螺旋管的做法和上一节的圆柱非常类似,就是在大圆径每转过一定角度时,将y值加上一定值。另个其纹理坐标生成的方法也和上一节一致。我做出的效果如下
其渲染器实现如下
#ifndef LUOXUANGUANRENDER_H
#define LUOXUANGUANRENDER_H
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLTexture>
#include <QOpenGLExtraFunctions>
#define PI 3.14159265f
class LuoxuanGuanRender
{
public:
LuoxuanGuanRender() = default;
void initsize(float rBig,float rSmall,float h,float nCirclef,int nCol,int nRow,QImage &img);
void initsize(float rBig,float rSmall,float h,float nCirclef,int nCol,int nRow);
void render(QOpenGLExtraFunctions *f,QMatrix4x4 &pMatrix,QMatrix4x4 &vMatrix,QMatrix4x4 &mMatrix);
private:
QOpenGLShaderProgram program_;
QOpenGLBuffer vbo_;
QVector<GLfloat> vertPoints_,textPoints_;
QOpenGLTexture *texture_{nullptr};
bool userTexture_ = false;
};
#endif // LUOXUANGUANRENDER_H
#include "luoxuanguanrender.h"
void LuoxuanGuanRender::initsize(float rBig, float rSmall, float h, float nCirclef, int nCol, int nRow, QImage &img)
{
userTexture_ = true;
program_.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex,"vsrc.vert");
program_.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment,"fsrc.frag");
program_.link();
float angdegTotal=nCirclef*360.0f;//大圆周总度数
float angdegColSpan=360.0f/nCol;//小圆周每份的角度跨度
float angdegRowSpan=angdegTotal/nRow;//大圆周每份的角度跨度
float A=(rBig-rSmall)/2;//用于旋转的小圆半径
float D=rSmall+A;//旋转轨迹形成的大圆周半径
QVector<GLfloat> originVertPoints,originTextPoints;
for(float angdegCol=0;::ceil(angdegCol)<360+angdegColSpan;angdegCol+=angdegColSpan)
{
double a=angdegCol * PI / 180;//当前小圆弧度
float t=angdegCol/360;//当前角度对应的t坐标
for(float angdegRow=0;::ceil(angdegRow)<angdegTotal+angdegRowSpan;angdegRow+=angdegRowSpan)//重复了一列顶点,方便了索引的计算
{
float yVec=(angdegRow/angdegTotal)*h;//根据旋转角度增加y的值
double u=angdegRow * PI /180;//当前大圆周弧度
float y=A*::cos(a);
float x=(D+A*::sin(a))*::sin(u);
float z=(D+A*::sin(a))*::cos(u);
//将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
originVertPoints << x << y + yVec << z;
float s=angdegRow/360;//当前角度对应的s坐标
originTextPoints << s << t;
}
}
for(int i=0;i<nCol-1;i++){//按照卷绕成三角形的需要
for(int j=0;j<nRow;j++){//生成顶点编号列表
int index=i*(nRow+1)+j;//当前四边形第一顶点编号
vertPoints_ << originVertPoints.at((index+1)*3 + 0); //第一个三角形三个顶点的编号入列表
vertPoints_ << originVertPoints.at((index+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+1)*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 2);
textPoints_ << originTextPoints.at((index +1)*2 + 0); //第一个三角形颜色
textPoints_ << originTextPoints.at((index +1)*2 + 1);
textPoints_ << originTextPoints.at((index +1)*2 + 2);
textPoints_ << originTextPoints.at((index +1)*2 + 3);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 0);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 1);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 2);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 3);
textPoints_ << originTextPoints.at((index+nRow+2)*2 + 0);
textPoints_ << originTextPoints.at((index+nRow+2)*2 + 1);
textPoints_ << originTextPoints.at((index+nRow+2)*2 + 2);
textPoints_ << originTextPoints.at((index+nRow+2)*2 + 3);
vertPoints_ << originVertPoints.at((index+1)*3 + 0); //第二个三角形三个顶点的编号入列表
vertPoints_ << originVertPoints.at((index+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+1)*3 + 2);
vertPoints_ << originVertPoints.at(index*3 + 0);
vertPoints_ << originVertPoints.at(index*3 + 1);
vertPoints_ << originVertPoints.at(index*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 2);
textPoints_ << originTextPoints.at((index+1)*2 + 0); //第二个三角形纹理坐标
textPoints_ << originTextPoints.at((index+1)*2 + 1);
textPoints_ << originTextPoints.at((index+1)*2 + 2);
textPoints_ << originTextPoints.at((index+1)*2 + 3);
textPoints_ << originTextPoints.at(index*2 + 0);
textPoints_ << originTextPoints.at(index*2 + 1);
textPoints_ << originTextPoints.at(index*2 + 2);
textPoints_ << originTextPoints.at(index*2 + 3);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 0);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 1);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 2);
textPoints_ << originTextPoints.at((index+nRow+1)*2 + 3);
}
}
QVector<GLfloat> vboVec;
vboVec << vertPoints_ << textPoints_;
vbo_.create();
vbo_.bind();
vbo_.allocate(vboVec.data(),vboVec.count() * sizeof(GLfloat));
texture_ = new QOpenGLTexture(img);
texture_->setWrapMode(QOpenGLTexture::ClampToEdge);
texture_->setMinMagFilters(QOpenGLTexture::NearestMipMapNearest,QOpenGLTexture::LinearMipMapNearest);
}
void LuoxuanGuanRender::initsize(float rBig, float rSmall, float h, float nCirclef, int nCol, int nRow)
{
userTexture_ = false;
program_.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex,"lvsrc.vert");
program_.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment,"lfsrc.frag");
program_.link();
float angdegTotal=nCirclef*360.0f;//总度数
float angdegColSpan=360.0f/nCol;
float angdegRowSpan=angdegTotal/nRow;
float A=(rBig-rSmall)/2;//用于旋转的小圆半径
float D=rSmall+A;//旋转轨迹形成的大圆周半径
QVector<GLfloat> originVertPoints,originColorPoints;
for(float angdegCol=0;::ceil(angdegCol)<360+angdegColSpan;angdegCol+=angdegColSpan)
{
double a=angdegCol * PI / 180;//当前小圆弧度
for(float angdegRow=0;::ceil(angdegRow)<angdegTotal+angdegRowSpan;angdegRow+=angdegRowSpan)//重复了一列顶点,方便了索引的计算
{
float yVec=(angdegRow/angdegTotal)*h;//根据旋转角度增加y的值
double u=angdegRow * PI /180;//当前大圆周弧度
float y=A*::cos(a);
float x=(D+A*::sin(a))*::sin(u);
float z=(D+A*::sin(a))*::cos(u);
//将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
originVertPoints << x << y + yVec << z;
originColorPoints << 1.0 << 1.0 << 1.0 << 1.0;
}
}
for(int i=0;i<nCol;i++){//按照卷绕成三角形的需要
for(int j=0;j<nRow;j++){//生成顶点编号列表
int index=i*(nRow+1)+j;//当前四边形第一顶点编号
vertPoints_ << originVertPoints.at((index+1)*3 + 0); //第一个三角形三个顶点的编号入列表
vertPoints_ << originVertPoints.at((index+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+1)*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+2)*3 + 2);
textPoints_ << originColorPoints.at((index +1)*2 + 0); //第一个三角形颜色
textPoints_ << originColorPoints.at((index +1)*2 + 1);
textPoints_ << originColorPoints.at((index +1)*2 + 2);
textPoints_ << originColorPoints.at((index +1)*2 + 3);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 0);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 1);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 2);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 3);
textPoints_ << originColorPoints.at((index+nRow+2)*2 + 0);
textPoints_ << originColorPoints.at((index+nRow+2)*2 + 1);
textPoints_ << originColorPoints.at((index+nRow+2)*2 + 2);
textPoints_ << originColorPoints.at((index+nRow+2)*2 + 3);
vertPoints_ << originVertPoints.at((index+1)*3 + 0); //第二个三角形三个顶点的编号入列表
vertPoints_ << originVertPoints.at((index+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+1)*3 + 2);
vertPoints_ << originVertPoints.at(index*3 + 0);
vertPoints_ << originVertPoints.at(index*3 + 1);
vertPoints_ << originVertPoints.at(index*3 + 2);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 0);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 1);
vertPoints_ << originVertPoints.at((index+nRow+1)*3 + 2);
textPoints_ << originColorPoints.at((index+1)*2 + 0); //第二个三角形纹理坐标
textPoints_ << originColorPoints.at((index+1)*2 + 1);
textPoints_ << originColorPoints.at((index+1)*2 + 2);
textPoints_ << originColorPoints.at((index+1)*2 + 3);
textPoints_ << originColorPoints.at(index*2 + 0);
textPoints_ << originColorPoints.at(index*2 + 1);
textPoints_ << originColorPoints.at(index*2 + 2);
textPoints_ << originColorPoints.at(index*2 + 3);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 0);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 1);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 2);
textPoints_ << originColorPoints.at((index+nRow+1)*2 + 3);
}
}
QVector<GLfloat> vboVec;
vboVec << vertPoints_ << textPoints_;
vbo_.create();
vbo_.bind();
vbo_.allocate(vboVec.data(),vboVec.count() * sizeof(GLfloat));
}
void LuoxuanGuanRender::render(QOpenGLExtraFunctions *f, QMatrix4x4 &pMatrix, QMatrix4x4 &vMatrix, QMatrix4x4 &mMatrix)
{
f->glEnable(GL_DEPTH_TEST);
f->glEnable(GL_CULL_FACE);
program_.bind();
vbo_.bind();
if(userTexture_){
f->glActiveTexture(GL_TEXTURE0);
program_.setUniformValue("uPMatrix",pMatrix);
program_.setUniformValue("uVMatrix",vMatrix);
program_.setUniformValue("uMMatrix",mMatrix);
program_.setUniformValue("sTexture",0);
program_.enableAttributeArray(0);
program_.enableAttributeArray(1);
program_.setAttributeBuffer(0,GL_FLOAT,0,3,3*sizeof(GLfloat));
program_.setAttributeBuffer(1,GL_FLOAT,vertPoints_.count() * sizeof(GLfloat),2,2*sizeof(GLfloat));
texture_->bind();
f->glDrawArrays(GL_TRIANGLES,0,vertPoints_.count() / 3);
program_.disableAttributeArray(0);
program_.disableAttributeArray(1);
texture_->release();
}else{
program_.setUniformValue("uPMatrix",pMatrix);
program_.setUniformValue("uVMatrix",vMatrix);
program_.setUniformValue("uMMatrix",mMatrix);
program_.enableAttributeArray(0);
program_.enableAttributeArray(1);
program_.setAttributeBuffer(0,GL_FLOAT,0,3,3*sizeof(GLfloat));
program_.setAttributeBuffer(1,GL_FLOAT,vertPoints_.count() * sizeof(GLfloat),4,4*sizeof(GLfloat));
f->glDrawArrays(GL_LINES,0,vertPoints_.count() / 3);
program_.disableAttributeArray(0);
program_.disableAttributeArray(1);
}
vbo_.release();
program_.release();
f->glDisable(GL_CULL_FACE);
f->glDisable(GL_DEPTH_TEST);
}
其shader实现如下,带图片纹理
#version 330
uniform mat4 uPMatrix,uVMatrix,uMMatrix;
layout (location = 0)in vec3 aPosition;
layout (location = 1)in vec2 aTexture;
smooth out vec2 vTexture;
void main(void)
{
gl_Position = uPMatrix * uVMatrix * uMMatrix * vec4(aPosition,1);
vTexture = aTexture;
}
#version 330
uniform sampler2D sTexture;
in vec2 vTexture;
out vec4 fragColor;
void main(void)
{
fragColor = texture2D(sTexture,vTexture);
}
不带纹理
#version 330
uniform mat4 uPMatrix,uVMatrix,uMMatrix;
layout (location = 0)in vec3 aPosition;
layout (location = 1)in vec4 aColor;
smooth out vec4 vColor;
void main(void)
{
gl_Position = uPMatrix * uVMatrix * uMMatrix * vec4(aPosition,1);
vColor = aColor;
}
#version 330
in vec4 vColor;
out vec4 fragColor;
void main(void)
{
fragColor = vColor;
}
其使用方法和上一节一样,只是参数传递有一些不一样而已
#ifndef WIDGET_H
#define WIDGET_H
#include <QOpenGLWidget>
#include <QTimer>
#include "luoxuanguanrender.h"
class Widget : public QOpenGLWidget
{
Q_OBJECT
public:
Widget(QWidget *parent = 0);
~Widget();
protected:
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
private:
QTimer tm_;
LuoxuanGuanRender render_;
QMatrix4x4 pMatrix_;
QVector3D camera_;
qreal angleX_ = 0,angleY_ = 0,angleZ_ = 0;
private slots:
void slotTimeout();
};
#endif // WIDGET_H
#include "widget.h"
Widget::Widget(QWidget *parent)
: QOpenGLWidget(parent)
{
connect(&tm_,SIGNAL(timeout()),this,SLOT(slotTimeout()));
tm_.start(60);
}
Widget::~Widget()
{
}
void Widget::initializeGL()
{
// render_.initsize(1.8,1.0,7,3.3,10,80,QImage("texture.png"));
render_.initsize(1.8,1.0,7,3.3,10,80);
camera_.setX(0);
camera_.setY(0);
camera_.setZ(10);
}
void Widget::resizeGL(int w, int h)
{
pMatrix_.setToIdentity();
pMatrix_.perspective(45,float(w)/h,0.01f,100.0f);
}
void Widget::paintGL()
{
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
f->glClearColor(0.0f,0.0f,0.0f,0.0f);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 vMatrix;
vMatrix.lookAt(camera_,QVector3D(0.0,0.0,0.0),QVector3D(0.0,1.0,0.0));
QMatrix4x4 mMatrix;
// mMatrix.rotate(angleX_,1,0,0);
mMatrix.translate(0,-3.2,0);
mMatrix.rotate(angleY_,0,1,0);
// mMatrix.rotate(angleZ_,0,0,1);
render_.render(f,pMatrix_,vMatrix,mMatrix);
}
void Widget::slotTimeout()
{
angleX_ += 5;
angleY_ += 5;
angleZ_ += 5;
update();
}
到此结束