一、两个彼此相连的三角形
题目:添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形;
myopenglwidget.cpp中代码如下:
#include "myopenglwidget.h"
#include <QDebug>
//全局的顶点数组对象
unsigned int VAO;
//全局的着色器程序
unsigned int shaderProgram;
MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
void MyOpenGLWidget::initializeGL()
{
//初始化OpenGL函数
initializeOpenGLFunctions();
//1.创建VBO,并赋予ID
unsigned int VBO;
glGenBuffers(1, &VBO);
//绑定VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//顶点数据
float vertices[] = {
// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
};
//把顶点数据复制到显存中
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//2.创建VAO对象,并赋予ID
glGenVertexArrays(1, &VAO);
//绑定VAO对象
glBindVertexArray(VAO);
//告知显卡如何解析缓冲里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
//解绑VAO
glBindVertexArray(0);
//3.创建顶点着色器并赋予ID
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
//顶点着色器程序
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
}
//4.创建片段着色器并赋予ID
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
//片段着色器程序
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
}
//5.创建一个程序对象,并分配ID;
shaderProgram = glCreateProgram();
//着色器附加到程序对象上,然后用glLinkProgram链接它们:
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//检测链接着色器是否成功:
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
}
//删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void MyOpenGLWidget::resizeGL(int w, int h)
{
Q_UNUSED(w);
Q_UNUSED(h);
}
void MyOpenGLWidget::paintGL()
{
//设置墨绿色背景
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
glClear(GL_COLOR_BUFFER_BIT); //状态使用
//6.绘制三角形
glUseProgram(shaderProgram); //激活程序对象
glBindVertexArray(VAO); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 6); //绘图
}
运行结果如下:
二、数据不同的VAO和VBO
题目:创建两个相同的三角形,但对他们的数据使用不同的VAO和VBO;
myopenglwidget.cpp中代码如下:
#include "myopenglwidget.h"
#include <QDebug>
//全局的顶点数组对象
unsigned int VAO[2];
//全局的着色器程序
unsigned int shaderProgram;
MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
void MyOpenGLWidget::initializeGL()
{
//初始化OpenGL函数
initializeOpenGLFunctions();
//1.创建VBO,并赋予ID
unsigned int VBO[2];
glGenBuffers(2, VBO);
//2.创建VAO对象,并赋予ID
glGenVertexArrays(2, VAO);
//绑定VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
//顶点数据
float firstVertices[] = {
// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
};
//把顶点数据复制到显存中
glBufferData(GL_ARRAY_BUFFER, sizeof(firstVertices), firstVertices, GL_STATIC_DRAW);
//绑定VAO对象
glBindVertexArray(VAO[0]);
//告知显卡如何解析缓冲里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);
//绑定VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
float secondVertices[] = {
// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
};
//把顶点数据复制到显存中
glBufferData(GL_ARRAY_BUFFER, sizeof(secondVertices), secondVertices, GL_STATIC_DRAW);
glBindVertexArray(VAO[1]);
//告知显卡如何解析缓冲里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
//解绑VAO
glBindVertexArray(0);
//3.创建顶点着色器并赋予ID
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
//顶点着色器程序
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
}
//4.创建片段着色器并赋予ID
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
//片段着色器程序
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
}
//5.创建一个程序对象,并分配ID;
shaderProgram = glCreateProgram();
//着色器附加到程序对象上,然后用glLinkProgram链接它们:
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
//检测链接着色器是否成功:
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
}
//删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void MyOpenGLWidget::resizeGL(int w, int h)
{
Q_UNUSED(w);
Q_UNUSED(h);
}
void MyOpenGLWidget::paintGL()
{
//设置墨绿色背景
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
glClear(GL_COLOR_BUFFER_BIT); //状态使用
//6.绘制第一个三角形
glUseProgram(shaderProgram); //激活程序对象
glBindVertexArray(VAO[0]); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
//绘制第二个三角形
glBindVertexArray(VAO[1]); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
}
运行结果如下:
三、两个着色器程序
题目:创建两个着色器程序,第二个程序使用一个不同的片段着色器,输出黄色;再次绘制这两个三角形,让其中一个输出位黄色;
myopenglwidget.cpp中代码如下:
#include "myopenglwidget.h"
#include <QDebug>
//全局的顶点数组对象
unsigned int VAO[2];
//全局的着色器程序
unsigned int shaderProgram1;
unsigned int shaderProgram2;
MyOpenGLWidget::MyOpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
void MyOpenGLWidget::initializeGL()
{
//初始化OpenGL函数
initializeOpenGLFunctions();
//1.创建VBO,并赋予ID
unsigned int VBO[2];
glGenBuffers(2, VBO);
//2.创建VAO对象,并赋予ID
glGenVertexArrays(2, VAO);
//绑定VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
//顶点数据
float firstVertices[] = {
// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
};
//把顶点数据复制到显存中
glBufferData(GL_ARRAY_BUFFER, sizeof(firstVertices), firstVertices, GL_STATIC_DRAW);
//绑定VAO对象
glBindVertexArray(VAO[0]);
//告知显卡如何解析缓冲里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);
//绑定VBO对象
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
float secondVertices[] = {
// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
};
//把顶点数据复制到显存中
glBufferData(GL_ARRAY_BUFFER, sizeof(secondVertices), secondVertices, GL_STATIC_DRAW);
glBindVertexArray(VAO[1]);
//告知显卡如何解析缓冲里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
//开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);
//解绑VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
//解绑VAO
glBindVertexArray(0);
//3.创建顶点着色器并赋予ID
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
//顶点着色器程序
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//如下代码检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
}
//4.创建片段着色器并赋予ID
unsigned int fragmentShader1;
fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
//片段着色器程序
const char *fragmentShaderSource1 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(fragmentShader1, 1, &fragmentShaderSource1, NULL);
glCompileShader(fragmentShader1);
//检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
glGetShaderiv(fragmentShader1, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader1, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
}
//创建片段着色器并赋予ID
unsigned int fragmentShader2;
fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
//片段着色器程序
const char *fragmentShaderSource2 = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\n";
//将着色器源码附加到着色器对象上,然后编译它
glShaderSource(fragmentShader2, 1, &fragmentShaderSource2, NULL);
glCompileShader(fragmentShader2);
//检测glCompileShader是否编译成功;如果编译失败,打印编译错误信息:
glGetShaderiv(fragmentShader2, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(fragmentShader2, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog;
}
//5.创建一个程序对象,并分配ID;
shaderProgram1 = glCreateProgram();
//着色器附加到程序对象上,然后用glLinkProgram链接它们:
glAttachShader(shaderProgram1, vertexShader);
glAttachShader(shaderProgram1, fragmentShader1);
glLinkProgram(shaderProgram1);
//检测链接着色器是否成功:
glGetProgramiv(shaderProgram1, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram1, 512, NULL, infoLog);
qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
}
//创建一个程序对象,并分配ID;
shaderProgram2 = glCreateProgram();
//着色器附加到程序对象上,然后用glLinkProgram链接它们:
glAttachShader(shaderProgram2, vertexShader);
glAttachShader(shaderProgram2, fragmentShader2);
glLinkProgram(shaderProgram2);
//检测链接着色器是否成功:
glGetProgramiv(shaderProgram2, GL_LINK_STATUS, &success);
if(!success)
{
glGetProgramInfoLog(shaderProgram2, 512, NULL, infoLog);
qDebug() << "ERROR::PROGRAM::COMPILATION_FAILED\n" << infoLog;
}
//删除着色器对象
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
}
void MyOpenGLWidget::resizeGL(int w, int h)
{
Q_UNUSED(w);
Q_UNUSED(h);
}
void MyOpenGLWidget::paintGL()
{
//设置墨绿色背景
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); //状态设置
glClear(GL_COLOR_BUFFER_BIT); //状态使用
//6.绘制第一个三角形
glUseProgram(shaderProgram1); //激活程序对象
glBindVertexArray(VAO[0]); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
//绘制第二个三角形
glUseProgram(shaderProgram2); //激活程序对象
glBindVertexArray(VAO[1]); //绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3); //绘图
}
运行结果如下:
注:观看OpenGL中文官网(https://learnopengl-cn.github.io/)和阿西拜的现代OpenGL入门(https://ke.qq.com/course/3999604#term_id=104150693)学习OpenGL