本篇目的是学习如何在OpenGL自由观察,即设计一个类似于3dMAX,Blender,或Unity3D中常见的摄像机观察机制。具有可以用键盘前后左右上下的视角控制功能,和鼠标拖移视角的功能。
(Vries的原教程地址如下,https://learnopengl-cn.github.io/01%20Getting%20started/09%20Camera/关于OpenGL函数的详细解析及摄像机这一知识点描述请看这个教程,本篇旨在对Vires基于visual studio的编程思想做Qt平台的移植)
Qt开发平台:5.8.0
编译器:Desktop Qt 5.8.0 MSVC2015_64bit
(一)视角环绕
让我们尝试将视角动起来,像上图所示。其实很简单,在上篇学习教程的代码中只要引入lookat()//(一个封装好的类摄像机函数,具体解析看Vires的教程啦),稍微修改一下widget.cpp函数即可。
项目组织如下:
widget.cpp
#include "widget.h"
GLuint VBO, VAO;
Triangle::Triangle(){
this->setWindowTitle("Camera");
}
Triangle::~Triangle(){
delete ourShader;
core->glDeleteVertexArrays(1, &VAO);
core->glDeleteBuffers(1, &VBO);
texture1->destroy();
texture2->destroy();
}
void Triangle::initializeGL(){
//着色器部分
core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
ourShader = new Shader(":/shaders/vertexshadersource.vert", ":/shaders/fragmentshadersource.frag");
//VAO,VBO数据部分
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
core->glGenVertexArrays(1, &VAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
core->glGenBuffers(1, &VBO);
core->glBindVertexArray(VAO);
core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
// texture coord attribute
core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
core->glEnableVertexAttribArray(1);
//纹理
//第一张箱子
texture1 = new QOpenGLTexture(QImage(":/textures/res/textures/container.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture1->isCreated()){
qDebug() << "Failed to load texture" << endl;
}
texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture1->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture1->setMagnificationFilter(QOpenGLTexture::Linear); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//第二张笑脸
texture2 = new QOpenGLTexture(QImage(":/textures/res/textures/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture2->isCreated()){
qDebug() << "Failed to load texture" << endl;
}
texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture2->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture2->setMagnificationFilter(QOpenGLTexture::Linear); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//设置纹理单元编号
ourShader->use();
ourShader->setInt("texture1", 0);
ourShader->setInt("texture2", 1);
//开启计时器,返回毫秒
time.start();
//给着色器变量赋值
QMatrix4x4 projection;
// view.translate(QVector3D(0.0f, 0.0f, -3.0f));
projection.perspective(45.0f, (GLfloat)width()/(GLfloat)height(), 0.1f, 100.0f);
ourShader->use();
//ourShader->setMat4("view", view);
ourShader->setMat4("projection", projection);
//开启状态
core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
core->glEnable(GL_DEPTH_TEST);
}
void Triangle::resizeGL(int w, int h){
core->glViewport(0, 0, w, h);
}
QVector3D cubePositions[] = { //为了省事,设为全局函数,若嫌封装性不好,改为成员变量指针,在initializeGL()重新赋值就好
QVector3D( 0.0f, 0.0f, -1.0f), //小小改动一下将z轴的0.0f变为-1.0f
QVector3D( 2.0f, 5.0f, -15.0f),
QVector3D(-1.5f, -2.2f, -2.5f),
QVector3D(-3.8f, -2.0f, -12.3f),
QVector3D( 2.4f, -0.4f, -3.5f),
QVector3D(-1.7f, 3.0f, -7.5f),
QVector3D( 1.3f, -2.0f, -2.5f),
QVector3D( 1.5f, 2.0f, -2.5f),
QVector3D( 1.5f, 0.2f, -1.5f),
QVector3D(-1.3f, 1.0f, -1.5f)
};
void Triangle::paintGL(){
core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
core->glActiveTexture(GL_TEXTURE0);
texture1->bind();
core->glActiveTexture(GL_TEXTURE1);
texture2->bind();
ourShader->use();
QMatrix4x4 view;
GLfloat radius = 15.0f;
GLfloat camX = sin(((GLfloat)time.elapsed())/1000) * radius; //返回的毫秒太大了,除以1000小一些
GLfloat camZ = cos(((GLfloat)time.elapsed())/1000) * radius;
view.lookAt(QVector3D(camX, 0.0f, camZ), QVector3D(0.0f, 0.0f, 0.0f), QVector3D(0.0f, 1.0f, 0.0f));
ourShader->setMat4("view", view);
for(GLuint i = 0; i != 10; ++i){
QMatrix4x4 model;
model.translate(cubePositions[i]);
model.rotate(20.0f * i, cubePositions[i]);//这里角度改为固定角度
ourShader->setMat4("model", model);
core->glBindVertexArray(VAO);
core->glDrawArrays(GL_TRIANGLES, 0, 36);
}
update();
}
以下是没有改动过的函数:
widget.h
#ifndef WIDGET_H
#define WIDGET_H
#include <QOpenGLWidget>
#include <QDebug>
#include <QOpenGLFunctions_3_3_Core>
#include "shader.h"
#include <QOpenGLTexture>
#include <QTime> //增添头文件
class Triangle : public QOpenGLWidget
{
public:
Triangle();
GLuint a;
~Triangle();
protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
private:
Shader *ourShader;
QOpenGLTexture *texture1;
QOpenGLTexture *texture2;
QOpenGLFunctions_3_3_Core *core;
QTime time; //增添QTime对象,替代glfwGetTime()函数
};
#endif // WIDGET_H
shader.h
#ifndef SHADER_H
#define SHADER_H
#include <QDebug>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QString>
class Shader {
public:
Shader(const QString& vertexSourcePath, const QString& fragmentSourcePath);
~Shader();
QOpenGLShaderProgram *shaderProgram;
void use(){
shaderProgram->bind();
}
//还是把设置着色器uniform变量操作写成Shader里的inline成员函数管理,真的方便很多。
void setMat4(const QString& name, const QMatrix4x4& value){
GLuint loc = shaderProgram->uniformLocation(name);
shaderProgram->setUniformValue(loc, value);
}
void setInt(const QString& name, const GLint& value){
GLuint loc = shaderProgram->uniformLocation(name);
shaderProgram->setUniformValue(loc, value);
}
};
#endif // SHADER_H
shader.cpp
#include "shader.h"
Shader::Shader