qmyopenglwidget.h
#ifndef QMYOPENGLWIDGET_H
#define QMYOPENGLWIDGET_H
#include <QWidget>
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLShaderProgram>
class QMyOpenglWidget : public QOpenGLWidget, QOpenGLFunctions_3_3_Core
{
Q_OBJECT
public:
explicit QMyOpenglWidget(QWidget* parent = nullptr);
protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
public:
void cretaeShader();
private:
unsigned int vao1;
QOpenGLShaderProgram program;
signals:
public slots:
};
#endif // QMYOPENGLWIDGET_H
qmyopenglwidget.cpp
#include "qmyopenglwidget.h"
QMyOpenglWidget::QMyOpenglWidget(QWidget* parent):QOpenGLWidget(parent)
{
}
void QMyOpenglWidget::initializeGL()
{
initializeOpenGLFunctions();
glGenVertexArrays(1, &vao1);
unsigned int vbo1;
glGenBuffers(1, &vbo1);
glBindVertexArray(vao1);
glBindBuffer(GL_ARRAY_BUFFER, vbo1);
float vertices[] = {
-1.0, 0, 0,
1.0, 0, 0,
0, 1.0f, 0
};
//为当前绑定到target 的缓冲区对象创建一个新的数据存储 //
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//告知显卡如何解析缓冲区里的属性值
glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 3*sizeof (GL_FLOAT), nullptr);
//开启VAO管理的第一个属性
glEnableVertexAttribArray(0);
cretaeShader();
}
void QMyOpenglWidget::resizeGL(int w, int h)
{
}
void QMyOpenglWidget::paintGL()
{
glClearColor(0.2f, 0.2f, 0.1f, 0.1f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao1);
glDrawArrays(GL_TRIANGLES, 0, 3);
update();
}
void QMyOpenglWidget::cretaeShader()
{
program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/vertex.vert");
program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/frag.frag");
program.bind();
program.link();
}
vertex.vert
#version 330 core
in vec3 pos;
out vec3 fcolors;
void main(void)
{
gl_Position = vec4(pos, 1.0f);
}
frag.frag
#version 330 core
out vec4 FragColor; //片段着色器输出
void main(void)
{
FragColor = vec4(0.5, 0.8, 0.1, 1.0);
}