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c++ - QOpenGLWidget绘制三角形

转载 作者:太空宇宙 更新时间:2023-11-04 12:45:12 36 4
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如何更改以下代码,使其真正绘制出三角形?

首先是着色器,然后是派生自 QOpenglWidget 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();
}

最佳答案

你必须在程序链接后确定posAttr的属性索引:

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

由于启用了深度测试,您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、 View 或投影矩阵,因此必须在标准化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,深度测试函数是 GL_LESS ,所以你的 tringle 被远平面裁剪了,因为 1.0 的 z 坐标小于 1.0 的远平面。对顶点使用 0.0 的 z 坐标(当然 0.99 之类的东西也可以):

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基元数:

 glDrawArrays(GL_TRIANGLES, 0, 3);

相关代码部分可能如下所示:

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,自 Face Culling已启用,您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,正如@derhass 在评论中提到的,您必须更改片段着色器。你必须定义一个 Output Variable .
(旁注,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


如果你想画线而不是多边形,那么你可以通过 GL_LINE_LOOP 来完成。参见 Line primitives .

glDrawArrays(GL_LINE_LOOP, 0, 3);

lines

关于c++ - QOpenGLWidget绘制三角形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52011263/

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