可以使用QOpenGLWidget和QOpenGLFunctions类来实现立方体的旋转。首先,需要在QOpenGLWidget的initializeGL函数中初始化OpenGL环境,然后在paintGL函数中绘制立方体,并在每次调用paintGL函数时更新立方体的旋转角度。可以使用QMatrix4x4类来实现旋转变换。以下是一个简单的示例代码:
```python
from PyQt5.QtWidgets import QApplication, QOpenGLWidget
from PyQt5.QtGui import QOpenGLShader, QOpenGLShaderProgram, QOpenGLFunctions
from PyQt5.QtCore import QMatrix4x4, QTimer
import sys
class CubeWidget(QOpenGLWidget, QOpenGLFunctions):
def __init__(self, parent=None):
super().__init__(parent)
self.angle = 0.0
def initializeGL(self):
self.initializeOpenGLFunctions()
self.glClearColor(0.0, 0.0, 0.0, 1.0)
self.shaderProgram = QOpenGLShaderProgram()
self.shaderProgram.addShaderFromSourceCode(QOpenGLShader.Vertex, """
attribute highp vec4 posAttr;
attribute lowp vec4 colAttr;
varying lowp vec4 col;
uniform highp mat4 matrix;
void main() {
col = colAttr;
gl_Position = matrix * posAttr;
}
""")
self.shaderProgram.addShaderFromSourceCode(QOpenGLShader.Fragment, """
varying lowp vec4 col;
void main() {
gl_FragColor = col;
}
""")
self.shaderProgram.link()
self.posAttr = self.shaderProgram.attributeLocation("posAttr")
self.colAttr = self.shaderProgram.attributeLocation("colAttr")
self.matrixUniform = self.shaderProgram.uniformLocation("matrix")
self.vertices = [
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
]
self.colors = [
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0,
]
self.indices = [
0, 1, 2, 0, 2, 3,
1, 5, 6, 1, 6, 2,
5, 4, 7, 5, 7, 6,
4, 0, 3, 4, 3, 7,
3, 2, 6, 3, 6, 7,
4, 5, 1, 4, 1, 0,
]
self.vbo = self.createBuffer()
self.cbo = self.createBuffer()
self.ibo = self.createBuffer(QOpenGLFunctions.GL_ELEMENT_ARRAY_BUFFER)
self.vbo.bind()
self.vbo.allocate(self.vertices, len(self.vertices) * 4)
self.cbo.bind()
self.cbo.allocate(self.colors, len(self.colors) * 4)
self.ibo.bind()
self.ibo.allocate(self.indices, len(self.indices) * 2)
def paintGL(self):
self.glClear(self.GL_COLOR_BUFFER_BIT)
self.shaderProgram.bind()
matrix = QMatrix4x4()
matrix.perspective(60, 4/3, 0.1, 100.0)
matrix.translate(0.0, 0.0, -5.0)
matrix.rotate(self.angle, 0.0, 1.0, 0.0)
self.shaderProgram.setUniformValue(self.matrixUniform, matrix)
self.vbo.bind()
self.shaderProgram.setAttributeBuffer(self.posAttr, self.GL_FLOAT, 0, 3)
self.shaderProgram.enableAttributeArray(self.posAttr)
self.cbo.bind()
self.shaderProgram.setAttributeBuffer(self.colAttr, self.GL_FLOAT, 0, 4)
self.shaderProgram.enableAttributeArray(self.colAttr)
self.ibo.bind()
self.glDrawElements(self.GL_TRIANGLES, len(self.indices), self.GL_UNSIGNED_SHORT, None)
self.shaderProgram.disableAttributeArray(self.posAttr)
self.shaderProgram.disableAttributeArray(self.colAttr)
self.angle += 1.0
self.update()
def resizeGL(self, width, height):
self.glViewport(0, 0, width, height)
def createBuffer(self, bufferType=QOpenGLFunctions.GL_ARRAY_BUFFER):
buffer = self.QOpenGLBuffer()
buffer.create()
buffer.bind(bufferType)
return buffer
if __name__ == '__main__':
app = QApplication(sys.argv)
widget = CubeWidget()
widget.show()
sys.exit(app.exec_())
```
这个示例代码使用了OpenGL的顶点着色器和片段着色器来绘制立方体,并使用QMatrix4x4类来实现旋转变换。在paintGL函数中,每次更新立方体的旋转角度后,调用update函数来触发重绘。