只要我在下面的代码中设置glEnable(GL_DEPTH_TEST),屏幕上就会绘制除了清晰颜色之外的任何内容。
window.cpp
void Window::initializeGL() {
makeCurrent();
initializeOpenGLFunctions();
glClearColor(0.0f, 0.03f, 0.2f, 1.0f);
Shaders::initShaders();
glEnable(GL_DEPTH_TEST);
currentLevel.addTiles();
viewMatrix.setToIdentity();
viewMatrix.translate(0.0f, 0.0f, -8.0f);
viewMatrix.rotate(45.0f, -1.0f, 0.0f, 0.0f);
}
void Window::resizeGL(int width, int height) {
const float fov = 45.0f,
zNear = 0.0f,
zFar = 1000.0f;
projectionMatrix.setToIdentity();
projectionMatrix.perspective(fov, width / float(height), zNear, zFar);
}
void Window::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
currentLevel.setProjectionMatrix(projectionMatrix);
currentLevel.setViewMatrix(viewMatrix);
currentLevel.draw();
}
tile.cpp:
// Constructor with custom shader
Tile::Tile(QVector3D v1, QVector3D v2, QVector3D v3, QVector3D v4, QOpenGLShaderProgram* shaderProgram) :
vbo(QOpenGLBuffer::VertexBuffer),
cbo(QOpenGLBuffer::VertexBuffer),
ibo(QOpenGLBuffer::IndexBuffer) {
// Calculate surface normal & second set of vertices
QVector3D surfaceNormal = QVector3D::normal(v1, v2, v3);
QVector3D v1_n = v1 - surfaceNormal;
QVector3D v2_n = v2 - surfaceNormal;
QVector3D v3_n = v3 - surfaceNormal;
QVector3D v4_n = v4 - surfaceNormal;
// Set up rectangular mesh from given corner vectors
vertices = {
v1, v2, v3, v4,
v1_n, v2_n, v3_n, v4_n
};
colors = {
color1, color1, color2, color2,
color1, color1, color2, color2
};
indices = {
// Face 1
0, 1, 2,
2, 3, 0,
// Face 2
0, 4, 5,
5, 1, 0,
// Face 3
4, 5, 6,
6, 7, 4
};
this->shaderProgram = shaderProgram;
cacheShaderLocations();
createBuffers();
}
Tile::~Tile() {
vbo.destroy();
vao.destroy();
ibo.destroy();
}
// Cache Uniform Locations for shaders
void Tile::cacheShaderLocations() {
positionLocation = shaderProgram->attributeLocation("position");
colorLocation = shaderProgram->attributeLocation("color");
modelLocation = shaderProgram->uniformLocation("model");
viewLocation = shaderProgram->uniformLocation("view");
projectionLocation = shaderProgram->uniformLocation("projection");
}
// Create buffers
void Tile::createBuffers() {
// Vertex Buffer Object
vbo.create();
vbo.bind();
vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
vbo.allocate(vertices.constData(), vertices.size() * sizeof(QVector3D));
vbo.release();
// Color Buffer Object
cbo.create();
cbo.bind();
cbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
cbo.allocate(colors.constData(), colors.size() * sizeof(QVector3D));
cbo.release();
// Index Buffer Object
ibo.create();
ibo.bind();
ibo.setUsagePattern(QOpenGLBuffer::StaticDraw);
ibo.allocate(indices.constData(), indices.size() * sizeof(GLushort));
ibo.release();
// Vertex Array Object
vao.create();
// Setup buffer attributes
shaderProgram->bind();
vao.bind();
vbo.bind();
shaderProgram->enableAttributeArray(positionLocation);
shaderProgram->setAttributeBuffer(positionLocation, GL_FLOAT, 0, 3, 0);
cbo.bind();
shaderProgram->enableAttributeArray(colorLocation);
shaderProgram->setAttributeBuffer(colorLocation, GL_FLOAT, 0, 3, 0);
ibo.bind();
vao.release();
// Release buffers & shader program
vbo.release();
cbo.release();
ibo.release();
shaderProgram->release();
}
void Tile::draw() {
shaderProgram->bind();
// Send uniforms to shader
shaderProgram->setUniformValue(projectionLocation, projectionMatrix);
shaderProgram->setUniformValue(viewLocation, viewMatrix);
shaderProgram->setUniformValue(modelLocation, modelMatrix);
// Draw vertices
vao.bind();
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, 0);
vao.release();
shaderProgram->release();
}
至于深度缓冲区本身,根据Qt文档,它默认启用。在main.cpp中,我设置了表面格式/上下文:
// Set OpenGL Version information
QSurfaceFormat format;
format.setDepthBufferSize(24);
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(3,3);
当我尝试使用深度测试时,我真的不知道为什么没有画出来所以我非常感谢任何帮助。