08——qt opengl 点精灵 贴图 混合

这个博客详细介绍了如何使用OpenGL进行图形渲染,包括创建顶点和片段着色器,实现纹理混合。作者通过QOpenGLWidget实现了纹理的加载、混合以及点精灵的绘制,同时展示了如何使用矩阵变换和OpenGL函数控制渲染模式。代码中包含了初始化GL函数、设置顶点数据、创建和应用着色器以及调整渲染模式的步骤。
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  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
{
public:
    enum EType {
        eNone,
        eFull,
        eLine,
        ePoint,

    };

    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();
    void initDrawData(GLuint &vao, float *vertices, int vSize, GLuint &ebo);
    void modeChange(EType type = eLine);
    unsigned int setImage(const char *filename);

private:
    unsigned int vao1;
    unsigned int ebo1;
    QOpenGLShaderProgram program;

    GLuint programId;
    GLint mLocation;
    GLint vLocation;
    GLint pLocation;
    GLint mixLocation;

    GLint vertexLocation;
    GLint colorLocation;
    GLint uvLocation;

    QMatrix4x4 mMatrix;
    QMatrix4x4 vMatrix;
    QMatrix4x4 pMatrix;

    unsigned int texture0;
    unsigned int texture1;


signals:

public slots:


};

#endif // QMYOPENGLWIDGET_H

qmyopenglwidget.cpp

#include "qmyopenglwidget.h"
#include <QGLWidget>
#include <QTime>

int count = 10000;

QMyOpenglWidget::QMyOpenglWidget(QWidget* parent):QOpenGLWidget(parent)
{

}


void QMyOpenglWidget::initializeGL()
{
    initializeOpenGLFunctions();

    cretaeShader();

    //三角形顶点坐标
    float s = 2.0f/2;
    float s2 = 2.0f;


    GLfloat *vertices = new float[count*3];


    for(int i = 0; i < count * 3;)
    {
        vertices[i++] = rand()%1000 - 500;
        vertices[i++] = rand()%1000 - 500;
        vertices[i++] = rand()%1000 - 500;
    }

    initDrawData(vao1, vertices, count*3, ebo1);

    glEnable(GL_CULL_FACE); //启动了背面裁剪
    glFrontFace(GL_CCW); //设置逆时针为正面
    glEnable(GL_BLEND); //启动混合
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); //混合模式选择
    glEnable(GL_PROGRAM_POINT_SIZE); //开启shader 设置点大小
    glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT); //设置点精灵中 贴图的原点 位置为 左下角
    glEnable(GL_POINT_SPRITE_ARB); //启动点精灵贴图绘制
}

void QMyOpenglWidget::resizeGL(int w, int h)
{
    glViewport(0, 0, w, h);
    pMatrix.setToIdentity();
    float aspect = float(w*1.0)/ float(h);
    //printf("aspect = %f \n", aspect);
    qDebug()<<"aspect = "<<aspect<<" resizeGL";
    //aspect = int(aspect * 100) / 100.0f;
    //aspect = 1.42857f;
    pMatrix.perspective(45.0f, aspect, 0.000f, 10000.f);
    //pMatrix.ortho(float left, float bottom, float width, float height)
    //pMatrix.ortho(0, 0 , w, h, 0, 100);
    vMatrix.lookAt(QVector3D{0.0,0.0,-1000.0}, QVector3D{0.0,0.0,1.0},QVector3D{0.0,1.0,0.0});
    mMatrix.setToIdentity();
    mMatrix.translate(QVector3D{0.0,0.0,3.0});

    mMatrix.rotate(-30, QVector3D{1.0,0.0,0.0});
    update();
}

void QMyOpenglWidget::paintGL()
{

    //qDebug()<<" paintGL";
    glClearColor(0.2f, 0.2f, 0.1f, 0.1f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //混合计时
    int nowMSec5 = QTime::currentTime().msec() + (QTime::currentTime().second()%5)*1000;
    float mix = (abs((nowMSec5)%5000 - 2500))/2500.0f;
    glUniform1f(mixLocation, mix);
    //qDebug()<<mix;

    glUniformMatrix4fv(mLocation, 1, GL_FALSE, mMatrix.data());
    glUniformMatrix4fv(vLocation, 1, GL_FALSE, vMatrix.data());
    glUniformMatrix4fv(pLocation, 1, GL_FALSE, pMatrix.data());



    //多张纹理激活 绑定
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture0);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    mMatrix.rotate(-1, QVector3D{1.0,0,0});

    //glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, FALSE, 3*sizeof (GL_FLOAT), nullptr);

    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebo1);
    glBindVertexArray(vao1);


    //glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
    //点精灵 绘制时需要选择 GL_POINTS
    glDrawArrays(GL_POINTS, 0, count);

    update();
    //glDisable(GL_BLEND);//关闭混合

    //draw(eLine);
}

void QMyOpenglWidget::cretaeShader()
{
    program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vertex.vert");
    program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/frag.frag");
    program.bind();
    program.link();

    programId = program.programId();
    mLocation = glGetUniformLocation(programId, "mMatrix");
    vLocation = glGetUniformLocation(programId, "vMatrix");
    pLocation = glGetUniformLocation(programId, "pMatrix");
    mixLocation = glGetUniformLocation(programId, "mix");
    vertexLocation = glGetAttribLocation(programId, "pos");
    //colorLocation = glGetAttribLocation(programId, "color");
    //uvLocation = glGetAttribLocation(programId, "uv0");


    Q_ASSERT(mLocation != -1);
    Q_ASSERT(vLocation != -1);
    Q_ASSERT(pLocation != -1);
    //Q_ASSERT(mixLocation != -1);
    Q_ASSERT(vertexLocation != -1);
    //Q_ASSERT(colorLocation != -1);
    //Q_ASSERT(uvLocation != -1);

}

void QMyOpenglWidget::initDrawData(GLuint &vao, float *vertices, int vSize, GLuint &ebo)
{


    //顶点点颜色
    GLfloat colors[] = {  1.0f, 0.0f, 0.0f,1.0f ,  //红
                         0.0f, 1.0f, 0.0f ,1.0f ,  //绿
                         0.0f, 0.0f, 1.0f ,1.0f ,  //蓝
                         0.0f, 0.0f, 0.0f ,1.0f ,  //白
                          1.0f, 0.0f, 0.0f,1.0f ,  //红
                           0.0f, 1.0f, 0.0f ,1.0f ,  //绿
                           0.0f, 0.0f, 1.0f ,1.0f ,  //蓝
                           0.0f, 0.0f, 0.0f ,1.0f ,  //白

                          1.0f, 0.0f, 0.0f,1.0f ,  //红
                           0.0f, 1.0f, 0.0f ,1.0f ,  //绿
                           0.0f, 0.0f, 1.0f ,1.0f ,  //蓝
                           0.0f, 0.0f, 0.0f ,1.0f ,  //白
                            1.0f, 0.0f, 0.0f,1.0f ,  //红
                             0.0f, 1.0f, 0.0f ,1.0f ,  //绿
                             0.0f, 0.0f, 1.0f ,1.0f ,  //蓝
                             0.0f, 0.0f, 0.0f ,1.0f ,  //白
                       };


    //**************vao******************************//
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    //******************* Vbo vertices*******************//
    unsigned int vbo1;
    glGenBuffers(1, &vbo1);
    glBindBuffer(GL_ARRAY_BUFFER, vbo1);
    //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, vSize, vertices, GL_STATIC_DRAW);
    //告知显卡如何解析缓冲区里的属性值
    glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, FALSE, 3*sizeof (GL_FLOAT), nullptr);
    //开启VAO管理的第一个属性
    glEnableVertexAttribArray(vertexLocation);

    //************** Vbo color**************************/
    //unsigned int vboColor;
    //glGenBuffers(1, &vboColor);
    //glBindBuffer(GL_ARRAY_BUFFER, vboColor);
    //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(colors), colors, GL_STATIC_DRAW);
    //告知显卡如何解析缓冲区里的属性值
    //glVertexAttribPointer(colorLocation, 4, GL_FLOAT, FALSE, 4*sizeof (GL_FLOAT), nullptr);
    //开启VAO管理的第一个属性
    //glEnableVertexAttribArray(colorLocation);

    //**************创建纹理**************///
    glUniform1i(glGetUniformLocation(programId, "texture0"), 0);
    texture0 = setImage(":/shui.png");
    glUniform1i(glGetUniformLocation(programId, "texture1"), 1);
    texture1 = setImage(":/xue.png");

}

unsigned int QMyOpenglWidget:: setImage(const char *filename)
{
    QImage image = QImage(filename);
    image = QGLWidget::convertToGLFormat(image); //格式转换

    unsigned int texture;
    glGenTextures(1, &texture);
    //glActiveTexture(textureNum);
    glBindTexture(GL_TEXTURE_2D, texture);

    // set the texture wrapping/filtering options (on the currently bound texture object)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load and generate the texture
    int width, height, nrChannels;
    width = image.width();
    height = image.height();
    nrChannels = image.depth();
    Q_ASSERT(width>0 && height > 0);
    //unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
    if (image.bits())
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.bits());
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        //std::cout << "Failed to load texture" << std::endl;
        Q_ASSERT(0);
    }


    return texture;

}

void QMyOpenglWidget::modeChange(QMyOpenglWidget::EType type)
{
    makeCurrent(); //设置当前opengl 渲染环境
    switch(type)
    {
        case eLine: {glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;}
        case eFull: {glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;}
        case ePoint: {glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;}
        default: {glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;}
    }


    //glBindVertexArray(vao1);
    //glDrawArrays(GL_TRIANGLES, 0, 3);
    update();
    doneCurrent();
}

vertex.vert

#version 330 core
uniform mat4 pMatrix;
uniform mat4 vMatrix;
uniform mat4 mMatrix;
in vec3 pos;
//in vec4 color;
//in vec2 uv0;
//out vec4 fcolor;
out vec2 TexCoord0;
void main(void)
{
    //fcolor = color;
    gl_PointSize = 32;
    gl_Position = pMatrix  * vMatrix * mMatrix * vec4(pos, 1.0);
    //TexCoord0 = uv0;
}

frag.frag

#version 330 core
//in vec4 fcolor;
out vec4 FragColor; //片段着色器输出
//in vec2 TexCoord0;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float mix;
void main(void)
{
    //FragColor = fcolor*0.3 +  (texture2D(texture0, TexCoord0) * mix) + ((1 - mix) * texture2D(texture1, TexCoord0));
    //FragColor = fcolor*0.3 +  (texture2D(texture0, gl_PointCoord) * mix);//+ ((1 - mix) * texture2D(texture1, gl_PointCoord));
    FragColor = (texture2D(texture0, gl_PointCoord)* mix) + (1 - mix) *(texture2D(texture1, gl_PointCoord));//+ ((1 - mix) * texture2D(texture1, gl_PointCoord));
}

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