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c++ - 带有 QOpenGLWidget 的 Qt 5.5,核心配置文件中的隐形三角形

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:48:30 25 4
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我无法将 hello 三角形从我习惯在 Qt 之外使用 Glew 和 GLFW 移植到 Qt 5.5 和 QOpenGlWidget,使用"new"方式使用 QSurfaceFormat、QOpenGLfunctions、QOpenGLShaderProgram 和 Core profile 等opengl >= 3.3。

这是我的 QOpenGLWidget 子类“OGLWidget”,我改编自 this post.还有这个Qt tutorial

#include "oglwidget.h"

#include <QOpenGLWidget>
#include <QtGui/QWindow>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>

OGLWidget::OGLWidget(QWidget *parent)
:QOpenGLWidget(parent)
, m_program(0)
{

}


OGLWidget::~OGLWidget()
{

}

static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 matrix;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";

static const char *fragmentShaderSource =
"varying lowp vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n";

void OGLWidget::initializeGL()
{
initializeOpenGLFunctions();

m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_colAttr = m_program->attributeLocation("colAttr");
m_matrixUniform = m_program->uniformLocation("matrix");
}

void OGLWidget::paintGL()
{

const qreal retinaScale = devicePixelRatio();
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glClear(GL_COLOR_BUFFER_BIT);
m_program->bind();
m_program->setUniformValue(m_matrixUniform, matrix);

GLfloat vertices[] = {
0.0f, 0.707f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};

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

glVertexAttribPointer(m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

glDrawArrays(GL_TRIANGLES, 0 , 3);

glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);

}

void OGLWidget::resizeGL(int w, int h)
{
matrix.setToIdentity();
matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
matrix.translate(0, 0, -2);
}

这适用于这个 main.cpp:

#include <QApplication>
#include <QSurfaceFormat>

#include "oglwidget.h"

int main(int argc, char *argv[])
{
QApplication a(argc, argv);

QSurfaceFormat format;
format.setDepthBufferSize(24);
format.setStencilBufferSize(8);
format.setVersion(3, 3);

QSurfaceFormat::setDefaultFormat(format);

OGLWidget myGLWidget;
myGLWidget.resize(640, 480);
myGLWidget.show();

return a.exec();
}

但是,当我添加:format.setProfile(QSurfaceFormat::CoreProfile);到上面的 block ,并将我的着色器更改为我最近使用核心配置文件和 GLSL 3.3 的 openGL 教程学习的着色器:

static const char *vertexShaderSource =
"#version 330 core;\n"
"layout (location = 0) in vec3 posAttr;\n"
"layout (location = 1) in vec3 colAttr;\n"
"out vec3 fragColor;\n"
"void main(){\n"
" gl_Position = matrix * vec4(posAttr, 1.0f);\n"
" fragColor = colAttr;\n"
"}\n";

static const char *fragmentShaderSource =
"#version 330 core;\n"
"in vec3 fragColor;\n"
"out vec4 color;\n"
"void main(){\n"
" color = vec4(fragColor, 1.0f);"
"}\n";

我的代码可以编译,但我有黑屏。没有三角形了。

我在 macbook pro retina,yosemite 10.10.5 上使用 Qt 5.5。 GPU 英特尔虹膜。

知道我应该在那里修改什么以再次向我的彩色三角形问好吗?

谢谢

编辑

这是新版本的代码,其中包含评论,建议添加 VAO。我认为 VBO 是必需的,但没有我即兴创作的这些最近的 Qt 类的工作示例。尽管如此,我的三角形仍然没有出现。我在这里进行了简化,因为我使用了直接在着色器中编码的单一颜色。

OGLWidget::OGLWidget(QWidget *parent)
:QOpenGLWidget(parent)
, m_program(0)
{

}


OGLWidget::~OGLWidget()
{

}


static const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 posAttr;\n"
"uniform mat4 matrix;\n"
"void main(){\n"
" gl_Position = matrix * vec4(posAttr, 1.0f);\n"
"}\n";

static const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 color;\n"
"void main(){\n"
" color = vec4(0.5f, 0.0f, 0.0f, 1.0f);\n"
"}\n";


void OGLWidget::initializeGL()
{

initializeOpenGLFunctions();

GLfloat vertices[] = {
0.0f, 0.707f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};

m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_matrixUniform = m_program->uniformLocation("matrix");

const qreal retinaScale = devicePixelRatio();
glViewport(0, 0, width() * retinaScale, height() * retinaScale);



// Create Vertex Array Object
m_vao.create();
m_vao.bind();

// Create Vertex Buffer (Do not release until VAO is created)
m_vertexBuffer = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_vertexBuffer.create();
m_vertexBuffer.bind();
m_vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuffer.allocate(sizeof(vertices));

m_program->bind();

m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 3*sizeof(GLfloat));
m_program->enableAttributeArray(m_posAttr);
m_program->setAttributeArray(m_posAttr, vertices, 3);

m_vao.release();
m_vertexBuffer.release();
m_program->release();

}

void OGLWidget::paintGL()
{

glClear(GL_COLOR_BUFFER_BIT);

m_program->bind();
m_program->setUniformValue(m_matrixUniform, matrix);

m_vao.bind();
glDrawArrays(GL_TRIANGLES, 0 , 3);
m_vao.release();

glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);

m_program->release();

}

void OGLWidget::resizeGL(int w, int h)
{
matrix.setToIdentity();
matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
matrix.translate(0, 0, -2);
}

最佳答案

在阅读和测试了一些代码之后,我在这里提交了一些有效的代码。如果您认为有一种甚至“更好”的方法(相对于 Qt 或 openGL 推荐的方法更好),无论如何,请纠正我。

(main.cpp没有变化)

oglwidget.h

#include <QWidget>
#include <QOpenGLWidget>
#include <QtGui/QWindow>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>

class QPainter;
class QOpenGLContext;
class QOpenGLPaintDevice;

class OGLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
public:
OGLWidget(QWidget *parent = 0);
~OGLWidget();

protected:
void initializeGL();
void resizeGL(int w, int h);
void paintGL();

private:
bool prepareShaderProgram( const QString& vertexShaderPath,
const QString& fragmentShaderPath );

QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_vertexBuffer;
QOpenGLShaderProgram m_shader;
};

我没有把上面的放在我原来的帖子里。所以这会让事情变得更清楚。下面是更正后的 oglwidget.cpp,用于显示红色三角形。

oglwidget.cpp

OGLWidget::OGLWidget(QWidget *parent)
:QOpenGLWidget(parent)
, m_shader(0)
, m_vertexBuffer(QOpenGLBuffer::VertexBuffer)
{

}


OGLWidget::~OGLWidget()
{

}


void OGLWidget::initializeGL()
{

initializeOpenGLFunctions();


glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
if ( !prepareShaderProgram( "/file Path To vertex shader source file", "/file Path To fragment shader source file" ) )
return;

GLfloat vertices[] = {
0.0f, 0.707f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
// Setup Vertex Buffer
m_vertexBuffer.create();
m_vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
// Bind Vertex Buffer + check
if ( !m_vertexBuffer.bind() )
{
qWarning() << "Could not bind vertex buffer to the context";
return;
}
m_vertexBuffer.allocate(vertices, sizeof(vertices));

// Bind the shader program so that we can associate variables from
// our application to the shaders
if ( !m_shader.bind() )
{
qWarning() << "Could not bind shader program to context";
return;
}

// Create Vertex Array Object
m_vao.create();
m_vao.bind();

m_shader.setAttributeBuffer("vertex", GL_FLOAT, 0, 3);
m_shader.enableAttributeArray("vertex");

m_vao.release();
m_vertexBuffer.release();
m_shader.release();

}

void OGLWidget::paintGL()
{


glClear(GL_COLOR_BUFFER_BIT);

m_shader.bind();

m_vao.bind();
glDrawArrays(GL_TRIANGLES, 0 , 3);
m_vao.release();

m_shader.release();

}

void OGLWidget::resizeGL(int w, int h)
{
// const qreal retinaScale = devicePixelRatio();
// glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glViewport( 0, 0, w, qMax( h, 1 ) );
}

bool OGLWidget::prepareShaderProgram(const QString &vertexShaderPath, const QString &fragmentShaderPath)
{
// First we load and compile the vertex shader…
bool result = m_shader.addShaderFromSourceFile( QOpenGLShader::Vertex, vertexShaderPath );
if ( !result )
qWarning() << m_shader.log();

// fragment shader
result = m_shader.addShaderFromSourceFile( QOpenGLShader::Fragment, fragmentShaderPath );
if ( !result )
qWarning() << m_shader.log();

// link the shaders
result = m_shader.link();
if ( !result )
qWarning() << "Could not link shader program:" << m_shader.log();

return result;
}

我不清楚是否需要使用:glDisableVertexAttribArray,我一直在非 Qt 代码中使用它。在这里我没有,但如果我必须,我应该什么时候使用它?无论如何,三角形显示。

关于c++ - 带有 QOpenGLWidget 的 Qt 5.5,核心配置文件中的隐形三角形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33639109/

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