1.openglwidget.ui
<ui version="4.0"> <author/> <comment/> <exportmacro/> <class>OpenGLWidgetclass> <widget class="QWidget" name="OpenGLWidget"> <property name="geometry"> <rect> <x>0x> <y>0y> <width>400width> <height>300height> rect> property> <property name="windowTitle"> <string>Formstring> property> widget> <pixmapfunction/> <connections/> ui>
2. openglwidget.h
#ifndef OPENGLWIDGET_H #define OPENGLWIDGET_H #include#include #include #include #include #include #include namespace Ui { class OpenGLWidget; } class OpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions { Q_OBJECT public: QOpenGLShaderProgram* program; GLuint programId; GLuint verVbo; GLuint indexVbo; GLuint colorVbo; GLuint matrixLocation; GLuint vertexLocation; GLuint clorLocation; QMatrix4x4 projection; GLsizei vVerticesLen; GLsizei triIndexLen; GLsizei colorsLen ; GLuint triIndexs[3] = {0, 1, 2}; GLfloat vertex[6] = { -0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, }; GLfloat colors[12] = {1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, }; explicit OpenGLWidget(QWidget *parent = nullptr); ~OpenGLWidget(); // //三角形顶点坐标 // GLfloat* vertex; // //三角形顶点索引 // GLuint* triIndexs; // //三角形顶点颜色 // GLfloat* colors; private: Ui::OpenGLWidget *ui; protected: void initializeGL(); void paintGL(); void resizeGL(int w, int h); void initVbo(); }; #endif // OPENGLWIDGET_H
3. openglwidget.cpp
#include "openglwidget.h" #include "ui_openglwidget.h" #include#include #include #include OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent), ui(new Ui::OpenGLWidget) { ui->setupUi(this); } OpenGLWidget::~OpenGLWidget() { delete ui; } void OpenGLWidget::initializeGL() { //调用内容初始化函数 initializeOpenGLFunctions(); program = new QOpenGLShaderProgram(this); if(!program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/vertexshader.vect")){ printf("no found vertexshader.vert"); return; } if(!program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/fragmentshader.frag")){ printf("no found fragmentshader.frag"); return; } if(!program->link()){ printf("no link"); return; } if(!program->bind()){ printf("no bind"); return; } // 获取shaderprogram的id号,然后可以通过id号获取一些属性... programId = program->programId(); printf("programId: %d", programId); // 从shaderprogram里面获取变量标识 matrixLocation = glGetUniformLocation(programId, "matrix"); vertexLocation = glGetAttribLocation(programId, "vPosition"); clorLocation = glGetAttribLocation(programId, "vColor"); initVbo(); } void OpenGLWidget::initVbo(){ // 计算获得数组长度 vVerticesLen = sizeof(vertex)/sizeof(GLfloat); triIndexLen = sizeof(triIndexs)/sizeof(GLuint); colorsLen = sizeof(colors)/sizeof(GLfloat); // 初始化顶点buffer并装载数据到显存 glGenBuffers(1, &verVbo); glBindBuffer(GL_ARRAY_BUFFER, verVbo); glBufferData(GL_ARRAY_BUFFER, vVerticesLen * sizeof(GLfloat), vertex, GL_STATIC_DRAW); // 初始化索引buffer并装载数据到显存 glGenBuffers(1, &indexVbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVbo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, triIndexLen * sizeof(GLuint), triIndexs, GL_STATIC_DRAW); // 初始化颜色buffer并装载数据到显存 glGenBuffers(1, &colorVbo); glBindBuffer(GL_ARRAY_BUFFER, colorVbo); glBufferData(GL_ARRAY_BUFFER, colorsLen * sizeof(GLfloat), colors, GL_STATIC_DRAW); } void OpenGLWidget::resizeGL(int w, int h) { //当窗口大小改变时,调整界面坐标显示高度和宽度 glViewport(0, 0, w, h); // 模型矩阵重置 projection.setToIdentity(); // 透视投影 qreal aspect = qreal(w) / qreal(h ? h : 1); projection.perspective(60.0f, aspect, 1.0f, 100.0f); // 增加了模型矩阵,需要做一定偏移量,保证物体刚开始渲染出来时可以被看到! projection.translate(0.0f, 0.0f, -2.0f); } void OpenGLWidget::paintGL() { //清除之前图形并将背景设置为黑色(设置为黑色纯粹个人爱好!) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // shader传入模型视图矩阵 projection可以理解为建立了一个坐标系空间,可以再这个空间内设置图形 glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection.data()); // shader绑定并启用颜色数组buffer glBindBuffer(GL_ARRAY_BUFFER,colorVbo); glVertexAttribPointer(clorLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(clorLocation); // 颜色值rgba,所以每四个float值作为一个颜色值,如果只是希望rgb,取三个值作为颜色值即可! // shader绑定并启用顶点数组buffer glBindBuffer(GL_ARRAY_BUFFER, verVbo); glVertexAttribPointer( vertexLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(vertexLocation); // shader绑定并顶点索引数组buffer - 索引无需启用 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexVbo); glDrawElements(GL_TRIANGLES, triIndexLen, GL_UNSIGNED_INT, 0); // 解绑buffer、关闭启用顶点、颜色数组 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(vertexLocation); glDisableVertexAttribArray(clorLocation); }
4. vertexshader.vect
//vertexshader.vert uniform mat4 matrix; in vec4 vPosition; in vec4 vColor; out vec4 fColor; void main(void) { fColor = vColor; gl_Position = matrix * vPosition; }
5. fragmentshader.frag
//fragmentshader.frag in vec4 fColor; void main(void) { gl_FragColor = fColor; }
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