一、大体逻辑
1、创建两vao,绑定不同的ebo,一个绘制尖头向上的三角形,另一个绘制尖头向下的三角形
2、两vao共一个vbo
3、用于练习使用一些基础的API使用
4、如下图
二、头文件
#ifndef WIDGET_H
#define WIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions_4_5_Core>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
class Widget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Core
{
Q_OBJECT
public:
Widget(QWidget *parent = nullptr);
~Widget();
protected:
virtual void initializeGL() override;
virtual void resizeGL(int w, int h) override;
virtual void paintGL() override;
private:
QOpenGLShaderProgram *m_program;
QOpenGLBuffer *vbo, *ebo, *ebo_1;
QOpenGLVertexArrayObject *vao, *vao_1;
};
#endif // WIDGET_H
三、源文件
#include "widget.h"
Widget::Widget(QWidget *parent)
: QOpenGLWidget(parent)
{
vbo = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
vao = new QOpenGLVertexArrayObject();
ebo = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
ebo_1 = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
vao_1 = new QOpenGLVertexArrayObject();
}
Widget::~Widget()
{
m_program->release();
delete m_program;
delete vbo;
delete ebo;
delete vao;
delete ebo_1;
delete vao_1;
}
//[]设置OpenGL资源和状态,最先调用且调用一次。
void Widget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/vertex.vert");
m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/fragment.frag");
m_program->link();
float vertices[] = {
-1, 0, 0,
1, 0, 0,
0, 1, 0,
0,-1, 0,
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 2, /* 从第0个顶点开始逆时针开始图三角形 */
};
unsigned int indices_1[] = { // note that we start from 0!
0, 3, 1, /* 这个也要是逆时针,不是,就画不出来 */
};
vao->create();
vao->bind();
vbo->create();
vbo->bind();// 选绑定
vbo->setUsagePattern(QOpenGLBuffer::StaticDraw);
vbo->allocate(vertices, sizeof(vertices));// 再分配数据
ebo->create();
ebo->bind();
ebo->allocate(indices, sizeof(indices));
m_program->enableAttributeArray("aPos");
m_program->setAttributeBuffer("aPos", GL_FLOAT, 0 * sizeof(GLfloat), 3, 3 * sizeof(GLfloat));
vao->release();
vao_1->create();
vao_1->bind();
ebo_1->create();
ebo_1->bind();
ebo_1->setUsagePattern(QOpenGLBuffer::StaticDraw);
ebo_1->allocate(indices_1, sizeof(indices_1));
m_program->enableAttributeArray("aPos");
m_program->setAttributeBuffer("aPos", GL_FLOAT, 0 * sizeof(GLfloat), 3, 3 * sizeof(GLfloat));
vao_1->release();
}
//[]渲染OpenGL窗口,当窗口widget需要更新时调用
void Widget::paintGL()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_program->bind();
vao->bind();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
vao->release();
vao_1->bind();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
vao_1->release();
m_program->release();
}
//[]设置OpenGL视口、投影等,当widget调整大小(或首次显示)时调用
void Widget::resizeGL(int width, int height)
{
int side = qMin(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
}
四、顶点着色器
#version 450 core
layout (location = 0) in vec3 aPos;
void main(void)
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
五、片段着色器
#version 450 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);//使用固定颜色
}