标签:att bit glrotatef function void 绘制 vat its exp
初学opengl,绕了很多弯路,继承于QOpenGLWindow,描画出来。新建类myopengl,头文件如下:
#ifndef MYOPENGL_H #define MYOPENGL_H #include <QWidget> #include <QOpenGLWidget> #include <QOpenGLWindow> #include <QGLWidget> #include <QGLFunctions> #include <QOpenGLFunctions> #include <QtOpenGL> #include <QOpenGLBuffer> #include <QOpenGLShaderProgram> #include <QMatrix4x4> #include <GL/glu.h> class myopenGL:public QOpenGLWindow, protected QOpenGLFunctions { Q_OBJECT public: explicit myopenGL(QWindow *parent = 0); ~myopenGL(); protected: void initializeGL() override; void paintGL() override; void resizeGL(int width, int height) override; void loadGLTextures(); protected: GLfloat rTri; GLfloat rQuad; GLfloat xRot, yRot, zRot; GLuint texture[1]; private: }; #endif // MYOPENGL_H
myopengl.cpp 代码如下:
#include "myopengl.h" #include <QImage> #include <QDebug> myopenGL::myopenGL(QWindow *parent) { rTri = 0.0; rQuad = 0.0; xRot = yRot = zRot = 0.0; } myopenGL::~myopenGL() { } void myopenGL::loadGLTextures() { QImage tex, buf; if ( !buf.load( "./msbg_blue.png" ) ) { qWarning( "Could not read image file, using single-color instead." ); QImage dummy( 128, 128, QImage::Format_RGB32 ); dummy.fill( Qt::green ); buf = dummy; } tex = QGLWidget::convertToGLFormat( buf ); glGenTextures( 1, &texture[0] ); glBindTexture( GL_TEXTURE_2D, texture[0] ); glTexImage2D( GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } //初始化opengl窗口部件 void myopenGL::initializeGL() { initializeOpenGLFunctions(); glClearColor(0.0,0.0,0.0,1.0); glShadeModel(GL_SMOOTH); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); } //绘制opengl窗口 void myopenGL::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(-1.5f,0.0f,-6.0f); glRotatef( rTri, 0.0, 1.0, 0.0 ); glBegin(GL_TRIANGLES); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 ); glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( 1.0, -1.0, 1.0 ); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( 1.0, -1.0, 1.0 ); glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 ); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 ); glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( -1.0, -1.0, -1.0 ); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( -1.0, -1.0, -1.0 ); glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 ); glEnd(); glTranslatef(3.0f,0.0f,-7.0f); glRotatef( rQuad, 0.0, 0.0, 1.0 ); glRotatef( rTri, 0.0, 1.0, 0.0 ); glRotatef( rQuad, 0.0, 0.0, 1.0 ); glBegin(GL_QUADS); glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( 1.0, 1.0, -1.0 ); glVertex3f( -1.0, 1.0, -1.0 ); glVertex3f( -1.0, 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 ); glColor3f( 1.0, 0.5, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 ); glVertex3f( -1.0, -1.0, 1.0 ); glVertex3f( -1.0, -1.0, -1.0 ); glVertex3f( 1.0, -1.0, -1.0 ); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 ); glVertex3f( -1.0, -1.0, 1.0 ); glVertex3f( 1.0, -1.0, 1.0 ); glColor3f( 1.0, 1.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 ); glVertex3f( -1.0, -1.0, -1.0 ); glVertex3f( -1.0, 1.0, -1.0 ); glVertex3f( 1.0, 1.0, -1.0 ); glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 ); glVertex3f( -1.0, -1.0, -1.0 ); glVertex3f( -1.0, -1.0, 1.0 ); glColor3f( 1.0, 0.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 ); glVertex3f( 1.0, 1.0, 1.0 ); glVertex3f( 1.0, -1.0, 1.0 ); glVertex3f( 1.0, -1.0, -1.0 ); glEnd(); rTri += 0.2; rQuad -= 0.15; } //处理窗口大小 void myopenGL::resizeGL(int width, int height) { glViewport(0,0,(GLint)width,(GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0,(GLfloat)width/(GLfloat)height,0.1,100.0); glMatrixMode(GL_MODELVIEW); //选择模型观察矩阵 glLoadIdentity(); //重置模型观察矩阵 }
main.cpp修改代码如下:
#include "myopengl.h" #include <QGuiApplication> #include <QPushButton> int main(int argc, char *argv[]) { QCoreApplication::setAttribute(Qt::AA_UseDesktopOpenGL); QGuiApplication a(argc, argv); myopenGL w; w.resize(QSize(1280,720)); //QPushButton ptn(&w); w.show(); return a.exec(); }
效果图:
这么简单的效果用了就走了好多弯路。跟QT的版本有关系。有的人用的是QOpenGLWindow,有的人用的是QOpenGLWidget。听说推荐用的是QOpenGLWidget。
标签:att bit glrotatef function void 绘制 vat its exp
原文地址:https://www.cnblogs.com/wxmwanggood/p/11143000.html