Visual Studio 2019 和 qt 5.15.1 下 opengl 的运用 - Getting-started - 05 - Transformations

学习learnopengl文章对应地址:https://learnopengl-cn.github.io/01%20Getting%20started/07%20Transformations/

Visual Studio c++ 文件和 qt 项目链接(在一个包内):https://download.csdn.net/download/zzjzmdx/16671546

VS、qt版本分别给了多个文件和一个项目,都在同一个包内。

展示图:

Visual Studio 2019

代码如下:

GLM.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "shader.h"

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

float vertices[] = {
    // positions          // colors           // texture coords
     0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
     0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
    -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
    -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left 
};
unsigned int indices[] = {
    0, 1, 3, // first triangle
    1, 2, 3  // second triangle
};

int main()
{
    //init
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
   
    GLFWwindow* window = glfwCreateWindow(800, 600, "Texture04-01", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    //init

   //创建VAO   VAO: 顶点数组对象:Vertex Array Object,  
    unsigned int VAO;
    glGenVertexArrays(1, &VAO); // 用来生成缓冲区对象
    glBindVertexArray(VAO);//绑定VAO

       //创建EBO 
    unsigned int VBO;
    glGenBuffers(1, &VBO);// 用来生成缓冲区对象
    //把新创建的缓冲绑定到GL_ARRAY_BUFFER目标上
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    //复制顶点数组到缓冲中供OpenGL使用
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //创建EBO 
    unsigned int EBO;
    glGenBuffers(1, &EBO);// 用来生成缓冲区对象
    //把新创建的缓冲绑定到GL_ELEMENT_ARRAY_BUFFER目标上
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    //把我们的顶点数组复制到一个顶点缓冲中,供OpenGL使用
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //位置属性 告诉OpenGL该如何解析顶点数据
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    //允许顶点着色器读取GPU(服务器端)数据
    glEnableVertexAttribArray(0);

    //颜色属性 告诉OpenGL该如何解析颜色数据
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    //允许顶点着色器读取GPU(服务器端)数据
    glEnableVertexAttribArray(1);

    //颜色属性 告诉OpenGL该如何解析材质数据
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    //允许顶点着色器读取GPU(服务器端)数据
    glEnableVertexAttribArray(2);

    //创建texture
    unsigned int texture;
    glGenTextures(1, &texture); // 用来生成缓冲区对象
    glBindTexture(GL_TEXTURE_2D, texture);//绑定texture

    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);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    Shader ourShader("./5.1.transform.vs", "./5.1.transform.fs"); // you can name your shader files however you like

    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true);
    unsigned char* data = stbi_load("./container.jpg", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);


    unsigned int texture2;
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    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);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    data = stbi_load("./awesomeface.png", &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    ourShader.use();
    glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
    ourShader.setInt("texture2", 1);

    //解绑VAO
    glBindVertexArray(0);
    //解绑VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //解绑EBO
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    while (!glfwWindowShouldClose(window))
    {
        processInput(window);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // bind Texture
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        // render container
        glm::mat4 transform = glm::mat4(1.0f); 
        transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
        transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
        unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));

        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    glfwTerminate();
    return 0;
}

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

qt  5.15.1 

代码如下:

Transformations.cpp

#include "Transformations.h"

float vertices[] = {
    // positions          // colors           // texture coords
     0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
     0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
    -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
    -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left
};
unsigned int indices[] = {
    0, 1, 3, // first triangle
    1, 2, 3  // second triangle
};

Transformations::Transformations(QWidget *parent)
    : QOpenGLWidget(parent)
{
}

Transformations::~Transformations()
{
    m_vao->release();
    m_vbo->release();
    m_ebo->release();
    m_program->release();  //解绑
}

void Transformations::initializeGL()
{
    initializeOpenGLFunctions();
    glEnable(GL_DEPTH_TEST);
    //QOpenGLShaderProgram
    m_program = new QOpenGLShaderProgram(this);
    //vertex shader 顶点着色器
    m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.glsl");
    //fragment shader 片段着色器
    m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.glsl");
    m_program->link();
    m_program->bind();//激活Program对象

    m_vao = new QOpenGLVertexArrayObject();
    m_vao->create();
    m_vao->bind();

    //画矩形
    m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
    m_vbo->create();
    m_vbo->bind();
    m_vbo->allocate(vertices, sizeof(vertices));
    m_vbo->setUsagePattern(QOpenGLBuffer::StreamDraw);

    m_ebo = new QOpenGLBuffer(QOpenGLBuffer::Type::IndexBuffer);
    m_ebo->create();
    m_ebo->bind();
    m_ebo->allocate(indices,sizeof(indices));
    m_ebo->setUsagePattern(QOpenGLBuffer::StaticDraw);

    GLint aPos = m_program->attributeLocation("aPos");        //获取aPos位置
    if(aPos==-1)
    {
        return;
    }
    m_program->setAttributeBuffer(aPos, GL_FLOAT, 0,  3, 8*sizeof(GLfloat));   //设置顶点属性
    m_program->enableAttributeArray(aPos); //使能顶点属性

    GLint aColor = m_program->attributeLocation("aColor");        //获取aPos位置
    if(aPos==-1)
    {
        return;
    }
    m_program->setAttributeBuffer(aColor, GL_FLOAT, 3*sizeof(GLfloat),  3, 8*sizeof(GLfloat));   //设置颜色属性
    m_program->enableAttributeArray(aColor); //使能顶点属性

    GLint aTexCoord = m_program->attributeLocation("aTexCoord");        //获取aPos位置
    if(aTexCoord==-1)
    {
        return;
    }
    m_program->setAttributeBuffer(aTexCoord, GL_FLOAT, 6*sizeof(GLfloat),  3, 8*sizeof(GLfloat));   //设置颜色属性
    m_program->enableAttributeArray(aTexCoord); //使能顶点属性
    //画矩形

    //加载图片
    texture1 = new QOpenGLTexture(QImage(":/container.jpg").mirrored());

    //纹理对象设置环绕、过滤方式
    texture1->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
    texture1->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
    texture1->setMinificationFilter(QOpenGLTexture::Nearest);
    texture1->setMagnificationFilter(QOpenGLTexture::Linear);

    //加载图片
    texture2 = new QOpenGLTexture(QImage(":/awesomeface.png").mirrored());

    //纹理对象设置环绕、过滤方式
    texture2->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
    texture2->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
    texture2->setMinificationFilter(QOpenGLTexture::Nearest);
    texture2->setMagnificationFilter(QOpenGLTexture::Linear);

    m_program->setUniformValue("texture1", 0);
    m_program->setUniformValue("texture2", 1);

    m_vao->release();
    m_vbo->release();
    m_ebo->release();

    m_time = QTime::currentTime();
}

void Transformations::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);

    // 渲染Shader
    m_program->bind(); //绑定激活Program对象
    m_vao->bind();      //绑定激活vao
    glActiveTexture(GL_TEXTURE0);
    texture1->bind();
    glActiveTexture(GL_TEXTURE1);
    texture2->bind();

    float timeValue = m_time.msecsTo(QTime::currentTime())/20.0f;
    QMatrix4x4 matrix;//直接初始化为下面的矩阵结构
    //1         0         0         0
    //0         1         0         0
    //0         0         1         0
    //0         0         0         1
    matrix.translate(0.5f, -0.5f, 0.0f);
    matrix.rotate(timeValue, 0.0f, 0.0f, 1.0f);
    m_program->setUniformValue("transform", matrix);
    //画矩形
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    //画矩形
    m_vao->release();       //解绑
    update();
}

void Transformations::resizeGL(int w, int h)
{

}

 

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