【小沐学QT】QT学习之OpenGL开发笔记

2024-06-04 9686阅读

文章目录

  • 1、简介
  • 2、Qt + QOpenGLWidget + gl函数
  • 3、Qt + QOpenGLWidget + qt函数
  • 4、Qt + QOpenGLWindow
  • 5、Qt + glut
  • 6、Qt + glfw
  • 结语

    1、简介

    Qt提供了与OpenGL实现集成的支持,使开发人员有机会在更传统的用户界面的同时显示硬件加速的3D图形。

    Qt有两种主要的UI开发方法:QtQuick和QtWidgets。它们的存在是为了支持不同类型的用户界面,并建立在针对每种类型进行了优化的独立图形引擎上。

    【小沐学QT】QT学习之OpenGL开发笔记 第1张

    可以将在OpenGL图形API中编写的代码与Qt中的这两种用户界面类型结合起来。当应用程序有自己的OpenGL相关代码时,或者当它与基于OpenGL的第三方渲染器集成时,这可能很有用。

    Qt OpenGL模块包含方便类,使这种类型的集成更容易、更快。

    QOpenGLWidget提供了三个方便的虚拟函数,您可以在子类中重新实现这些函数来执行典型的OpenGL任务:

    • paintGL()-渲染OpenGL场景。每当需要更新小部件时调用。
    • resizeGL()-设置OpenGL视口、投影等。每当小部件被调整大小时(以及当它第一次显示时,因为所有新创建的小部件都会自动获得调整大小事件),都会调用它。
    • initializeGL()-设置OpenGL资源和状态。在第一次调用resizeGL()或paintGL()之前调用一次。

      最简单的QOpenGLWidget子类可能如下所示:

      class MyGLWidget : public QOpenGLWidget
      {
      public:
          MyGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
      protected:
          void initializeGL() override
          {
              // Set up the rendering context, load shaders and other resources, etc.:
              QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
              f->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
              ...
          }
          void resizeGL(int w, int h) override
          {
              // Update projection matrix and other size related settings:
              m_projection.setToIdentity();
              m_projection.perspective(45.0f, w / float(h), 0.01f, 100.0f);
              ...
          }
          void paintGL() override
          {
              // Draw the scene:
              QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
              f->glClear(GL_COLOR_BUFFER_BIT);
              ...
          }
      };
      

      或者,可以通过从QOpenGLFunctions派生来避免每个OpenGL调用的前缀:

      class MyGLWidget : public QOpenGLWidget, protected QOpenGLFunctions
      {
          ...
          void initializeGL() override
          {
              initializeOpenGLFunctions();
              glClearColor(...);
              ...
          }
          ...
      };
      

      2、Qt + QOpenGLWidget + gl函数

      • untitled4.pro
        QT       += core gui
        greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
        CONFIG += c++11
        DEFINES += QT_DEPRECATED_WARNINGS
        SOURCES += \
            main.cpp \
            qopenglwidgettest.cpp
        HEADERS += \
            qopenglwidgettest.h
        FORMS += \
            qopenglwidgettest.ui
        # Default rules for deployment.
        qnx: target.path = /tmp/$${TARGET}/bin
        else: unix:!android: target.path = /opt/$${TARGET}/bin
        !isEmpty(target.path): INSTALLS += target
        RESOURCES += \
            res.qrc
        
        • main.cpp
          #include "qopenglwidgettest.h"
          #include 
          int main(int argc, char *argv[])
          {
              QApplication a(argc, argv);
              QOpenGLWidgetTest w;
              w.show();
              return a.exec();
          }
          
          • qopenglwidgettest.h
            #ifndef QOPENGLWIDGETTEST_H
            #define QOPENGLWIDGETTEST_H
            #include 
            #include 
            #include 
            QT_BEGIN_NAMESPACE
            namespace Ui { class QOpenGLWidgetTest; }
            QT_END_NAMESPACE
            class QOpenGLWidgetTest : public QOpenGLWidget
                    , protected /*QOpenGLExtraFunctions*/QOpenGLFunctions_3_3_Core
            {
                Q_OBJECT
            public:
                QOpenGLWidgetTest(QWidget *parent = nullptr);
                ~QOpenGLWidgetTest();
            protected:
                virtual void initializeGL();
                virtual void resizeGL(int w, int h);
                virtual void paintGL();
            private:
                Ui::QOpenGLWidgetTest *ui;
                QOpenGLShaderProgram shaderProgram;
            };
            #endif // QOPENGLWIDGETTEST_H
            
            • qopenglwidgettest.cpp
              #include "qopenglwidgettest.h"
              #include "ui_qopenglwidgettest.h"
              static GLuint VBO, VAO, EBO;
              QOpenGLWidgetTest::QOpenGLWidgetTest(QWidget *parent)
                  : QOpenGLWidget(parent)
                  , ui(new Ui::QOpenGLWidgetTest)
              {
                  ui->setupUi(this);
              }
              QOpenGLWidgetTest::~QOpenGLWidgetTest()
              {
                  delete ui;
                  glDeleteVertexArrays(1, &VAO);
                  glDeleteBuffers(1, &VBO);
                  glDeleteBuffers(1, &EBO);
              }
              void QOpenGLWidgetTest::initializeGL(){
                  this->initializeOpenGLFunctions();
                  bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/new/prefix1/triangle.vert");
                  if (!success) {
                      qDebug() 
                      qDebug() 
                      qDebug() 
                      0.5f,  0.5f, 0.0f,  // top right
                       0.5f, -0.5f, 0.0f,  // bottom right
                      -0.5f, -0.5f, 0.0f,  // bottom left
                      -0.5f,  0.5f, 0.0f   // top left
                  };
                  unsigned int indices[] = {  // note that we start from 0!
                      0, 1, 3,  // first Triangle
                      1, 2, 3   // second Triangle
                  };
                  glGenVertexArrays(1, &VAO);
                  glGenBuffers(1, &VBO);
                  glGenBuffers(1, &EBO);
                  // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
                  glBindVertexArray(VAO);
                  glBindBuffer(GL_ARRAY_BUFFER, VBO);
                  glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  //顶点数据复制到缓冲
                  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
                  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
                  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);//告诉程序如何解析顶点数据
                  glEnableVertexAttribArray(0);
                  glBindBuffer(GL_ARRAY_BUFFER, 0);//取消VBO的绑定, glVertexAttribPointer已经把顶点属性关联到顶点缓冲对象了
              //    remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
              //    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
              //    You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
              //    VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
                  glBindVertexArray(0);   //取消VAO绑定
              }
              void QOpenGLWidgetTest::resizeGL(int w, int h){
                  glViewport(0, 0, w, h);
              }
              void QOpenGLWidgetTest::paintGL(){
                  glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
                  glClear(GL_COLOR_BUFFER_BIT);
                  shaderProgram.bind();
                  
                  glBindVertexArray(VAO); 
              //    glDrawArrays(GL_TRIANGLES, 0, 6);
                  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
                  shaderProgram.release();
              }
              
                  gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);
              }
              
                  FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
              }
              
              public:
                  QtFunctionWidget(QWidget *parent = nullptr);
                  ~QtFunctionWidget() Q_DECL_OVERRIDE;
              protected:
                  virtual void initializeGL() Q_DECL_OVERRIDE;
                  virtual void resizeGL(int w, int h) Q_DECL_OVERRIDE;
                  virtual void paintGL() Q_DECL_OVERRIDE;
              private:
                  QOpenGLShaderProgram shaderProgram;
                  QOpenGLBuffer vbo, ebo;
                  QOpenGLVertexArrayObject vao;
              };
              #endif // QTFUNCTIONWIDGET_H
              
              }
              QtFunctionWidget::~QtFunctionWidget(){
                  makeCurrent();
                  vbo.destroy();
                  ebo.destroy();
                  vao.destroy();
                  doneCurrent();
              }
              void QtFunctionWidget::initializeGL(){
                  this-initializeOpenGLFunctions();
                  bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/new/prefix1/triangle.vert");
                  if (!success) {
                      qDebug() 
                      qDebug() 
                      qDebug() 
                      0.7f,  0.5f, 0.0f,  // top right
                       0.5f, -0.6f, 0.0f,  // bottom right
                      -0.6f, -0.5f, 0.0f,  // bottom left
                      -0.5f,  0.7f, 0.0f   // top left
                  };
                  unsigned int indices[] = {  // note that we start from 0!
                      0, 1, 3,  // first Triangle
                      1, 2, 3   // second Triangle
                  };
                  QOpenGLVertexArrayObject::Binder vaoBind(&vao);
                  vbo.create();
                  vbo.bind();
                  vbo.allocate(vertices, sizeof(vertices));
                  ebo.create();
                  ebo.bind();
                  ebo.allocate(indices, sizeof(indices));
                  int attr = -1;
                  attr = shaderProgram.attributeLocation("aPos");
                  shaderProgram.setAttributeBuffer(attr, GL_FLOAT, 0, 3, sizeof(GLfloat) * 3);
                  shaderProgram.enableAttributeArray(attr);
                  vbo.release();
              //    remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
              //    ebo.release();
              }
              void QtFunctionWidget::resizeGL(int w, int h){
                  glViewport(0, 0, w, h);
              }
              void QtFunctionWidget::paintGL(){
                  glClearColor(0.2f, 0.2f, 0.0f, 1.0f);
                  glClear(GL_COLOR_BUFFER_BIT);
                  shaderProgram.bind();
                  {
                      QOpenGLVertexArrayObject::Binder vaoBind(&vao);
                      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
                  }
                  shaderProgram.release();
              }
              
                  QApplication a(argc, argv);
                  MyWindow w;
                  w.setWidth(640);
                  w.setHeight(480);
                  w.setTitle(QString::fromLocal8Bit("爱看书的小沐"));
                  w.show();
                  return a.exec();
              }
              
                  Q_OBJECT
              public:
                  MyWindow();
                  ~MyWindow();
              protected:
                  void initializeGL();          //初始化设置
                  void resizeGL(int w, int h);  //窗口尺寸变化响应函数
                  void paintGL();               //重绘响应函数
              private:
                  GLfloat angle;                //定义旋转角度
                  QTimer *timer;                //定义新的定时器
              };
              #endif // WINDOW_H
              
                  timer = new QTimer();
                  angle = 0.0;
                  connect(timer, SIGNAL(timeout()), this, SLOT(update()));
                  timer-start(100);
              }
              MyWindow::~MyWindow()
              {
              }
              void MyWindow::initializeGL()
              {
                  initializeOpenGLFunctions();
                  glClearColor(0.0,0.0,0.0,0.0);
                  glClearDepth(1.0);
              }
              void MyWindow::resizeGL(int w, int h)
              {
                  Q_UNUSED(w);
                  Q_UNUSED(h);
              }
              void MyWindow::paintGL()
              {
                  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                  glLoadIdentity();
                  glRotated(angle,0.0,1.0,0.0);
                  glBegin(GL_TRIANGLES);
                      glColor3f(1.0,0.0,0.0);
                      glVertex3f(0.0,0.8,0.0);
                      glColor3f(0.0,0.0,1.0);
                      glVertex3f(0.5,0.0,0.0);
                      glColor3f(0.0,1.0,0.0);
                      glVertex3f(-0.5,0.0,0.0);
                  glEnd();
                  angle+=10.0;
              }
              
                  // clear all pixels
                  glClear(GL_COLOR_BUFFER_BIT);
                  glColor3f(0.5, 0.1, 1.0);
                  glBegin(GL_POLYGON);
                  glVertex3f(0.20, 0.20, 0.0);
                  glVertex3f(0.80, 0.20, 0.0);
                  glVertex3f(0.80, 0.80, 0.0);
                  glVertex3f(0.20, 0.80, 0.0);
                  glEnd();
                  glFlush();
              }
              void init(void)
              {
                  // select clearing color: blue
                  glClearColor(0.0, 1.0, 0.0, 0.0);
                  // initialize viewing values
                  glMatrixMode(GL_PROJECTION);
                  glLoadIdentity();
                  glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
              }
              int main(int argc, char *argv[])
              {
                  glutInit(&argc, argv);
                  glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
                  glutInitWindowSize(640, 240);
                  glutInitWindowPosition(480, 320);
                  glutCreateWindow("爱看书的小沐");
                  init();
                  glutDisplayFunc(display);
                  glutMainLoop();
                  return 0;
              }
              
                  GLFWwindow* window;
                  /* Initialize the library */
                  if (!glfwInit())
                      return -1;
                  /* Create a windowed mode window and its OpenGL context */
                  window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
                  if (!window)
                  {
                      glfwTerminate();
                      return -1;
                  }
                  /* Make the window's context current */
                  glfwMakeContextCurrent(window);
                  /* Loop until the user closes the window */
                  while (!glfwWindowShouldClose(window))
                  {
                      /* Render here */
                      glClear(GL_COLOR_BUFFER_BIT);
                      /* Swap front and back buffers */
                      glfwSwapBuffers(window);
                      /* Poll for and process events */
                      glfwPollEvents();
                  }
                  glfwTerminate();
                  return 0;
              }
              

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