参考
Qt OPenGL 入门教程之一 基于QOpenGLWidget 绘点
以及qt自带的显示那个Q的示例的修改,暂时不能很好的旋转平移等操作,后面再补齐。
代码
着色器代码shader.cpp.in
// 单个点的数据为“xyzbgr”,前半段是坐标,后半段是颜色
static const char *vertexShaderSourceCore =
"#version 460\n"
"layout(location = 0) in vec3 aPos;\n" //输入坐标
"layout(location = 1) in vec3 aColor;\n" //输入颜色
"out vec3 color;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" gl_Position = vec4(aPos,1.0);\n"//把坐标转换成齐次坐标,再做转换
" gl_PointSize = (gl_Position.z +10.0f);\n"//点大小
" color = aColor.zyx;\n"//把颜色从bgr转到rgb
"}\n";
static const char *fragmentShaderSourceCore =
"#version 460\n"
"in highp vec3 color;\n" //输入颜色
"out highp vec4 fragColor;\n" //渲染颜色
"void main() {\n"
" fragColor = vec4(color, 1.0);\n"
"}\n";
头文件cloudUI.h
#pragma once
#include <QWidget>
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
GLWidget(QWidget *parent = nullptr);
~GLWidget();
static bool isTransparent() { return m_transparent; }
static void setTransparent(bool t) { m_transparent = t; }
QSize minimumSizeHint() const override;
QSize sizeHint() const override;
public slots:
void setXRotation(int angle);
void setYRotation(int angle);
void setZRotation(int angle);
void cleanup();
signals:
// 设置绕这几个轴旋转的角度的信号
void xRotationChanged(int angle);
void yRotationChanged(int angle);
void zRotationChanged(int angle);
protected:
//都是重载基本的函数
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
private:
void setupVertexAttribs();
bool m_core;///<???
int m_xRot = 0;
int m_yRot = 0;
int m_zRot = 0;
QPoint m_lastPos;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_logoVbo; //顶点缓冲对象
QOpenGLShaderProgram *m_program = nullptr;///<着色器程序
int m_aPos = 0;///<坐标的存放位置
int m_aColor = 1;///<颜色的存放位置
int m_projMatrixLoc = 0;
int m_mvMatrixLoc = 0;
int m_normalMatrixLoc = 0;
int m_lightPosLoc = 0;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
static bool m_transparent;
};
源文件cloudUI.cpp
#include "cloudUI.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <math.h>
bool GLWidget::m_transparent = false;
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo.
if (m_transparent)
{
QSurfaceFormat fmt = format();
fmt.setAlphaBufferSize(8);
setFormat(fmt);
}
}
GLWidget::~GLWidget()
{
cleanup();
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(400, 400);
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot)
{
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot)
{
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot)
{
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::cleanup()
{
if (m_program == nullptr)
return;
makeCurrent();
m_logoVbo.destroy();
delete m_program;
m_program = nullptr;
doneCurrent();
}
#include "shaderSrc.cpp.in"
void GLWidget::initializeGL()
{
//弄来的一个三角形的顶点集
float vertices[] = {
-0.5f, -0.5f, 0.0f,1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f,0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};
// In this example the widget's corresponding top-level window can change
// several times during the widget's lifetime. Whenever this happens, the
// QOpenGLWidget's associated context is destroyed and a new one is created.
// Therefore we have to be prepared to clean up the resources on the
// aboutToBeDestroyed() signal, instead of the destructor. The emission of
// the signal will be followed by an invocation of initializeGL() where we
// can recreate all resources.
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
initializeOpenGLFunctions(); //初始化一些opengl的函数
glClearColor(0, 0, 0, m_transparent ? 0 : 1);
//启用修改顶点着色器的顶点大小
glEnable(GL_PROGRAM_POINT_SIZE);
//创建着色器程序并设置一些属性
m_program = new QOpenGLShaderProgram;
//着色器程序添加顶点着色器
m_program->addShaderFromSourceCode(
QOpenGLShader::Vertex,
// m_core ? vertexShaderSourceCore : vertexShaderSource);
vertexShaderSourceCore);
//着色器程序添加片段着色器
m_program->addShaderFromSourceCode(
QOpenGLShader::Fragment,
// m_core ? fragmentShaderSourceCore : fragmentShaderSource);
fragmentShaderSourceCore);
//绑定 名称 到指定 位置
// 这儿的名称是着色器代码里面给出的
// m_program->bindAttributeLocation("vertex", 0);
// m_program->bindAttributeLocation("normal", 1);
m_program->bindAttributeLocation("aPos", 0);
m_program->bindAttributeLocation("aColor", 1);
m_program->link();//链接
m_program->bind();//绑定
//返回统一变量名在着色器程序参数列表中的位置。如果name不是这个着色程序的有效统一变量,返回-1。
// 字符串里面的变量是在着色器程序里面设置的
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// 创建一个顶点阵列对象。在opengles 2.0和opengl2.x实现中这是可选的,可能根本不支持。
// 尽管如此,下面的代码在所有情况下都可以工作,并确保在需要VAO的时候有一个VAO。
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
// m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
m_logoVbo.allocate(vertices, 18 * sizeof(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0, 0, -1);
// Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
m_program->release();
}
void GLWidget::setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
nullptr);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_logoVbo.release();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
// 把着色器程序需要使用的全局变量设置进着色器程序
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
// 绘制目标
// GL_TRIANGLES 是三角面片形式
// GL_POINTS 是点云形式
// 设置不同的绘制模式可能需要对着色器代码也进行更改才行
glDrawArrays(GL_POINTS, 0, 3);
m_program->release();
}
void GLWidget::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->position().toPoint();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->position().toPoint().x() - m_lastPos.x();
int dy = event->position().toPoint().y() - m_lastPos.y();
if (event->buttons() & Qt::LeftButton)
{
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
}
else if (event->buttons() & Qt::RightButton)
{
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
m_lastPos = event->position().toPoint();
}
主函数文件main.cpp
#include<iostream>
#include <QApplication>
#include "cloudUI.h"
#include <QOffscreenSurface>
using namespace std;
int main(int argc,char ** argv)
{
cout<<"build sucessful!"<<endl;
QApplication app(argc, argv); //初始化
QOffscreenSurface surf;
surf.create();
///////////////////////////////////
// 查看opengl版本
///////////////////////////////////
// QOpenGLContext ctx;
// ctx.create();
// ctx.makeCurrent(&surf);
// GLint major,minor;
// ctx.functions()->glGetIntegerv(GL_MAJOR_VERSION,&major);
// ctx.functions()->glGetIntegerv(GL_MINOR_VERSION,&minor);
// qDebug()<<"GL version info"<<(const char*)ctx.functions()->glGetString(GL_VERSION);
// qDebug()<<"GL version "<<major<<"."<<minor;
GLWidget w;
// GenPhaseUI w;
w.show();
app.exec(); //主事件循环
return 0;
}
编译的用的CMakeLists.txt
# 版本最低需求
cmake_minimum_required(VERSION 3.1)
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON)
#输出路径
set(EXECUTABLE_OUTPUT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/out/bin)
set(LIBRARY_OUTPUT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/out/lib)
# 项目 并设置为C++语言(只有头文件时也能编译)
project(3DSoft VERSION 0.0.1
LANGUAGES CXX)
list(APPEND CMAKE_PREFIX_PATH "~/Qt/6.2.1/gcc_64/lib/cmake")
find_package(Qt6 COMPONENTS REQUIRED
Widgets
OpenGLWidgets
)
add_executable(cloud_test
main.cpp
cloudUI.cpp)
target_link_libraries(cloud_test
PRIVATE Qt6::Widgets
Qt6::OpenGLWidgets
)
结果显示
这个widget可以像其他的一样嵌在别的窗口里。
测试点显示结果
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