利用QOpenGLWidget glDrawArrays()实现纹理贴图

Qt提供了两种可以使用opengl渲染的qwidget派生类,一是QGLWidget,二是QOpenGLWidget。但是前者逐渐不被采用。此外,opengl也逐渐放弃旧的 glBegin() - glEnd()模式,而是采用glDrawArrays()。本篇博文演示利用QOpenGLWidget和glDrawArrays结合,实现纹理贴图。

头文件:

#ifndef MAINWINDOW_H
#define MAINWINDOW_H

#include <QOpenGLWidget>
#include <QOpenGLFunctions>


class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
    Q_OBJECT

public:
    GLWidget(QWidget *parent = 0);
    ~GLWidget();

	GLuint						m_id;
    unsigned char               m_arrData[1024];
	
	
protected:
    void initializeGL() Q_DECL_OVERRIDE;
    void paintGL() Q_DECL_OVERRIDE;
    void resizeGL(int width, int height) Q_DECL_OVERRIDE;
    void mouseDoubleClickEvent(QMouseEvent *event) Q_DECL_OVERRIDE;
    //void mouseMoveEvent(QMouseEvent *event) Q_DECL_OVERRIDE;
    //void mouseReleaseEvent(QMouseEvent *event) Q_DECL_OVERRIDE;
};

#endif // MAINWINDOW_H
cpp文件:

#include "glwidget.h"
#include <QImage>
#include "math3d.h"

GLWidget::GLWidget(QWidget *parent)
    : QOpenGLWidget(parent)
{
    int iVal = 0;

    for(int iIndex = 0;iIndex < 4; iIndex++)
    {
            if(0 == iVal)
            {
                iVal = 255;
            }
            else
            {
                iVal = 0;
            }

            memset(m_arrData + 32 * 8 * iIndex, iVal, 32 * 8);
    }
}

GLWidget::~GLWidget()
{
	glDeleteTextures(1, &m_id);
}

void GLWidget::initializeGL()
{
    initializeOpenGLFunctions();//这句必须有,否则程序会崩溃
	glGenTextures(1, &m_id);
	glBindTexture(GL_TEXTURE_2D, m_id);
    //这下面的两句是必要的,否则在绘制区的像素数和纹理的像素数不等时,图案不能正常显示
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 32, 32, 0, GL_LUMINANCE,//GL_INTENSITY,
                 GL_UNSIGNED_BYTE, m_arrData);
}

void GLWidget::paintGL()
{
	M3DVector2f	arrVetex[4] = {{0.0,0.0}, {100.0, 0.0}, {100.0, 100.0}, {0.0, 100.0}};//M3DVector2f是math3d.h定义的类型
	
	float arrTex[8] = {0.0,0.0,1.0, 0.0,1.0, 1.0, 0.0, 1.0};
	

	glBindTexture(GL_TEXTURE_2D, m_id);
    glEnable(GL_TEXTURE_2D);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2, GL_FLOAT, 0, arrTex);
	glVertexPointer(2, GL_FLOAT, 0, &arrVetex[0]);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_TEXTURE_2D);
}

void GLWidget::resizeGL(int width, int height)
{
    glViewport(0,0,width,height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0);
    glMatrixMode(GL_MODELVIEW);
}

void GLWidget::mouseDoubleClickEvent(QMouseEvent *event)
{
	//m_iTick++;
	update();
}



结果:



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