和一般写opengl的程序一样,就直接出代码不多说。
在qt中我使用qopenglwidget来操作opengl程序,声明如下
#ifndef WIDGET_H
#define WIDGET_H
#include
#include "ballshader.h"
class Widget : public QOpenGLWidget
{
Q_OBJECT
public:
Widget(QWidget *parent = 0);
~Widget();
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int w, int h) override;
void wheelEvent(QWheelEvent *event) override;
private:
BallShader m_shader; //球渲染器
QMatrix4x4 m_pMatrix,m_modelMatrix; //投影矩阵、基本转换矩阵
QVector3D m_eye,m_target; //视点,和视点中心
};
#endif // WIDGET_H
实现文件如下
#include "widget.h"
#include
Widget::Widget(QWidget *parent)
: QOpenGLWidget(parent),
m_eye(0,0,1), //初始视点位置
m_target(0,0,-1) //初始观察目标位置
{
}
Widget::~Widget()
{
}
void Widget::initializeGL()
{
m_shader.initialize(0.8); //初始化半径为0.8的球体数据
}
void Widget::paintGL()
{
m_modelMatrix.rotate(30,0,1,0); //每次刷新绕y轴旋转30度
QMatrix4x4 camera;
camera.lookAt(m_eye,m_target,QVector3D{0,1,0}); //生成摄像机矩阵
m_shader.render(QOpenGLContext::currentContext()->extraFunctions(),m_pMatrix,camera,m_modelMatrix); //渲染
}
void Widget::resizeGL(int w, int h)
{
m_pMatrix.setToIdentity(); //重置为单位矩阵
m_pMatrix.perspective(60.0f,GLfloat(w)/h,0.01f,100.0f); //设置投影
}
void Widget::wheelEvent(QWheelEvent *event)
{
if (! event->pixelDelta().isNull()) {
m_eye.setZ(m_eye.z() + event->pixelDelta().y()); //重置视点z值
} else if (!event->angleDelta().isNull()) {
m_eye.setZ(m_eye.z() + (event->angleDelta() / 120).y()); //重置视点z值
}
event->accept();
update();
}
渲染器部分如下
#ifndef BALLSHADER_H
#define BALLSHADER_H
#include
#include
#include
#define PI 3.14159265f
class BallShader
{
public:
BallShader() = default;
void initialize(float r);
void render(QOpenGLExtraFunctions *f,QMatrix4x4 &projM,QMatrix4x4 & camera,QMatrix4x4 &model);
private:
QOpenGLShaderProgram m_program;
QOpenGLBuffer m_vbo;
QVector m_points;
float m_r;
};
#endif // BALLSHADER_H
#include "ballshader.h"
void BallShader::initialize(float r)
{
m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex,"vsrc.vsh");
m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment,"fsrc.fsh");
m_program.link();
m_r = r;
int angleSpan = 10; //弧度 = 角度 * PI / 180
for(int vAngle = -90; vAngle < 90; vAngle = vAngle + angleSpan){ //生成球面顶点
for(int hAngle = 0; hAngle <= 360; hAngle = hAngle + angleSpan){
float x0 = r * ::cos(vAngle * PI / 180) * ::cos(hAngle * PI / 180);
float y0 = r * ::cos(vAngle * PI / 180) * ::sin(hAngle * PI / 180);
float z0 = r * ::sin(vAngle * PI / 180);
float x1 = r * ::cos(vAngle * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180);
float y1 = r * ::cos(vAngle * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180);
float z1 = r * ::sin(vAngle * PI / 180);
float x2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180);
float y2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180);
float z2 = r * ::sin((vAngle + angleSpan) * PI / 180);
float x3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos(hAngle * PI / 180);
float y3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin(hAngle * PI / 180);
float z3 = r * ::sin((vAngle + angleSpan) * PI / 180);
m_points << x1 << y1 << z1 << x3 << y3 << z3
<< x0 << y0 << z0 << x1 << y1 << z1
<< x2 << y2 << z2 << x3 << y3 << z3;
}
}
m_vbo.create();
m_vbo.bind();
m_vbo.allocate(m_points.constData(),m_points.count() * sizeof GLfloat);
}
void BallShader::render(QOpenGLExtraFunctions *f, QMatrix4x4 &projM, QMatrix4x4 &camera, QMatrix4x4 &model)
{
f->glClearColor(0.0, 0.0, 0.0, 0.0);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glEnable(GL_DEPTH_TEST);
f->glEnable(GL_CULL_FACE);
m_program.bind();
m_vbo.bind();
m_program.setUniformValue("uPMatrix",projM);
m_program.setUniformValue("camMatrix",camera);
m_program.setUniformValue("uMMatrix",model);
m_program.setUniformValue("uR",m_r);
m_program.enableAttributeArray(0);
m_program.setAttributeBuffer(0,GL_FLOAT,0,3,0);
f->glDrawArrays(GL_TRIANGLES,0,m_points.count() / 3);
m_program.disableAttributeArray(0);
m_vbo.release();
m_program.release();
f->glDisable(GL_DEPTH_TEST);
f->glDisable(GL_CULL_FACE);
}
shader如下
#version 330
uniform mat4 uPMatrix,camMatrix,uMMatrix;
layout (location = 0) in vec3 aPosition;
smooth out vec3 vPosition; //将顶点坐标传递给片元着色器
void main(void)
{
gl_Position = uPMatrix * camMatrix *uMMatrix * vec4(aPosition,1);
vPosition = aPosition;
}
#version 330
uniform float uR; //球半径
in vec3 vPosition;
out vec4 fragColor;
void main(void)
{
vec3 color;
float n = 8.0; //x、y、z轴的分块数量
float span = 2.0 * uR / n; //每块长度
int i = int((vPosition.x + uR) / span); x轴所在层数
int j = int((vPosition.y + uR) / span); y轴所在层数
int k = int((vPosition.z + uR) / span); z轴所在层数
int whichColor = int(mod(float(i+j+k),2.0)); //根据行列数取余,决定颜色
if(whichColor == 1){
color = vec3(0.678,0.231,0.129);
}else{
color = vec3(1.0,1.0,1.0);
}
fragColor = vec4(color,0);
}
gitlab地址:https://gitlab.com/gitHubwhl562916378/ball