Qt结合GLSL贴出纹理(二、采用QOpenGLShaderProgram和QOpenGLTexture)

时间:2022-09-11 21:49:54

鉴于前一篇博客的问题,我又尝试用QOpenGLShaderProgram和QOpenGLTexture来贴纹理。

pro文件:

#-------------------------------------------------
#
# Project created by QtCreator 2018-02-21T16:49:46
#
#-------------------------------------------------

QT += core gui opengl

greaterThan(QT_MAJOR_VERSION, 4): QT += widgets

TARGET = qshader4
TEMPLATE = app


SOURCES += main.cpp\
mainwindow.cpp

HEADERS += mainwindow.h
LIBS += -lopengl32 -lGLU32

h文件:

#ifndef MAINWINDOW_H#define MAINWINDOW_H#include <QOpenGLWidget>#include <QOpenGLFunctions>#include <QOpenGLTexture>#include <QOpenGLShader>#include <QOpenGLShaderProgram>class MainWindow : public QOpenGLWidget, protected QOpenGLFunctions{    Q_OBJECTpublic:    MainWindow(QWidget *parent = 0);    ~MainWindow();    GLuint                          m_uiVertLoc;    QOpenGLTexture          *       m_pTextures;    QOpenGLShaderProgram    *       m_pProgram;    GLfloat                 *       m_pVertices;    //unsigned char *     pLoadTex(char * Image, unsigned long & bWidth, unsigned long & bHeight);protected:    void        initializeGL();    void        paintGL();    void        resizeGL(int w, int h);};#endif // MAINWINDOW_H

cpp文件:

#include "mainwindow.h"MainWindow::MainWindow(QWidget *parent)    : QOpenGLWidget(parent){}MainWindow::~MainWindow(){    m_pTextures->release();    delete m_pTextures;    delete m_pProgram;    delete [] m_pVertices;}void MainWindow::initializeGL(){    initializeOpenGLFunctions();    m_pVertices = new GLfloat[18];    //给顶点赋值    GLfloat arrVertices[18] = {0.0, 1.0, 0.0,                               0.0, 0.0, 0.0,                               1.0, 0.0, 0.0,                               1.0, 0.0, 0.0,                               1.0, 1.0, 0.0,                               0.0, 1.0, 0.0};    m_pVertices = new GLfloat[18];    memcpy(m_pVertices, arrVertices, 18 * sizeof(GLfloat));    QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);    const char *vsrc =                        "#version 330\n"                        "in vec3 pos;\n"                        "out vec2 texCoord;\n"                        //"uniform mat4 mat4MVP;\n"                        "void main()\n"                        "{\n"                        "    gl_Position = vec4(pos, 1.0);\n"                        "    texCoord = pos.xy;\n"                        "}\n";    vshader->compileSourceCode(vsrc);    QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);    const char *fsrc =                        "#version 330\n"                        "out mediump vec4 color;\n"                        "in vec2 texCoord;\n"                        "uniform sampler2D Tex\n;"                        "void main()\n"                        "{\n"                        "    color = texture(Tex, texCoord);\n"                        //"      color = vec4(1.0, 0.0, 0.0, 0.0);\n"                        "}\n";    fshader->compileSourceCode(fsrc);    m_pProgram = new QOpenGLShaderProgram;    m_pProgram->addShader(vshader);    m_pProgram->addShader(fshader);    m_pProgram->link();    m_pProgram->bind();    m_uiVertLoc = m_pProgram->attributeLocation("pos");    m_pProgram->enableAttributeArray(m_uiVertLoc);    m_pProgram->setAttributeArray(m_uiVertLoc, m_pVertices, 3, 0);    m_pTextures = new QOpenGLTexture(QImage(QString("earth.bmp")).mirrored());    m_pTextures->setMinificationFilter(QOpenGLTexture::Nearest);    m_pTextures->setMagnificationFilter(QOpenGLTexture::Linear);    m_pTextures->setWrapMode(QOpenGLTexture::Repeat);    m_pProgram->setUniformValue("Tex", 0);//这里的“0”与paintGL函数里的bind(0)不必是0,但是要相等    glEnable(GL_DEPTH_TEST);    glClearColor(0,0,0,1);}void MainWindow::paintGL(){    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    m_pTextures->bind(0);//这里的“0”与initializeGL()函数里的setUniformValue("Tex", 0)不必是0, 但是要相等    glDrawArrays(GL_TRIANGLES, 0, 6);    m_pTextures->release();}void MainWindow::resizeGL(int w, int h){    glViewport(0,0,w,h);}

结果:

Qt结合GLSL贴出纹理(二、采用QOpenGLShaderProgram和QOpenGLTexture)

注意,纹理文件earth.bmp要放在“build-XXXXXX"文件夹下,否则纹理载入会失败:

Qt结合GLSL贴出纹理(二、采用QOpenGLShaderProgram和QOpenGLTexture)