QtOpenGLWidget绘制三角形

时间:2018-08-24 20:24:26

标签: c++ qt opengl

如何更改以下代码,以使其实际绘制三角形?

首先是着色器,然后是从QOpenglWidget派生的glwiedget类的实现。

// shaders here  
    static const char* vertexShaderSource =
        "#version 330 core\n"
        "in vec3 posAttr;\n"
        //"attribute lowp vec3 colAttr;\n"
        //"varying lowp vec4 col;\n"
        //"uniform highp mat4 matrix;\n"
        "void main() {\n"
        //"   col = colAttr;\n"
        "   gl_Position = vec4(posAttr, 1) ;\n"
        "}\n";
// fragment shader
    static const char* fragmentShaderSource =
        "#version 330 core\n"
        //"varying lowp vec4 col;\n"
        "void main() {\n"
        "gl_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n"
        "}\n";


Glwidget::Glwidget(QWidget* parent):QOpenGLWidget(parent)
{

//
}

Glwidget::~Glwidget()
{
    cleanup();
}

void Glwidget::initializeGL()
{
    connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &Glwidget::cleanup);

    initializeOpenGLFunctions();
    glClearColor(.0f, .0f, .0f, 1.0f);
    shader = new QOpenGLShaderProgram(this);

    shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
    shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
//    posAttribute = shader->attributeLocation("posAttr");
    //colAttribute = shader->attributeLocation("colAttr");
    //matrixAttribute = shader->uniformLocation("matrix");


    Q_ASSERT(shader->link());
    Q_ASSERT(shader->bind());
    //shader->release();
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
}
void Glwidget::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT);
    makeCurrent();
    matrix.perspective(60.0, 4.0f/3.0f, 0.1f, 10.0f);
    matrix.translate(0, 0, -2);
    matrix.rotate(100.0f, 0, 1, 0);
    //shader->setUniformValue(matrixAttribute, matrix);

//    shader->bind();
    GLfloat vertices[] = {
        0.0f, 0.707f, 1.0f,
        -0.5f, -0.5f, 1.0f,
        0.5f, -0.5f, 1.0f
    };
    shader->setAttributeArray(posAttribute,vertices, 3);

    GLfloat colors[] = {
        1.0f, 0.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 0.0f, 1.0f
    };

     glVertexAttribPointer(posAttribute, 3, GL_FLOAT, GL_FALSE, 0, vertices);
     //glVertexAttribPointer(colAttribute, 3, GL_FLOAT, GL_FALSE, 0, colors);

     glEnableVertexAttribArray(posAttribute);
     //glEnableVertexAttribArray(colAttribute);

     glDrawArrays(GL_TRIANGLES, 0, 1);

     glDisableVertexAttribArray(posAttribute);
     //glDisableVertexAttribArray(colAttribute);
     //shader->release();
}

void Glwidget::resizeGL(int w, int h)
{
    matrix.setToIdentity();
    matrix.perspective(45.0f, w / float(h), 0.01f, 1000.0f);
    //glViewport(0, 0, w, h);
}

void Glwidget::mousePressEvent(QMouseEvent *event)
{
    Q_UNUSED(event);
}

void Glwidget::mouseMoveEvent(QMouseEvent *event)
{
    Q_UNUSED(event);
}

void Glwidget::cleanup()
{
    if (shader == nullptr)
        return;
    makeCurrent();

    delete shader;
    shader = 0;
    doneCurrent();
}

1 个答案:

答案 0 :(得分:0)

在链接程序之后,您必须确定posAttr的属性索引:

Q_ASSERT(shader->link());
posAttribute = shader->attributeLocation("posAttr");

由于启用了深度测试,因此必须清除深度缓冲区。参见glClear

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

您不使用任何模型,视图或投影矩阵,因此必须在规范化的设备空间中设置坐标。这意味着所有坐标都必须在[-1.0,1.0]范围内,尤其是必须考虑-1.0和1.0的近平面和远平面。默认情况下,深度测试功能为GL_LESS,因此您的束线会被远平面裁剪,因为1.0的z坐标小于远平面1.0。对顶点使用z坐标0.0(当然,像0.99这样的东西也可以):

GLfloat vertices[] = { 0.0f, 0.707f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f };
shader->setAttributeArray(posAttribute,vertices, 3);    

glDrawArrays的3d参数必须是顶点数而不是图元数:

 glDrawArrays(GL_TRIANGLES, 0, 3);

相关代码部分可能看起来像这样:

void Glwidget::initializeGL()
{
    connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &Glwidget::cleanup);

    initializeOpenGLFunctions();
    glClearColor(.0f, .0f, .0f, 1.0f);
    shader = new QOpenGLShaderProgram(this);

    shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
    shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);

    Q_ASSERT(shader->link());
    posAttribute = shader->attributeLocation("posAttr");

    Q_ASSERT(shader->bind());

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
}

void Glwidget::paintGL()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

     GLfloat vertices[] = { 0.0f, 0.707f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f };
     shader->setAttributeArray(posAttribute,vertices, 3);

     glEnableVertexAttribArray(posAttribute);
     glDrawArrays(GL_TRIANGLES, 0, 3);
     glDisableVertexAttribArray(posAttribute);
}

请注意,由于启用了Face Culling,因此必须遵守基元的缠绕顺序(在您的代码中就是这种情况)。


此外,如@derhass所述,在注释中,您必须更改片段着色器。您必须定义一个Output Variable
(旁注,请使用Raw string literals):

static const char* fragmentShaderSource = R"(
    #version 330 core

    out vec4 fragColor;

    void main() {
        fragColor = vec4(1.0, 0.0, 1.0, 0.0);
    }
)";

查看预览:

polygon


如果要绘制线条而不是多边形,则可以通过GL_LINE_LOOP进行。参见Line primitives

glDrawArrays(GL_LINE_LOOP, 0, 3);

lines