我把glViewport放在QOpenGLWidget :: resizeGL覆盖的虚函数中,它被调用并且set viewport只使用了widget空间的一部分。但它没有任何效果,内容仍然绘制到全尺寸的小部件。我错过了什么吗?
这是我的代码,
mywidget.h:
class MyWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
explicit MyWidget(QWidget* parent = NULL);
protected:
virtual void initializeGL();
virtual void paintGL();
virtual void resizeGL(int w, int h);
private:
QOpenGLShaderProgram program;
};
和mywidget.cpp:
MyWidget::MyWidget(QWidget* parent) : QOpenGLWidget(parent)
{
}
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f
};
void MyWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
program.addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vec;\n"
"void main(void)\n"
"{\n"
" gl_Position = vec;\n"
"}");
program.addShaderFromSourceCode(QOpenGLShader::Fragment,
"void main(void)\n"
"{\n"
" gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);\n"
"}");
program.link();
program.bind();
program.enableAttributeArray(0);
program.setAttributeArray(0, squareVertices, 2);
}
void MyWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
//glViewport(0, 0, width()/2, height()/2);
// if I put glViewport here, everything work as intended,
// but we shouldn't need to set viewport everytime render a frame
program.bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
}
void MyWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w/2, h/2);
// this line didn't have any effect, opengl still draw using full widget space
}
答案 0 :(得分:1)
strftime("2017-11-18", format = "%W")
,即glViewport
处理程序,而不是其他地方。在窗口重塑处理程序中调用paintGL
是一个糟糕的反模式,在OpenGL教程中传播得太过分了;它并不属于那里。
答案 1 :(得分:0)
尝试以下,
void MyWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble dWt;
GLdouble dHt;
if(w > h) {
dHt = 1;
dWt = ((double)w) / h;
} else {
dHt = ((double)h) / w;
dWt = 1;
}
if(bPerspective) {
glFrustum(-dWt, dWt, -dHt, dHt, 5, 100);
} else {
glOrtho(-dWt, dWt, -dHt, dHt, 5.0, 100.0);
}
gluLookAt(5.0, 2.0, -10.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
}