QT += core gui opengl
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = OPenGL12
TEMPLATE = app
SOURCES += main.cpp\
openglwidget.cpp
HEADERS += \
openglwidget.h
LIBS += -lopengl32
#ifndef OPENGLWIDGET_H
#define OPENGLWIDGET_H
#include
class OpenglWidget : public QGLWidget
{
public:
OpenglWidget(QWidget *parent=0);
protected:
void initializeGL();
void initWidget();
void paintGL();
void resizeGL(int width, int height);
private:
GLfloat mx;
GLfloat my;
GLfloat mz;
GLfloat m_rotateTriangle;
GLuint *textur;
};
#endif // OPENGLWIDGET_H
#include "openglwidget.h"
OpenglWidget::OpenglWidget(QWidget *parent):QGLWidget(parent)
{
mx = 0;
my = 0;
mz = 0;
initWidget();
initializeGL();
}
void OpenglWidget::initializeGL()
{
//加载图片
QImage mpic;
QImage newPic;
mpic.load("D://Documents//OPenGL12//haha.jpg");
newPic=QGLWidget::convertToGLFormat(mpic);
glGenTextures(1,&textur[0]);
glBindTexture(GL_TEXTURE_2D,textur[0]);
glTexImage2D(GL_TEXTURE_2D,0,3,newPic.width(),newPic.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,newPic.bits());
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
QImage mpic1;
QImage newPic1;
mpic1.load("D://Documents//OPenGL12//haha1.jpg");
newPic1=QGLWidget::convertToGLFormat(mpic1);
glGenTextures(1,&textur[1]);
glBindTexture(GL_TEXTURE_2D,textur[1]);
glTexImage2D(GL_TEXTURE_2D,0,3,newPic1.width(),newPic1.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,newPic1.bits());
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//启动纹理,负责会全为白色
glEnable(GL_TEXTURE_2D);
//设置着色模式,平滑的
glShadeModel(GL_SMOOTH);
//清除掉之前的所有颜色
glClearColor(0.0,0.0,0.0,0.5);
//深度缓存,设置初始值为1.0,小于1.0的部分是可见的
glClearDepth(1.0);
//启动OPenGL的相关功能,由参数决定,这里指
//(启用了之后,OpenGL在绘制的时候就会检查,当前像素前面是否有别的像素,如果别的像素挡道了它,那它就不会绘制,也就是说,OpenGL就只绘制最前面的一层)
glEnable(GL_DEPTH_TEST);
//制定深度缓存比较值
//这里参数指的是如果输入的深度值小于或者等于参考值则通过
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void OpenglWidget::initWidget()
{
//从屏幕上(400,400)为起始点,显示一个640*400的界面
setGeometry(400,200,640,480);
setWindowTitle("My OPenGL");
}
void OpenglWidget::paintGL()
{
//清除颜色缓冲和深度缓冲
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//将当前点移置屏幕中心,相当于复位的操作
glLoadIdentity();
//平移函数,参数指的是分别从X轴,Y轴,Z轴平移
glTranslatef(-1.5,0.0,-6.0);
glRotatef( mx,1.0, 0.0,0.0 );
glRotatef(my,0.0,1.0,0.0 );
glRotatef(mz,0.0,0.0,1.0 );
glBindTexture( GL_TEXTURE_2D, textur[0] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glEnd();
glLoadIdentity();
glTranslatef( 1.5, 0.0, -6.0 );
glBindTexture( GL_TEXTURE_2D, textur[1] );
glRotatef( m_rotateTriangle, 0.0, 1.0, 0.0 );
glBegin(GL_TRIANGLES);
glTexCoord2f( 1, 1 ); glVertex3f( 0, 1, 0 );
glTexCoord2f( 0, 0 ); glVertex3f( 1, -1, 1 );
glTexCoord2f( 1, 0 ); glVertex3f( -1, -1, 1 );
glTexCoord2f( 1, 1 ); glVertex3f( 0, 1, 0 );
glTexCoord2f( 0, 0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1, 0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1, 1 ); glVertex3f( 0, 1, 0 );
glTexCoord2f( 0, 0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1, 0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1, 1 ); glVertex3f( 0, 1, 0 );
glTexCoord2f( 0, 0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1, 0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 0, 0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1, 0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1, 1 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 1, 0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1, 1 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 0, 1 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1, 1 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 0, 1 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 0, 0 ); glVertex3f( -1.0, -1.0, -1.0 );
glEnd();
mx+=70;
my+=0;
mz+=0;
m_rotateTriangle+=10;
}
void OpenglWidget::resizeGL(int width, int height)
{
if(0==height)
height=1;
//告诉绘制到窗体的哪个位置
glViewport(0,0,width,height);
// 设置矩阵模式,参数是设置为投影矩阵
glMatrixMode(GL_PROJECTION);
//复位操作
glLoadIdentity();
GLdouble aspectRatio=(GLfloat)width/(GLfloat)height;
GLdouble rFov=45.0*3.14159265/180.0;
GLdouble zNear=0.1;
GLdouble zFar=100.0;
//调用glFrustum,生成矩阵与当前矩阵相乘,生成透视效果
glFrustum(-zNear*tan(rFov/2.0)*aspectRatio,
zNear*tan(rFov/2.0)*aspectRatio,
-zNear*tan(rFov/2.0),
zNear*tan(rFov/2.0),
zNear,zFar);
//切回模型视图矩阵
glMatrixMode(GL_MODELVIEW);
//复位
glLoadIdentity();
}
glTexCoord2f( x, y );
glVertex3f( x, y, z );
glTexCoord2f这个用于表示原图片的坐标,这样更容易理解,就是以 在x,y 轴的平面里面,(0,0)表示图片的左下角, (0,1)表示左上角,(1,1)表示右上角,(1,0)表示右下角。而对应的glVertex3f则对应为 (-1, -1) , (-1, 1) , (1, 1), (1, -1)。我们怎么来理解这种对应关系呢?那就需要贴图的坐标必须一一对应,就是我们如果顺时针写, 对应的坐都要顺时针,如果逆时针写,对应的坐标都要逆时针一一对应。
我们的贴图是一张图片,所以它一定是一个平面。 所以坐标从(0,0)开始,这个容易使用。而我们需要贴图的立体图形,虽然每个面是平面图形,但它在坐标系中,始终以立体图形的中心为坐标原点,所以,它是一个三维坐标,三维坐标与二维的对应,就只有以相同的平面顶点旋转顺序来对应了。