triangle.cpp
#include "triangle.h"
#include <cmath>
GLuint VBO, VAO;
Triangle::Triangle(QWidget* parent)
:QOpenGLWidget(parent)
{
this->setWindowTitle("Camera");
}
Triangle::~Triangle(){
delete ourShader;
core->glDeleteVertexArrays(1, &VAO);
core->glDeleteBuffers(1, &VBO);
texture1->destroy();
texture2->destroy();
}
void Triangle::initializeGL(){
//着色器部分
core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
ourShader = new Shader(":/shaders/vertexshadersource.vert", ":/shaders/fragmentshadersource.frag");
//VAO,VBO数据部分
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
core->glGenVertexArrays(1, &VAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
core->glGenBuffers(1, &VBO);
core->glBindVertexArray(VAO);
core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
// texture coord attribute
core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
core->glEnableVertexAttribArray(1);
//纹理
//第一张箱子
texture1 = new QOpenGLTexture(QImage("D://1//1.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture1->isCreated()){
qDebug() << "Failed to load texture" << endl;
}
texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture1->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture1->setMagnificationFilter(QOpenGLTexture::Linear); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//第二张笑脸
texture2 = new QOpenGLTexture(QImage("D://1//10.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture2->isCreated()){
qDebug() << "Failed to load texture" << endl;
}
texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture2->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture2->setMagnificationFilter(QOpenGLTexture::Linear); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//设置纹理单元编号
ourShader->use();
ourShader->setInt("texture1", 0);
ourShader->setInt("texture2", 1);
//开启计时器,返回毫秒
time.start();
//给着色器变量赋值
QMatrix4x4 projection;
// view.translate(QVector3D(0.0f, 0.0f, -3.0f));
projection.perspective(45.0f, (GLfloat)width()/(GLfloat)height(), 0.1f, 100.0f);
ourShader->use();
//ourShader->setMat4("view", view);
ourShader->setMat4("projection", projection);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
core->glEnable(GL_DEPTH_TEST);
}
void Triangle::resizeGL(int w, int h){
core->glViewport(0, 0, w, h);
}
QVector3D cubePositions[] = { //为了省事,设为全局函数,若嫌封装性不好,改为成员变量指针,在initializeGL()重新赋值就好
QVector3D( 0.0f, 0.0f, -1.0f), //小小改动一下将z轴的0.0f变为-1.0f
QVector3D( 2.0f, 5.0f, -15.0f),
QVector3D(-1.5f, -2.2f, -2.5f),
QVector3D(-3.8f, -2.0f, -12.3f),
QVector3D( 2.4f, -0.4f, -3.5f),
QVector3D(-1.7f, 3.0f, -7.5f),
QVector3D( 1.3f, -2.0f, -2.5f),
QVector3D( 1.5f, 2.0f, -2.5f),
QVector3D( 1.5f, 0.2f, -1.5f),
QVector3D(-1.3f, 1.0f, -1.5f)
};
void Triangle::paintGL(){
core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
core->glActiveTexture(GL_TEXTURE0);
texture1->bind();
core->glActiveTexture(GL_TEXTURE1);
texture2->bind();
ourShader->use();
QMatrix4x4 view;
GLfloat radius = 15.0f;
GLfloat camX = sin(((GLfloat)time.elapsed())/1000) * radius; //返回的毫秒太大了,除以1000小一些
GLfloat camZ = cos(((GLfloat)time.elapsed())/1000) * radius;
view.lookAt(QVector3D(camX, 0.0f, camZ), QVector3D(0.0f, 0.0f, 0.0f), QVector3D(0.0f, 1.0f, 0.0f));
ourShader->setMat4("view", view);
for(GLuint i = 0; i != 10; ++i){
QMatrix4x4 model;
model.translate(cubePositions[i]);
model.rotate(20.0f * i, cubePositions[i]);//这里角度改为固定角度
ourShader->setMat4("model", model);
core->glBindVertexArray(VAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
update();
}
其它文件及方法,直接复制全部内容:
Qt5与现代OpenGL学习(五)旋转的正六面体