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基于Qt的OpenGL学习(3)—— 纹理

基于Qt的OpenGL学习(3)—— 纹理

作者: 玖零儛 | 来源:发表于2019-08-08 11:03 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,可以切换着看,查看本篇代码 git checkout v1.3,喜欢就点个Star吧~

    不同点 (仅列出新增)

    1. Qt提供了QOpenGLTexture类来处理OpenGL中的Texture,并且创建的时候可以直接传递一个QImage给纹理对象,如果使用gl相关函数还要读取图片数据的data再设置,比较麻烦。

    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;
    
    //    QTimer* m_pTimer = nullptr;
    //    float m_uniformValue = 0.0f;
    };
    
    #endif // COREFUNCTIONWIDGET_H
    
    

    CoreFunctionWidget.cpp

    #include "CoreFunctionWidget.h"
    #include <QDebug>
    #include <QTimer>
    
    static GLuint VBO, VAO, EBO, texture1, texture2;
    
    CoreFunctionWidget::CoreFunctionWidget(QWidget *parent) : QOpenGLWidget(parent)
    {
    //    m_pTimer = new QTimer(this);
    //    m_pTimer->setInterval(200);
    
    //    connect(m_pTimer, &QTimer::timeout, this, [=]{
    //        m_uniformValue += 0.1f;
    
    //        if (m_uniformValue > 1.5f) {
    //            m_uniformValue = -1.5f;
    //        }
    
    //        update();
    //    });
    
    //    m_pTimer->start();
    }
    
    CoreFunctionWidget::~CoreFunctionWidget()
    {
        glDeleteVertexArrays(1, &VAO);
        glDeleteBuffers(1, &VBO);
        glDeleteBuffers(1, &EBO);
    }
    
    void CoreFunctionWidget::initializeGL(){
        this->initializeOpenGLFunctions();
    
        bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/textures.vert");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/textures.frag");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.link();
        if(!success) {
            qDebug() << "shaderProgram link failed!" << shaderProgram.log();
        }
    
        //VAO,VBO data
        float vertices[] = {
            // positions          // colors           // texture coords
             0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
             0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
            -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
            -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // 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);
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        // position attribute
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
        glEnableVertexAttribArray(0);
        // color attribute
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
        glEnableVertexAttribArray(1);
        // texture coord attribute
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
        glEnableVertexAttribArray(2);
    
        // texture 1
        // ---------
        glGenTextures(1, &texture1);
        glBindTexture(GL_TEXTURE_2D, texture1);
         // set the texture wrapping parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        // set texture filtering parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        // load image, create texture and generate mipmaps
        QImage img1 = QImage(":/container.jpg").convertToFormat(QImage::Format_RGB888);
        if (!img1.isNull()) {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, img1.bits());
            glGenerateMipmap(GL_TEXTURE_2D);
        }
    
        // texture 2
        // ---------
        glGenTextures(1, &texture2);
        glBindTexture(GL_TEXTURE_2D, texture2);
        // set the texture wrapping parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        // set texture filtering parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        // load image, create texture and generate mipmaps
        QImage img2 = QImage(":/awesomeface.png").convertToFormat(QImage::Format_RGBA8888).mirrored(true, true);
        if (!img2.isNull()) {
            // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits());
            glGenerateMipmap(GL_TEXTURE_2D);
        }
    
        // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
        shaderProgram.bind();   // don't forget to activate/use the shader before setting uniforms!
        glUniform1i(shaderProgram.uniformLocation("texture1"), 0);
        glUniform1i(shaderProgram.uniformLocation("texture2"), 1);
        shaderProgram.release();
    
    //    glBindBuffer(GL_ARRAY_BUFFER, 0);//取消VBO的绑定
    
    //    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();
        {
            // bind textures on corresponding texture units
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, texture1);
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, texture2);
    
            // render container
            glBindVertexArray(VAO);
            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 <QOpenGLFunctions>
    #include <QOpenGLVertexArrayObject>
    #include <QOpenGLBuffer>
    #include <QOpenGLTexture>
    
    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;
        QOpenGLTexture *texture1 = nullptr;
        QOpenGLTexture *texture2 = nullptr;
    
    //    QTimer* m_pTimer = nullptr;
    //    float m_uniformValue = 0.0f;
    };
    
    #endif // QTFUNCTIONWIDGET_H
    
    

    QtFunctionWidget.cpp

    #include "QtFunctionWidget.h"
    #include <QDebug>
    #include <QTimer>
    
    QtFunctionWidget::QtFunctionWidget(QWidget *parent) : QOpenGLWidget (parent),
        vbo(QOpenGLBuffer::VertexBuffer),
        ebo(QOpenGLBuffer::IndexBuffer)
    {
    //    m_pTimer = new QTimer(this);
    //    m_pTimer->setInterval(200);
    
    //    connect(m_pTimer, &QTimer::timeout, this, [=]{
    //        m_uniformValue += 0.1f;
    
    //        if (m_uniformValue > 1.5f) {
    //            m_uniformValue = -1.5f;
    //        }
    
    //        update();
    //    });
    
    //    m_pTimer->start();
    }
    
    QtFunctionWidget::~QtFunctionWidget(){
        makeCurrent();
    
        vbo.destroy();
        ebo.destroy();
        vao.destroy();
    
        delete texture1;
        delete texture2;
    
        doneCurrent();
    }
    
    void QtFunctionWidget::initializeGL(){
        this->initializeOpenGLFunctions();
    
        bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/textures.vert");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/textures.frag");
        if (!success) {
            qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
            return;
        }
    
        success = shaderProgram.link();
        if(!success) {
            qDebug() << "shaderProgram link failed!" << shaderProgram.log();
        }
    
        //VAO,VBO data
        float vertices[] = {
            // positions          // colors           // texture coords
             0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
             0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
            -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
            -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // 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));
    
        // position attribute
        int attr = -1;
        attr = shaderProgram.attributeLocation("aPos");
        shaderProgram.setAttributeBuffer(attr, GL_FLOAT, 0, 3, sizeof(GLfloat) * 8);
        shaderProgram.enableAttributeArray(attr);
        // color attribute
        attr = shaderProgram.attributeLocation("aColor");
        shaderProgram.setAttributeBuffer(attr, GL_FLOAT, sizeof(GLfloat) * 3, 3, sizeof(GLfloat) * 8);
        shaderProgram.enableAttributeArray(attr);
        // texture coord attribute
        attr = shaderProgram.attributeLocation("aTexCoord");
        shaderProgram.setAttributeBuffer(attr, GL_FLOAT, sizeof(GLfloat) * 6, 2, sizeof(GLfloat) * 8);
        shaderProgram.enableAttributeArray(attr);
    
        // texture 1
        // ---------
        texture1 = new QOpenGLTexture(QImage(":/container.jpg"), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()){
            qDebug() << "Failed to load texture";
        }
        // set the texture wrapping parameters
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);//    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        // set texture filtering parameters
        texture1->setMinificationFilter(QOpenGLTexture::Linear);   //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
    
        // texture 2
        // ---------
        texture2 = new QOpenGLTexture(QImage(":/awesomeface.png").mirrored(true, true), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()){
            qDebug() << "Failed to load texture";
        }
        // set the texture wrapping parameters
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);//    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        // set texture filtering parameters
        texture2->setMinificationFilter(QOpenGLTexture::Linear);   //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
    
        // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
        shaderProgram.bind();   // don't forget to activate/use the shader before setting uniforms!
        shaderProgram.setUniformValue("texture1", 0);
        shaderProgram.setUniformValue("texture2", 1);
        shaderProgram.release();
    
        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();
        {
            glActiveTexture(GL_TEXTURE0);
            texture1->bind();
    //        glBindTexture(GL_TEXTURE_2D, texture1->textureId());
            glActiveTexture(GL_TEXTURE1);
            texture2->bind();
    //        glBindTexture(GL_TEXTURE_2D, texture2->textureId());
    
            // render container
            QOpenGLVertexArrayObject::Binder vaoBind(&vao);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
    
            texture1->release();
            texture2->release();
        }
        shaderProgram.release();
    }
    
    

    GLSL

    textures.vert

    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aColor;
    layout (location = 2) in vec2 aTexCoord;
    
    out vec3 ourColor;
    out vec2 TexCoord;
    
    void main()
    {
        gl_Position = vec4(aPos, 1.0);
        ourColor = aColor;
        TexCoord = aTexCoord;
    }
    

    textures.frag

    #version 330 core
    out vec4 FragColor;
    
    in vec3 ourColor;
    in vec2 TexCoord;
    
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    
    void main()
    {
        //FragColor = texture(texture1, TexCoord) * vec4(ourColor, 1.0);
        FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
    }
    
    

    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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