Qt使用OpenGL

1. 添加opengl模块

1
QT += openglwidgets

2. 创建OpenGL Widget

需要继承QOpenGLWidget和QOpenGLFunctions_4_5_Core类和重写虚函数。

​ virtual void initializeGL();
​ virtual void resizeGL(int w, int h);
​ virtual void paintGL();

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
#ifndef TESTOPENGLWIDGET_H
#define TESTOPENGLWIDGET_H

#include <QOpenGLWidget>
#include <QOpenGLFunctions_4_5_Core>

class TestOpenGLWidget : public QOpenGLWidget, QOpenGLFunctions_4_5_Core
{
Q_OBJECT
public:
enum Shape {
None, Rect, Circle, Triangle
};
explicit TestOpenGLWidget(QWidget *parent = nullptr);
~TestOpenGLWidget();

protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();

signals:

private:
};

#endif // TESTOPENGLWIDGET_H

3. 实现OpenGL函数

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
#include "testopenglwidget.h"

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

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

unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3, // second triangle
};

const char* vertexShaderSource = "#version 450 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";

const char* fragmentShaderSource = "#version 450 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";

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

}

TestOpenGLWidget::~TestOpenGLWidget()
{
makeCurrent();
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteVertexArrays(1, &VAO);
doneCurrent();
}

void TestOpenGLWidget::initializeGL()
{
// 初始化OpenGL函数
initializeOpenGLFunctions();

// 声明的顶点属性的上限
int nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
qDebug() << "-------------------:" << nrAttributes;

// 创建VBO和VAO对象 并赋予ID
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);

// 绑定VBO和VAO对象
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);

// 为当前绑定到target的缓冲区对象创建一个新的数据存储。
// 如果data不为NULL 则使用来自此指针的数据初始化数据存储。
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// 告知显卡如何解析缓冲里的属性值
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// 开启VAO管理的第一个属性值
glEnableVertexAttribArray(0);

// 顶点着色器
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;
}

// 片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);

glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::FRAGEMENT::COMPILATION_FAILED\n" << infoLog;
}

shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetShaderiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetShaderInfoLog(shaderProgram, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);

}

void TestOpenGLWidget::resizeGL(int w, int h)
{
Q_UNUSED(w);
Q_UNUSED(h);
}

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

glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
}