //蓝
0.0f, 0.0f, 0.0f ,1.0f , //白
};
//**************vao******************************//
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//******************* Vbo vertices*******************//
unsigned int vbo1;
glGenBuffers(1, &vbo1);
glBindBuffer(GL_ARRAY_BUFFER, vbo1);
//为当前绑定到target 的缓冲区对象创建一个新的数据存储 //
glBufferData(GL_ARRAY_BUFFER, vSize, vertices, GL_STATIC_DRAW);
//告知显卡如何解析缓冲区里的属性值
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, FALSE, 3*sizeof (GL_FLOAT), nullptr);
//开启VAO管理的第一个属性
glEnableVertexAttribArray(vertexLocation);
//************** Vbo color**************************/
unsigned int vboColor;
glGenBuffers(1, &vboColor);
glBindBuffer(GL_ARRAY_BUFFER, vboColor);
//为当前绑定到target 的缓冲区对象创建一个新的数据存储 //
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
//告知显卡如何解析缓冲区里的属性值
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, FALSE, 4*sizeof (GL_FLOAT), nullptr);
//开启VAO管理的第一个属性
glEnableVertexAttribArray(colorLocation);
//***************EBO ******************************/
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof (indexs), indexs, GL_STATIC_DRAW);
}
void QMyOpenglWidget::modeChange(QMyOpenglWidget::EType type)
{
makeCurrent(); //设置当前opengl 渲染环境
switch(type)
{
case eLine: {glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;}
case eFull: {glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;}
case ePoint: {glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;}
default: {glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;}
}
//glBindVertexArray(vao1);
//glDrawArrays(GL_TRIANGLES, 0, 3);
update();
doneCurrent();
}
glEnalbe(GL_CULL_FACE) 开启剔除操作效果
glDisable(GL_CULL_FACE)关闭剔除操作效果
剔除操作
1.glCullFace()参数包括GL_FRONT和GL_BACK。表示禁用多边形正面或者背面上的光照、阴影和颜色计算及操作,消除不必要的渲染计算。
例如某对象无论如何位置变化,我们都只能看到构成其组成的多边形的某一面时,可使用该函数。
2.glPolygonMode
简介
glPolygonMode函数用于控制多边形的显示方式。
原型是:void glPolygonMode(GLenum face,GLenum mode);
参数
face这个参数确定显示模式将适用于物体的哪些部分,控制多边形的正面和背面的绘图模式:
GL_FRONT表示显示模式将适用于物体的前向面(也就是物体能看到的面)
GL_BACK表示显示模式将适用于物体的后向面(也就是物体上不能看到的面)
GL_FRONT_AND_BACK表示显示模式将适用于物体的所有面
mode这个参数确定选中的物体的面以何种方式显示(显示模式):
GL_POINT表示只显示顶点,多边形用点显示
GL_LINE表示显示线段,多边形用轮廓显示
GL_FILL表示显示面,多边形采用填充形式
例: glPolygonMode(GL_FRONT, GL_LINE);表示物体的前向面用线段显示
vertex.vert
#version 330 core
uniform mat4 pMatrix;
uniform mat4 vMatrix;
uniform mat4 mMatrix;
in vec3 pos;
in vec4 color;
out vec4 fcolor;
void main(void)
{
fcolor = color;
gl_Position = pMatrix * vMatrix * mMatrix * vec4(pos, 1.0);
}
frag.frag
#version 330 core
in vec4 fcolor;
out vec4 FragColor; //片段着色器输出
void main(void)
{
FragColor = fcolor;
}