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| #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, 1, 2, 3, };
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() { initializeOpenGLFunctions();
int nrAttributes; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes); qDebug() << "-------------------:" << nrAttributes;
glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO);
glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 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); 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);
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); }
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