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);
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 lightDirLocation;
GLint vertexLocation;
GLint normalLocation;
GLint colorLocation;
GLint uvLocation;
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
QMatrix4x4 pMatrix;
float *lightDirVec3;
unsigned int texture0;
signals:
public slots:
};
#endif // QMYOPENGLWIDGET_H
qmyopenglwidget.cpp
#include "qmyopenglwidget.h"
#include <QGLWidget>
QMyOpenglWidget::QMyOpenglWidget(QWidget* parent):QOpenGLWidget(parent)
{
}
void QMyOpenglWidget::initializeGL()
{
initializeOpenGLFunctions();
cretaeShader();
//三角形顶点坐标
float s = 2.0f/2;
GLfloat vertices[] = {
//上
-s, s, s,
s, s, s,
s, s, -s,
-s, s, -s,
//下
-s, -s, -s,
s, -s, -s,
s, -s, s,
-s, -s, s,
//前
-s, -s, s,
s, -s, s,
s, s, s,
-s, s, s,
//后
s, -s, -s,
-s, -s, -s,
-s, s, -s,
s, s, -s,
//left
-s, -s, -s,
-s, -s, s,
-s, s, s,
-s, s, -s,
//right
s, -s, s,
s, -s, -s,
s, s, -s,
s, s, s,
};
initDrawData(vao1, vertices, sizeof(vertices));
glEnable(GL_CULL_FACE); //启动了背面裁剪
glFrontFace(GL_CCW); //设置逆时针为正面
//glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
}
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(60.0f, aspect, 0.000f, 100.f);
//pMatrix.ortho(0, 0 , w, h, 0, 100);
vMatrix.setToIdentity();
vMatrix.lookAt(QVector3D{0.0,0.0,5.0}, QVector3D{0.0,0.0,0.0},QVector3D{0.0,1.0,0.0});
mMatrix.setToIdentity();
//mMatrix.translate(QVector3D{0.0,1.0,1.0});
mMatrix.rotate(00, QVector3D{1.0,0.0,0.0});
}
void QMyOpenglWidget::paintGL()
{
//qDebug()<<" paintGL";
glClearColor(0.2f, 0.2f, 0.1f, 0.1f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniformMatrix4fv(mLocation, 1, GL_FALSE, mMatrix.data());
glUniformMatrix4fv(vLocation, 1, GL_FALSE, vMatrix.data());
glUniformMatrix4fv(pLocation, 1, GL_FALSE, pMatrix.data());
GLfloat x=0, y=0, z=1.0f;
glUniform3f(lightDirLocation, x, y, z);
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0);
mMatrix.rotate(1, QVector3D{1.0,1.0,0.0});
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebo1);
glBindVertexArray(vao1);
//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
glDrawArrays(GL_QUADS, 0, 64);
update();
//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");
lightDirLocation = glGetUniformLocation(programId, "lightDir");
vertexLocation = glGetAttribLocation(programId, "pos");
normalLocation = glGetAttribLocation(programId, "normal");
uvLocation = glGetAttribLocation(programId, "uv0");
Q_ASSERT(mLocation != -1);
Q_ASSERT(vLocation != -1);
Q_ASSERT(pLocation != -1);
Q_ASSERT(vertexLocation != -1);
Q_ASSERT(normalLocation != -1);
Q_ASSERT(lightDirLocation != -1);
Q_ASSERT(uvLocation != -1);
}
void QMyOpenglWidget::initDrawData(GLuint &vao, float *vertices, int vSize)
{
GLfloat uv[] = {0, 0,
1, 0,
1, 1,
0, 1,
0, 1,
1, 1,
1, 0,
0, 0,
0, 0,
1, 0,
1, 1,
0, 1,
0, 1,
1, 1,
1, 0,
0, 0,
0, 0,
1, 0,
1, 1,
0, 1,
0, 1,
1, 1,
1, 0,
0, 0,
};
GLfloat normals[]{
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0,
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0,
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1,
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0,
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
};
//**************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 Normals*******************//
unsigned int vbo2;
glGenBuffers(1, &vbo2);
glBindBuffer(GL_ARRAY_BUFFER, vbo2);
//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(normals), normals, GL_STATIC_DRAW);
//告知显卡如何解析缓冲区里的属性值
glVertexAttribPointer(normalLocation, 3, GL_FLOAT, FALSE, 3*sizeof (GL_FLOAT), nullptr);
//开启VAO管理的第一个属性
glEnableVertexAttribArray(normalLocation);
glUniform1i(glGetUniformLocation(programId, "texture0"), 0);
texture0 = setImage(":/n.jpg");
//************** Vbo UV**************************/
unsigned int vboUv;
glGenBuffers(1, &vboUv);
glBindBuffer(GL_ARRAY_BUFFER, vboUv);
//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(uv), uv, GL_STATIC_DRAW);
//告知显卡如何解析缓冲区里的属性值
glVertexAttribPointer(uvLocation, 2, GL_FLOAT, FALSE, 2*sizeof (GL_FLOAT), nullptr);
//开启VAO管理的第一个属性
glEnableVertexAttribArray(uvLocation);
}
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 vec3 normal;
in vec2 uv0;
out vec2 TexCoord0;
out vec3 fnormal;
void main(void)
{
//法线方向随着模型 矩阵变动而变动
fnormal = vec3(mMatrix * vec4(normal, 1.0)); ;
gl_Position = pMatrix * vMatrix * mMatrix * vec4(pos, 1.0);
//fragPos = vec3(mMatrix * vec4(pos, 1.0));
TexCoord0 = uv0;
}
frag.frag
#version 330 core
in vec3 fnormal;
out vec4 FragColor; //片段着色器输出
in vec2 TexCoord0;
uniform sampler2D texture0;
uniform vec3 lightDir;
void main(void)
{
vec4 lightColor = vec4(3.0, 1.5, 0, 1);
float fcolor = max(dot(normalize(fnormal), normalize(lightDir)), 0.0);
FragColor = texture2D(texture0, TexCoord0) * fcolor * fcolor * fcolor * lightColor;
}