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基于Qt的OpenGL学习(1)—— Hello Triangl

基于Qt的OpenGL学习(1)—— Hello Triangl

作者: 玖零儛 | 来源:发表于2019-08-08 10:13 被阅读0次

    简介

    要学习OpenGL的话,强烈安利这个教程JoeyDeVries的learnopengl,这里是中文翻译好的版本。教程中使用OpenGL是通过GLFW这个库,而在Qt中对OpenGL封装得很好,并且和GUI以及IO相关的处理Qt更便捷,学习起来更轻松。这里就对每篇教程,在Qt在分别直接使用OpenGL的函数和Qt封装好的类以作对比。
    教程中使用的OpenGL版本为3.3,在Qt中需要使用此版本的OpenGL只需要继承类QOpenGLFunctions_3_3_Core即可。如果为了在不同设备上都能用OpenGL的话,Qt提供了类QOpenGLFunctions,这个类包含了大部分公共的函数,可能会有个别函数不能用。

    对比说明

    教程地址

    原教程地址,相关知识可以点击链接学习。
    我的工程地址,准备后期每篇教程一个commit,查看本篇代码 git checkout v1.1,喜欢就点个Star吧~

    不同点

    1. 原教程关于ShaderProgram的读取、链接很繁琐,后面教程还专门写了个类Shader,这里我直接使用Qt封装好的addShaderFromSourceFile函数更方便。
    2. Qt提供了QOpenGLShaderProgramQOpenGLVertexArrayObjectQOpenGLBuffer这些类来处理OpenGL中的programVAOVBO

    运行结果

    运行结果

    使用OpenGL函数版

    CoreFunctionWidget.h

    #ifndef COREFUNCTIONWIDGET_H
    #define COREFUNCTIONWIDGET_H
    
    #include <QOpenGLWidget>
    #include <QOpenGLExtraFunctions>
    #include <QOpenGLFunctions_3_3_Core>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    
    class CoreFunctionWidget : public QOpenGLWidget
                               , protected /*QOpenGLExtraFunctions*/QOpenGLFunctions_3_3_Core
    {
        Q_OBJECT
    public:
        explicit CoreFunctionWidget(QWidget *parent = nullptr);
        ~CoreFunctionWidget();
    
    protected:
        virtual void initializeGL();
        virtual void resizeGL(int w, int h);
        virtual void paintGL();
    
    private:
        QOpenGLShaderProgram shaderProgram;
    };
    
    #endif // COREFUNCTIONWIDGET_H
    

    CoreFunctionWidget.cpp

    #include "CoreFunctionWidget.h"
    #include <QDebug>
    #include <QFile>
    
    static GLuint VBO, VAO, EBO;
    
    CoreFunctionWidget::CoreFunctionWidget(QWidget *parent) : QOpenGLWidget(parent)
    {
    
    }
    
    CoreFunctionWidget::~CoreFunctionWidget()
    {
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
    //    glDeleteBuffers(1, &EBO);
    }
    
    void CoreFunctionWidget::initializeGL(){
        this->initializeOpenGLFunctions();
    
        bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/triangle.vert");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/triangle.frag");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.link();
        if(!success) {
            qDebug() << "shaderProgram link failed!" << shaderProgram.log();
        }
    
        //VAO,VBO数据部分
        float vertices[] = {
            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
    
        //线框模式,QOpenGLExtraFunctions没这函数, 3_3_Core有
    //    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    }
    
    void CoreFunctionWidget::resizeGL(int w, int h){
        glViewport(0, 0, w, h);
    }
    
    void CoreFunctionWidget::paintGL(){
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        shaderProgram.bind();
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
    //    glDrawArrays(GL_TRIANGLES, 0, 6);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    
        shaderProgram.release();
    }
    
    

    使用Qt相关函数版

    QtFunctionWidget.h

    #ifndef QTFUNCTIONWIDGET_H
    #define QTFUNCTIONWIDGET_H
    
    #include <QOpenGLWidget>
    
    
    #include <QOpenGLWidget>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QDebug>
    #include <QOpenGLFunctions>
    #include <QOpenGLVertexArrayObject>
    #include <QOpenGLBuffer>
    
    class QtFunctionWidget : public QOpenGLWidget, protected QOpenGLFunctions
    {
    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.cpp

    #include "QtFunctionWidget.h"
    
    #include <QFile>
    
    QtFunctionWidget::QtFunctionWidget(QWidget *parent) : QOpenGLWidget (parent),
        vbo(QOpenGLBuffer::VertexBuffer),
        ebo(QOpenGLBuffer::IndexBuffer)
    {
    
    }
    
    QtFunctionWidget::~QtFunctionWidget(){
        makeCurrent();
    
        vbo.destroy();
        ebo.destroy();
        vao.destroy();
    
        doneCurrent();
    }
    
    void QtFunctionWidget::initializeGL(){
        this->initializeOpenGLFunctions();
    
        bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/triangle.vert");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/triangle.frag");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.link();
        if(!success) {
            qDebug() << "shaderProgram link failed!" << shaderProgram.log();
        }
    
        //VAO,VBO数据部分
        GLfloat vertices[] = {
            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
        };
    
        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, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        shaderProgram.bind();
        {
            QOpenGLVertexArrayObject::Binder vaoBind(&vao);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        }
        shaderProgram.release();
    }
    
    

    GLSL

    triangle.vert

    #version 330 core
    layout(location = 0) in vec3 aPos;
    
    void main(){
        gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);
    }
    

    triangle.frag

    #version 330 core
    out vec4 FragColor;
    
    void main(){
        FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    }
    

    main.cpp

    #include <QApplication>
    #include "MainWindow.h"
    #include "QtFunctionWidget.h"
    #include "CoreFunctionWidget.h"
    
    int main(int argc, char *argv[])
    {
        QApplication a(argc, argv);
    
    //    MainWindow w;
        QtFunctionWidget w1;
        CoreFunctionWidget w2;
    
        w1.setWindowTitle(QObject::tr("QtFunction"));
        w2.setWindowTitle(QObject::tr("CoreFunction"));
    
        w1.show();
        w2.show();
    
        return a.exec();
    }
    
    

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