Qt_OpengGL:平面图形的着色渲染小测
//.h
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QtOpenGL>
#include <QWidget>
class GLWidget : public QGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QGLWidget *parent = 0);
~GLWidget();
protected:
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void keyPressEvent(QKeyEvent *e);
bool fullscreen;
private:
float triangle_rotate;
float circle_rotate;
float quads_rotate;
};
#endif // GLWIDGET_H
//.cpp
#include "glwidget.h"
#include <QtGui>
#include <QtCore>
#include <QtOpenGL>
#define GL_PI 3.1415926
#define GL_RADIUX 0.2f
GLWidget::GLWidget(QGLWidget *parent) :
QGLWidget(parent)
{
// setWindowTitle("The Opengl for Qt Framework");
fullscreen = false;
triangle_rotate = 0.0;
quads_rotate = 0.0;
circle_rotate = 0.0;
}
//这是对虚函数,这里是重写该函数
void GLWidget::initializeGL()
{
setGeometry(300, 150, 500, 500);//设置窗口初始位置和大小
glShadeModel(GL_SMOOTH);//设置阴影平滑模式
glClearColor(0.0, 0.0, 0.0, 0.0);//改变窗口的背景颜色,不过我这里貌似设置后并没有什么效果
glClearDepth(1.0);//设置深度缓存
glEnable(GL_DEPTH_TEST);//允许深度测试
glDepthFunc(GL_LEQUAL);//设置深度测试类型
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);//进行透视校正
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glClear()函数在这里就是对initializeGL()函数
//中设置的颜色和缓存深度等起作用
glLoadIdentity();//重置当前的模型观察矩阵,该句执行完后,将焦点移动到了屏幕的中心
/*下面几句代码是用来画三角形的,以glBegin()开始,glEnd()结束;glVertex3f为给定一个3维的顶点,坐标值为浮点型*/
glTranslatef(-0.3, 0.3, -0.6);
glRotatef(triangle_rotate, 0.2, 0.2, 0.0);//设置旋转的角度,这里为了观察,同时沿x轴和y轴做了旋转
glBegin(GL_TRIANGLES);//GL_TRIANGLES代表为画三角形
glVertex3f(0.0f, 0.2f, 0.0f);//上顶点坐标
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-0.2f, -0.2f, 0.0f);//左下角坐标
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.2f, -0.2f, 0.0f);//右下角坐标
glColor3f(0.0f, 0.0f, 1.0f);
glEnd();//结束画完
triangle_rotate += 0.05; //为了看到动态效果,这里每次刷新后旋转的角度都加0.05
glLoadIdentity();//重新焦点定位,同样是屏幕的中心
glTranslatef(0.3f,0.3f,0.0f); // 向x轴正方向移动0.3个单位
glRotatef(quads_rotate, 0.0, 0.2, 0.2);
glColor3f(0.0f,1.0f,0.0f);//颜色设置放在这个地方,对下面的顶点设置都是有效的
/*下面开始绘制四边形*/
glBegin(GL_QUADS);
glVertex3f(-0.2f, 0.2f, 0.0f); // 左上顶点
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f( 0.2f, 0.2f, 0.0f); // 右上顶点
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f( 0.2f, -0.2f, 0.0f); // 右下顶点
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-0.2f, -0.2f, 0.0f); // 左下顶点
glColor3f(1.0f, 0.2f, 0.8f);
glEnd(); // 四边形绘制结束
quads_rotate += 0.05;
glLoadIdentity();
glTranslatef(0.0f, -0.3f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glRotatef(circle_rotate, 0.2, 0.0, 0.2);
/*这里用连续的三角形面积来逼近圆的面积实现圆周的画法*/
GLint circle_points = 100, i = 0;
glBegin(GL_TRIANGLE_FAN);
for(int i = 0; i < circle_points; i++ )
{
double angle = 2*GL_PI*i/circle_points;
//qrand()%10为产生0~10的整数,这里的颜色是随机产生的
glColor3f((GLfloat)(qrand()%10)/10, (GLfloat)(qrand()%10)/10, (GLfloat)(qrand()%10)/10);
glVertex3f(GL_RADIUX*cos(angle), GL_RADIUX*sin(angle), 0);
}
glEnd();
circle_rotate += 0.05;
}
//该程序是设置opengl场景透视图,程序中至少被执行一次(程序启动时).
void GLWidget::resizeGL(int width, int height)
{
if(0 == height)
height = 1;//防止一条边为0
glViewport(0, 0, (GLint)width, (GLint)height);//重置当前视口,本身不是重置窗口的,只不过是这里被Qt给封装好了
glMatrixMode(GL_PROJECTION);//选择投影矩阵
glLoadIdentity();//重置选择好的投影矩阵
// gluPerspective(45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0);//建立透视投影矩阵
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GLWidget::keyPressEvent(QKeyEvent *e)
{
switch(e->key())
{
//F1键为全屏和普通屏显示切换键
case Qt::Key_F1:
fullscreen = !fullscreen;
if(fullscreen)
showFullScreen();
else
{
setGeometry(300, 150, 500, 500);
showNormal();
}
updateGL();
break;
//Ese为退出程序键
case Qt::Key_Escape:
close();
}
}
GLWidget::~GLWidget()
{
}
//.main
#include "glwidget.h"
#include <QApplication>
#include <QGraphicsView>
#include <QGraphicsScene>
#include <QGraphicsItem>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
GLWidget w;
w.show();
return a.exec();
}
//运行结果: