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    进入3D

    shader头文件和cpp

    #ifndef SHADER_H
    #define SHADER_H
    
    #include <QObject>
    #include <QDebug>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QString>
    
    class Shader : public QObject
    {
        Q_OBJECT
    public:
        explicit Shader(const QString& vertexSourcePath, const QString &fragmentSourcePath);
        ~Shader();
        QOpenGLShaderProgram shaderProgram;
    
        void use() {
            shaderProgram.bind();
        }
    signals:
    
    public slots:
    };
    
    #endif // SHADER_H
    shader.h
    #include "shader.h"
    
    Shader::Shader(const QString &vertexSourcePath, const QString &fragmentSourcePath)
    {
        QOpenGLShader vertexShader(QOpenGLShader::Vertex);
        bool success = vertexShader.compileSourceFile(vertexSourcePath);
        if(!success){
            qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
            qDebug() << vertexShader.log() << endl;
        }
    
        QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
        success  =fragmentShader.compileSourceFile(fragmentSourcePath);
        if(!success){
            qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << endl;
            qDebug() << fragmentShader.log() << endl;
        }
    
        shaderProgram.addShader(&vertexShader);
        shaderProgram.addShader(&fragmentShader);
        success = shaderProgram.link();
        if(!success){
             qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << endl;
             qDebug() << shaderProgram.log() << endl;
        }
    }
    
    Shader::~Shader()
    {
    
    }
    shader.cpp

    widget头文件和cpp

    #ifndef WIDGET_H
    #define WIDGET_H
    
    #include <QWidget>
    #include <QGLWidget>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QDebug>
    #include <QOpenGLFunctions>
    #include <QOpenGLFunctions_3_3_Core>
    #include <QTime>
    #include <QtMath>
    #include <QTimer>
    #include <QOpenGLTexture>
    
    #include "shader.h"
    
    namespace Ui {
    class Widget;
    }
    
    class Widget : public QGLWidget
    {
        Q_OBJECT
    
    public:
        Widget();
        ~Widget();
    public slots:
    
    protected:
        virtual void initializeGL();
        virtual void paintGL();
        virtual void resizeGL(int w, int h);
    
    private:
        QOpenGLFunctions_3_3_Core *core;
        QOpenGLTexture *texture1, *texture2;
        Shader *ourShader;
        QTimer updateTimer;
    };
    
    #endif // WIDGET_H
    widget.h
    #include "widget.h"
    #include "ui_widget.h"
    
    GLuint VBO, VAO, EBO;
    
    Widget::Widget()
    {
    
    }
    
    Widget::~Widget()
    {
        delete ourShader;
        core->glDeleteVertexArrays(1, &VAO);
        core->glDeleteBuffers(1, &VBO);
        core->glDeleteBuffers(1, &EBO);
        texture1->destroy();
        texture2->destroy();
    }
    
    void Widget::initializeGL()
    {
        //着色器部分
        core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
        if (!core) {
              qWarning() << "Could not obtain required OpenGL context version";
              exit(1);
        }
        ourShader = new Shader(":/shader/vertexshadersource.vert", ":/shader/fragmentshadersource.frag");
    
        //VAO,VBO数据部分
        GLfloat vertices[] = {
            0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
            0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
           -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
           -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f
        };
    
        GLuint indices[] = {
            0, 1, 3, // first triangle
            1, 2, 3  // second triangle
        };
    
        core->glGenVertexArrays(1, &VAO);
        core->glGenBuffers(1, &VBO);
        core->glGenBuffers(1, &EBO);
    
        core->glBindVertexArray(VAO);
    
        core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
        core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        //position attribute
        core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), nullptr);
        core->glEnableVertexAttribArray(0);
        //color attribute
        core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(3 * sizeof(float)));
        core->glEnableVertexAttribArray(1);
            // texture coord attribute
        core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(6 * sizeof(float)));
        core->glEnableVertexAttribArray(2);
        //纹理1
        texture1 = new QOpenGLTexture(QImage(":/image/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture1->setMinificationFilter(QOpenGLTexture::Linear);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
        texture1->setFormat(QOpenGLTexture::RGBFormat);
    
        texture2 = new QOpenGLTexture(QImage(":/image/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture2->setMinificationFilter(QOpenGLTexture::Linear);
        texture2->setMagnificationFilter(QOpenGLTexture::Linear);
        texture2->setFormat(QOpenGLTexture::RGBFormat);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("texture1", 0);
        ourShader->shaderProgram.setUniformValue("texture2", 1);
    
        QMatrix4x4 model, view, projection;
        model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
        view.translate(QVector3D(0.0f, 0.0f, -3.0f));
        projection.perspective(45.0f, (float)width()/(float)height(), 0.1f, 100.0f);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("model", model);
        ourShader->shaderProgram.setUniformValue("view", view);
        ourShader->shaderProgram.setUniformValue("projection", projection);
    }
    
    void Widget::paintGL()
    {
        core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        core->glClear(GL_COLOR_BUFFER_BIT);
    
        ourShader->use();
        core->glActiveTexture(GL_TEXTURE1);
        texture2->bind();
        core->glActiveTexture(GL_TEXTURE0);
        texture1->bind();
    
        ourShader->use();
        core->glBindVertexArray(VAO);
        core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
    
        update();
    }
    
    void Widget::resizeGL(int w, int h)
    {
        core->glViewport(0, 0, w, h);
    }
    widget.cpp

    着色器

    #version 330 core
    out vec4 FragColor;
    
    in vec3 ourColor;
    in vec2 TexCoord;
    
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    
    void main()
    {
        FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, TexCoord), 0.2f);
    }
    fragmentshadersource.frag
    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aColor;
    layout (location = 2) in vec2 aTexCoord;
    
    out vec3 ourColor;
    out vec2 TexCoord;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        //注意乘法要从右向左读
        gl_Position = projection * view * model * vec4(aPos, 1.0f);
        ourColor = aColor;
        TexCoord = aTexCoord;
    }
    vertexshadersource.vert

    mian函数

    #include "widget.h"
    #include <QApplication>
    
    int main(int argc, char *argv[])
    {
        QApplication a(argc, argv);
        Widget w;
        w.show();
    
        return a.exec();
    }
    main.cpp

    更多的3D

    修改的部分:

    #include "widget.h"
    #include "ui_widget.h"
    
    GLuint VBO, VAO, EBO;
    
    Widget::Widget()
    {
    
    }
    
    Widget::~Widget()
    {
        delete ourShader;
        core->glDeleteVertexArrays(1, &VAO);
        core->glDeleteBuffers(1, &VBO);
        core->glDeleteBuffers(1, &EBO);
        texture1->destroy();
        texture2->destroy();
    }
    
    void Widget::initializeGL()
    {
        //着色器部分
        core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
        if (!core) {
              qWarning() << "Could not obtain required OpenGL context version";
              exit(1);
        }
        ourShader = new Shader(":/shader/vertexshadersource.vert", ":/shader/fragmentshadersource.frag");
    
        //VAO,VBO数据部分
        float vertices[] = {
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
    
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
        };
    
        GLuint indices[] = {
            0, 1, 3, // first triangle
            1, 2, 3  // second triangle
        };
    
        core->glGenVertexArrays(1, &VAO);
        core->glGenBuffers(1, &VBO);
        core->glGenBuffers(1, &EBO);
    
        core->glBindVertexArray(VAO);
    
        core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
        core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
    //    core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    //    core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        //position attribute
        core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), nullptr);
        core->glEnableVertexAttribArray(0);
        //texture coord attribute
        core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (void*)(3 * sizeof(float)));
        core->glEnableVertexAttribArray(1);
        //纹理1
        texture1 = new QOpenGLTexture(QImage(":/image/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture1->setMinificationFilter(QOpenGLTexture::Linear);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
        texture1->setFormat(QOpenGLTexture::RGBFormat);
    
        texture2 = new QOpenGLTexture(QImage(":/image/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture2->setMinificationFilter(QOpenGLTexture::Linear);
        texture2->setMagnificationFilter(QOpenGLTexture::Linear);
        texture2->setFormat(QOpenGLTexture::RGBFormat);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("texture1", 0);
        ourShader->shaderProgram.setUniformValue("texture2", 1);
        mtime.start();
    
        QMatrix4x4 view, projection;
    //    model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
        view.translate(QVector3D(0.0f, 0.0f, -3.0f));
        projection.perspective(45.0f, (GLfloat)width()/(float)height(), 0.1f, 100.0f);
        ourShader->use();
    //    ourShader->shaderProgram.setUniformValue("model", model);
        ourShader->shaderProgram.setUniformValue("view", view);
        ourShader->shaderProgram.setUniformValue("projection", projection);
    }
    
    void Widget::paintGL()
    {
        core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        core->glClear(GL_COLOR_BUFFER_BIT);
    
        ourShader->use();
        core->glActiveTexture(GL_TEXTURE1);
        texture2->bind();
        core->glActiveTexture(GL_TEXTURE0);
        texture1->bind();
    
        QMatrix4x4 model;
        model.rotate((float)mtime.elapsed()/10, QVector3D(0.5f, 1.0f, 0.0f));
    
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("model", model);
        core->glBindVertexArray(VAO);
    //    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
        core->glDrawArrays(GL_TRIANGLES, 0, 36);
    
        update();
    }
    
    void Widget::resizeGL(int w, int h)
    {
        core->glViewport(0, 0, w, h);
    }
    widget.cpp

    修改的着色器:

    #version 330 core
    layout (location = 0) in vec3 aPos;
    //layout (location = 1) in vec3 aColor;
    layout (location = 1) in vec2 aTexCoord;
    
    //out vec3 ourColor;
    out vec2 TexCoord;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        //注意乘法要从右向左读
        gl_Position = projection * view * model * vec4(aPos, 1.0f);
    //    ourColor = aColor;
        TexCoord = aTexCoord;
    }
    vertexshadersource.vert

    Z缓冲

    initializeGL:
    core->glEnable(GL_DEPTH_TEST);
    
    
    paintGL:
    core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    修改部分

    多个3D:

    #include "widget.h"
    #include "ui_widget.h"
    
    GLuint VBO, VAO, EBO;
    
    Widget::Widget()
    {
    
    }
    
    Widget::~Widget()
    {
        delete ourShader;
        core->glDeleteVertexArrays(1, &VAO);
        core->glDeleteBuffers(1, &VBO);
        core->glDeleteBuffers(1, &EBO);
        texture1->destroy();
        texture2->destroy();
    }
    
    void Widget::initializeGL()
    {
        //着色器部分
        core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
        if (!core) {
              qWarning() << "Could not obtain required OpenGL context version";
              exit(1);
        }
        ourShader = new Shader(":/shader/vertexshadersource.vert", ":/shader/fragmentshadersource.frag");
    
        //VAO,VBO数据部分
        float vertices[] = {
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
    
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
        };
    
        GLuint indices[] = {
            0, 1, 3, // first triangle
            1, 2, 3  // second triangle
        };
    
    
        core->glGenVertexArrays(1, &VAO);
        core->glGenBuffers(1, &VBO);
        core->glGenBuffers(1, &EBO);
    
        core->glBindVertexArray(VAO);
    
        core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
        core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
    //    core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    //    core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
        //position attribute
        core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), nullptr);
        core->glEnableVertexAttribArray(0);
        //texture coord attribute
        core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (void*)(3 * sizeof(float)));
        core->glEnableVertexAttribArray(1);
        //纹理1
        texture1 = new QOpenGLTexture(QImage(":/image/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture1->setMinificationFilter(QOpenGLTexture::Linear);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
        texture1->setFormat(QOpenGLTexture::RGBFormat);
    
        texture2 = new QOpenGLTexture(QImage(":/image/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture2->setMinificationFilter(QOpenGLTexture::Linear);
        texture2->setMagnificationFilter(QOpenGLTexture::Linear);
        texture2->setFormat(QOpenGLTexture::RGBFormat);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("texture1", 0);
        ourShader->shaderProgram.setUniformValue("texture2", 1);
        mtime.start();
    
        QMatrix4x4 view, projection;
    //    model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
        view.translate(QVector3D(0.0f, 0.0f, -3.0f));
        projection.perspective(45.0f, (GLfloat)width()/(float)height(), 0.1f, 100.0f);
        ourShader->use();
    //    ourShader->shaderProgram.setUniformValue("model", model);
        ourShader->shaderProgram.setUniformValue("view", view);
        ourShader->shaderProgram.setUniformValue("projection", projection);
        core->glEnable(GL_DEPTH_TEST);
    }
    
    QVector3D cubePositions[] = {
        QVector3D(0.0f,  0.0f,  0.0f),
        QVector3D( 2.0f,  5.0f, -15.0f),
        QVector3D(-1.5f, -2.2f, -2.5f),
        QVector3D(-3.8f, -2.0f, -12.3f),
        QVector3D( 2.4f, -0.4f, -3.5f),
        QVector3D(-1.7f,  3.0f, -7.5f),
        QVector3D( 1.3f, -2.0f, -2.5f),
        QVector3D( 1.5f,  2.0f, -2.5f),
        QVector3D( 1.5f,  0.2f, -1.5f),
        QVector3D(-1.3f,  1.0f, -1.5f)
    };
    
    
    void Widget::paintGL()
    {
        core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        ourShader->use();
        core->glActiveTexture(GL_TEXTURE1);
        texture2->bind();
        core->glActiveTexture(GL_TEXTURE0);
        texture1->bind();    
    
        ourShader->use();
    //    ourShader->shaderProgram.setUniformValue("model", model);
        core->glBindVertexArray(VAO);
    //    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
        for(unsigned int i=0;i<10;i++) {
            QMatrix4x4 model;
            model.translate(cubePositions[i]);
            model.rotate((float)mtime.elapsed()/10, QVector3D(0.5f, 1.0f, 0.0f));
            ourShader->shaderProgram.setUniformValue("model", model);
            core->glDrawArrays(GL_TRIANGLES, 0, 36);
        }
    
        update();
    }
    
    void Widget::resizeGL(int w, int h)
    {
        core->glViewport(0, 0, w, h);
    }
    改动部分
    • 对GLM的projection函数中的FoVaspect-ratio参数进行实验。看能否搞懂它们是如何影响透视平截头体的。
      • fov越小摄像机越近,fov越大距离越远。aspect-ratio是宽度比例,显示幅面不变的情况下。会有拉伸。
    • 将观察矩阵在各个方向上进行位移,来看看场景是如何改变的。注意把观察矩阵当成摄像机对象。
      • 场景反方向移动了
    • 使用模型矩阵只让是3倍数的箱子旋转(以及第1个箱子),而让剩下的箱子保持静止。
      void Widget::paintGL()
      {
          core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
          core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      
          ourShader->use();
          core->glActiveTexture(GL_TEXTURE1);
          texture2->bind();
          core->glActiveTexture(GL_TEXTURE0);
          texture1->bind();    
      
          ourShader->use();
      //    ourShader->shaderProgram.setUniformValue("model", model);
          core->glBindVertexArray(VAO);
      //    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
          for(unsigned int i=0;i<10;i++) {
              QMatrix4x4 model;
              model.translate(cubePositions[i]);
              if(i%3 == 0) {
                  float angle = 20.0f*i + (float)mtime.elapsed()/10;
                  model.rotate(angle, QVector3D(0.5f, 1.0f, 0.0f));
              }
              ourShader->shaderProgram.setUniformValue("model", model);
              core->glDrawArrays(GL_TRIANGLES, 0, 36);
          }
      
          update();
      }
      答案
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  • 原文地址:https://www.cnblogs.com/ch122633/p/12084288.html
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