Qt+OpenGL-part4

1-5练习_哔哩哔哩_bilibili

添加更多顶点到数据中,使用glDrawElements,尝试绘制两个彼此相连的三角形

cpp 复制代码
#include "openglwidget.h"
#include <QDebug>

unsigned int VBO,VAO,EBO;
unsigned int shaderProgram;

//顶点着色器
const char* vertexShaderSource="#version 330 core\n"
        "layout(location=0) in vec3 aPos;\n"
        "void main()\n"
        "{\n"
        "gl_Position=vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
        "}\0";
//片段着色器
const char* fragmentShaderSource="#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "FragColor=vec4(0.3f,0.5f,0.2f,0.2f);\n"
        "}\0";

OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void OpenGLWidget::initializeGL()
{
    initializeOpenGLFunctions();

    float vertices[] = {
        0.5f, 0.5f, 0.0f,   // 右上角
        0.5f, -0.5f, 0.0f,  // 右下角
        -0.5f, -0.5f, 0.0f, // 左下角
        -0.5f, 0.4f, 0.0f,   // 左上角
        -0.5f, 0.8f, 0.0f,   //另一个左上角
    };

    unsigned int indices[] = {
        // 注意索引从0开始!
        // 此例的索引(0,1,2,3)就是顶点数组vertices的下标,
        // 这样可以由下标代表顶点组合成矩形
        0, 1, 4, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };
    //顶点数组
    glGenVertexArrays(1,&VAO);
    //顶点缓冲对象
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO);

    //绑定顶点数组
    glBindVertexArray(VAO);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);


    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER,0);//解除绑定
    glBindVertexArray(0);


    unsigned int vertexShader=glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);

    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    unsigned int fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);

    shaderProgram=glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充


}

void OpenGLWidget::resizeGL(int w, int h)
{

}

void OpenGLWidget::paintGL()
{
    glClearColor(0.2f,0.3f,0.3f,1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glUseProgram(shaderProgram);

    glBindVertexArray(VAO);
    //VAO知道VBO和EBO的情况

    glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
}

添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形

cpp 复制代码
#include "openglwidget.h"
#include <QDebug>

unsigned int VBO,VAO,EBO;
unsigned int shaderProgram;

//顶点着色器
const char* vertexShaderSource="#version 330 core\n"
        "layout(location=0) in vec3 aPos;\n"
        "void main()\n"
        "{\n"
        "gl_Position=vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
        "}\0";
//片段着色器
const char* fragmentShaderSource="#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "FragColor=vec4(0.3f,0.5f,0.2f,0.2f);\n"
        "}\0";

OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void OpenGLWidget::initializeGL()
{
    initializeOpenGLFunctions();

    float vertices[] = {
        0.5f, 0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        -0.5f, 0.8f, 0.0f,
        -0.5f, 0.5f, 0.0f,
        0.3f, -0.5f, 0.0f,
        -0.5f, 0.8f, 0.0f,
    };

    //顶点数组
    glGenVertexArrays(1,&VAO);
    //顶点缓冲对象
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO);

    //绑定顶点数组
    glBindVertexArray(VAO);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);


    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER,0);//解除绑定
    glBindVertexArray(0);


    unsigned int vertexShader=glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);

    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    unsigned int fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);

    shaderProgram=glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充


}

void OpenGLWidget::resizeGL(int w, int h)
{

}

void OpenGLWidget::paintGL()
{
    glClearColor(0.2f,0.3f,0.3f,1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glUseProgram(shaderProgram);

    glBindVertexArray(VAO);
    //VAO知道VBO和EBO的情况
    glDrawArrays(GL_TRIANGLES,0,6);
}

创建两个三角形,对它们的数据使用不同的VAO和VBO

cpp 复制代码
#include "openglwidget.h"
#include <QDebug>

unsigned int VBOs[2],VAOs[2];
unsigned int shaderProgram;

//顶点着色器
const char* vertexShaderSource="#version 330 core\n"
        "layout(location=0) in vec3 aPos;\n"
        "void main()\n"
        "{\n"
        "gl_Position=vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
        "}\0";
//片段着色器
const char* fragmentShaderSource="#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "FragColor=vec4(0.3f,0.5f,0.2f,0.2f);\n"
        "}\0";

OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
    
}

void OpenGLWidget::initializeGL()
{
    initializeOpenGLFunctions();

    float firstTriangle[]={
        -0.9f,-0.5f,0.0f,
        -0.0f,-0.5f,0.0f,
        -0.45f,0.5f,0.0f
    };

    float secondTriangle[]={
        -0.0f,-0.5f,0.0f,
        0.9f,-0.5f,0.0f,
        0.45f,0.5f,0.0f
    };
    unsigned int indices[] = {
        // 注意索引从0开始!
        // 此例的索引(0,1,2,3)就是顶点数组vertices的下标,
        // 这样可以由下标代表顶点组合成矩形
        0, 1, 4, // 第一个三角形
        1, 2, 3  // 第二个三角形
    };
    //顶点数组
    glGenVertexArrays(2,VAOs);
    //顶点缓冲对象
    glGenBuffers(2,VBOs);

    //绑定顶点数组
    glBindVertexArray(VAOs[0]);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBOs[0]);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(firstTriangle),firstTriangle,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针

    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);


    //绑定顶点数组
    glBindVertexArray(VAOs[1]);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBOs[1]);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(secondTriangle),secondTriangle,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针

    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);



    glBindBuffer(GL_ARRAY_BUFFER,0);//解除绑定
    glBindVertexArray(0);

    unsigned int vertexShader=glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);

    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    unsigned int fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);

    shaderProgram=glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充


}

void OpenGLWidget::resizeGL(int w, int h)
{

}

void OpenGLWidget::paintGL()
{
    glClearColor(0.2f,0.3f,0.3f,1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glUseProgram(shaderProgram);

    glBindVertexArray(VAOs[0]);
    glDrawArrays(GL_TRIANGLES,0,3);

    glBindVertexArray(VAOs[1]);
    glDrawArrays(GL_TRIANGLES,0,3);
}

创建两个着色器程序,第二个程序使用一个不同的片段着色器。

cpp 复制代码
#include "openglwidget.h"
#include <QDebug>

unsigned int VBOs[2],VAOs[2];
unsigned int shaderProgram,shaderProgram2;

//顶点着色器
const char* vertexShaderSource="#version 330 core\n"
        "layout(location=0) in vec3 aPos;\n"
        "void main()\n"
        "{\n"
        "gl_Position=vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
        "}\0";
//片段着色器
const char* fragmentShaderSource="#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "FragColor=vec4(0.3f,0.5f,0.2f,0.2f);\n"
        "}\0";
const char* fragmentShader2Source="#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "FragColor=vec4(0.8f,0.8f,1.0f,0.2f);\n"
        "}\0";

OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{

}

void OpenGLWidget::initializeGL()
{
    initializeOpenGLFunctions();

    float firstTriangle[]={
        -0.9f,-0.5f,0.0f,
        -0.0f,-0.5f,0.0f,
        -0.45f,0.5f,0.0f
    };

    float secondTriangle[]={
        -0.0f,-0.5f,0.0f,
        0.9f,-0.5f,0.0f,
        0.45f,0.5f,0.0f
    };

    //顶点数组
    glGenVertexArrays(2,VAOs);
    //顶点缓冲对象
    glGenBuffers(2,VBOs);

    //绑定顶点数组
    glBindVertexArray(VAOs[0]);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBOs[0]);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(firstTriangle),firstTriangle,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针

    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);


    //绑定顶点数组
    glBindVertexArray(VAOs[1]);
    //绑定顶点缓冲对象
    glBindBuffer(GL_ARRAY_BUFFER,VBOs[1]);

    //把相关数据复制到缓冲内存中
    glBufferData(GL_ARRAY_BUFFER,sizeof(secondTriangle),secondTriangle,GL_STATIC_DRAW);
    //第二个参数:数据的大小(字节为单位)
    //第三个参数:数据指针

    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
    glEnableVertexAttribArray(0);


    glBindBuffer(GL_ARRAY_BUFFER,0);//解除绑定
    glBindVertexArray(0);

    unsigned int vertexShader=glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);

    int  success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    unsigned int fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,1,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);

    unsigned int fragmentShader2=glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader2,1,&fragmentShader2Source,NULL);
    glCompileShader(fragmentShader2);

    shaderProgram=glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
    }

    shaderProgram2=glCreateProgram();
    glAttachShader(shaderProgram2,vertexShader);
    glAttachShader(shaderProgram2,fragmentShader2);
    glLinkProgram(shaderProgram2);

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    glDeleteShader(fragmentShader2);
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充


}

void OpenGLWidget::resizeGL(int w, int h)
{

}

void OpenGLWidget::paintGL()
{
    glClearColor(0.2f,0.3f,0.3f,1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glUseProgram(shaderProgram);
    glBindVertexArray(VAOs[0]);
    glDrawArrays(GL_TRIANGLES,0,3);

    glUseProgram(shaderProgram2);
    glBindVertexArray(VAOs[1]);
    glDrawArrays(GL_TRIANGLES,0,3);
}
相关推荐
李妍.7 小时前
02Numpy基础(上)
开发语言·python
TheBestRucy7 小时前
Python 九阳神功之贰:面向对象(下)
开发语言·python
AI_小站8 小时前
刚面完百度的 Agent 开发岗,我才发现:世界就是个巨大的草台班子
java·开发语言·人工智能·spring·百度·langchain
felixking8 小时前
C++20 协程
开发语言·c++·协程
Zane19941210 小时前
CAS 与原子类:Java 如何实现无锁编程
java·开发语言
码农颜11 小时前
6.3 主函数流程剖析
开发语言·php
TheBestRucy11 小时前
Python 九阳神功:从零筑基到线程飞升
服务器·开发语言·网络·人工智能·python
研☆香11 小时前
聊一聊前端的常见字 关键字
开发语言·前端·javascript
草莓橙子碗12 小时前
Claude 使用指南
开发语言·python
longxiaozhang612 小时前
C# Array类:数组其实没那么难
开发语言·c#