参考
实现
实现上面比较简略,最好参考上一篇进行修改使用。
着色器代码shaderSrc.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
//"in vec4 vertex;\n"
"layout(location = 1) in vec3 aColor;\n" //输入颜色
// "in vec3 normal;\n"
"out vec3 color;\n"
// "out vec3 vert;\n"
// "out vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"//投影矩阵
"uniform mat4 mvMatrix;\n"//相机和世界坐标点的转换矩阵
"uniform vec4 transpose;\n"//最后还需要平移的坐标值
// "uniform mat3 normalMatrix;\n"
"void main() {\n"
// " vert = vertex.xyz;\n"
// " vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vec4(aPos,1.0) + transpose;\n"//把坐标转换成齐次坐标,再做转换
// " 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
" gl_PointSize = 10.f;\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 vert;\n"
"in highp vec3 color;\n" //输入颜色
// "in highp vec3 vertNormal;\n"
"out highp vec4 fragColor;\n" //渲染颜色
// "uniform highp vec3 lightPos;\n"//相机位置
"void main() {\n"
// " highp vec3 L = normalize(lightPos - vert);\n"
// " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
// " highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
// " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(color, 1.0);\n"
"}\n";
头文件cloudUI.h
修改为
#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:
//绘图三部曲
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
void wheelEvent(QWheelEvent *envent) override;
// void keyReleaseEvent(QKeyEvent *event) override;
private:
void setupVertexAttribs();
bool m_core;///<???
// 旋转值
int m_xRot = 0;
int m_yRot = 0;
int m_zRot = 0;
//平移值
float m_xTrans = 0.0f;
float m_yTrans = 0.0f;
float m_zTrans = 0.0f;
float m_scale = 1.0f;///<缩放比例
QPoint m_lastPos;
// Logo m_logo;
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_transposeLoc = 0;
// int m_normalMatrixLoc = 0;
int m_lightPosLoc = 0;
QMatrix4x4 m_proj;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
// QVector4D m_transpose;///<平移向量
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_transposeLoc = m_program->uniformLocation("transpose");
// m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos"); //打光位置还是要保留的
// 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, -10);
// m_camera.lookAt(QVector3D(0, 2, 0),
// QVector3D(0, 0, 0),
// QVector3D(0, 0, -1));
qDebug() << "m_camera = " << m_camera;
// 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);
// 旋转
m_world.setToIdentity();
// m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
m_world.rotate(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);
//平移,直接平移坐标或者直接平移相机都容易有问题,尤其是相机,容易失控
// 因此,还是保留相机不变,然后使用直接平移向量相加的方式进行平移
m_world.scale(m_zTrans/ 16.0f);
// m_world.translate(m_xTrans / 16.0f, m_yTrans / 16.0f, m_zTrans / 16.0f);
// m_world.translate(0.0f, 0.0f, m_zTrans / 16.0f);
// m_camera.translate(0.0f, 0.0f, m_zTrans / 16.0f);
qDebug() << "m_world = " << m_world;
qDebug() << "m_camera = " << m_camera;
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);
m_program->setUniformValue(m_transposeLoc,
QVector4D(m_xTrans / 128.0f, m_yTrans / 128.0f, 0.0f, 1.0f));
// 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);
qDebug() << "m_proj = " << m_proj;
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->position().toPoint();
// event->accept();
}
// 鼠标点住左右键平移的时候,进行图像的旋转,左键绕z,右键绕y
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) //左键按下,旋转
{
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
}
else if (event->buttons() & Qt::RightButton) //右键按下,旋转
{
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
else if (event->buttons() & Qt::MiddleButton) //中键按下,平移
{
// m_xTrans += float(8 * dx) / width();
// m_yTrans -= float(8 * dy) / height();
m_xTrans += float(dx) ;
m_yTrans -= float(dy);
// m_xTrans = float(8 * dx) / width();
// m_yTrans = float(8 * dy) / height();
update();
}
m_lastPos = event->position().toPoint();
}
//滚轮控制缩放,但是这个缩放是改变的倍数,并不是所需要的拉远或拉近镜头
void GLWidget::wheelEvent(QWheelEvent *event)
{
QPoint numDegrees = event->angleDelta() / 8;
m_zTrans += numDegrees.y(); //把原本的缩放倍数改成了z的平移,最后还是用作缩放
// m_zTrans = numDegrees.y(); //把原本的缩放倍数改成了z的平移
// if (numDegrees.y() > 0)
// {
// m_scale += 0.1f;
// }
// else if (numDegrees.y() < 0)
// {
// m_scale -= 0.1f;
// }
this->update();
event->accept();
}
其他部分不变。
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