我有一个MainWindow,它显示了一些来自小部件促销的图表。现在我已经决定要嵌入一个QGLWidget,以便我可以在它们附近绘制一个3D图像。 我在创建者设计中创建了一个QGLWidget,并将其提升为MyGLWidget类
MyGLWidget.h
#ifndef MYGLWIDGET
#define MYGLWIDGET
#include <QtOpenGL>
#include <QGLWidget>
#include <array>
class MyGLWidget : public QGLWidget{
Q_OBJECT // must include this if you use Qt signals/slots
public:
explicit MyGLWidget(QWidget *parent = 0);
std::array<GLfloat, 3> angles;
protected:
// Set up the rendering context, define display lists etc.:
void initializeGL();
// draw the scene:
void paintGL();
// setup viewport, projection etc.:
void resizeGL (int width, int height);
};
#endif // MYGLWIDGET
MyGLWidget.cpp
#include "myglwidget.h"
#include <gl/GLU.h>
#include <iostream>
MyGLWidget::MyGLWidget(QWidget *parent){
angles[0] = 50.0;
angles[1] = 15.0;
}
/*
* Sets up the OpenGL rendering context, defines display lists, etc.
* Gets called once before the first time resizeGL() or paintGL() is called.
*/
void MyGLWidget::initializeGL(){
//activate the depth buffer
glEnable(GL_DEPTH_TEST);
}
/*
* Sets up the OpenGL viewport, projection, etc. Gets called whenever the widget has been resized
* (and also when it is shown for the first time because all newly created widgets get a resize event automatically).
*/
void MyGLWidget::resizeGL (int width, int height){
glViewport( 0, 0, (GLint)width, (GLint)height );
/* create viewing cone with near and far clipping planes */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 30.0);
glMatrixMode( GL_MODELVIEW );
}
/*
* Renders the OpenGL scene. Gets called whenever the widget needs to be updated.
*/
void MyGLWidget::paintGL(){
//delete color and depth buffer
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-20.0f); //move along z-axis
glRotatef(angles[0],0.0,1.0,0.0); //rotate 30 degress around y-axis
glRotatef(angles[1],1.0,0.0,0.0); //rotate 15 degress around x-axis
/* create 3D-Cube */
glBegin(GL_QUADS);
//front
glColor3f(1.0,0.0,0.0);
glVertex3f(1.0,1.0,1.0);
glVertex3f(-1.0,1.0,1.0);
glVertex3f(-1.0,-1.0,1.0);
glVertex3f(1.0,-1.0,1.0);
//back
glColor3f(0.0,1.0,0.0);
glVertex3f(1.0,1.0,-1.0);
glVertex3f(-1.0,1.0,-1.0);
glVertex3f(-1.0,-1.0,-1.0);
glVertex3f(1.0,-1.0,-1.0);
//top
glColor3f(0.0,0.0,1.0);
glVertex3f(-1.0,1.0,1.0);
glVertex3f(1.0,1.0,1.0);
glVertex3f(1.0,1.0,-1.0);
glVertex3f(-1.0,1.0,-1.0);
//bottom
glColor3f(0.0,1.0,1.0);
glVertex3f(1.0,-1.0,1.0);
glVertex3f(1.0,-1.0,-1.0);
glVertex3f(-1.0,-1.0,-1.0);
glVertex3f(-1.0,-1.0,1.0);
//right
glColor3f(1.0,0.0,1.0);
glVertex3f(1.0,1.0,1.0);
glVertex3f(1.0,-1.0,1.0);
glVertex3f(1.0,-1.0,-1.0);
glVertex3f(1.0,1.0,-1.0);
//left
glColor3f(1.0,1.0,0.0);
glVertex3f(-1.0,1.0,1.0);
glVertex3f(-1.0,-1.0,1.0);
glVertex3f(-1.0,-1.0,-1.0);
glVertex3f(-1.0,1.0,-1.0);
glEnd();
}
现在在mainwindow.cpp的构造函数中,我调用ui-&gt; wgl-&gt; show();其中wgl是提升到我的类的小部件的ObjectName。 渲染立方体但是小部件从主窗口弹出而不是停留在我设计的位置
答案 0 :(得分:4)
您的小部件没有父级,但在没有父级的Qt
小部件中是一个单独的窗口,因此请尝试在构造函数中执行此操作。
MyGLWidget::MyGLWidget(QWidget *parent) : QGLWidget(parent)
{
angles[0] = 50.0;
angles[1] = 15.0;
}
如果您真的使用Qt Designer
,那么您的代码中会有ui->setupUi(this);
。它做这样的事情(分配内存和设置父级):
MyGLWidget *wgl = new MyGLWidget(this);
它将this
作为父级传递,但您当前的MyGLWidget
接受它但忽略它。所以我的回答中的代码都应该没问题。