原始链接:

https://www.jianshu.com/p/273b7f960f3d

简介

要学习OpenGL的话,强烈安利这个教程JoeyDeVries的learnopengl,这里是中文翻译好的版本。教程中使用OpenGL是通过GLFW这个库,而在Qt中对OpenGL封装得很好,并且和GUI以及IO相关的处理Qt更便捷,学习起来更轻松。这里就对每篇教程,在Qt在分别直接使用OpenGL的函数和Qt封装好的类以作对比。
教程中使用的OpenGL版本为3.3,在Qt中需要使用此版本的OpenGL只需要继承类QOpenGLFunctions_3_3_Core即可。如果为了在不同设备上都能用OpenGL的话,Qt提供了类QOpenGLFunctions,这个类包含了大部分公共的函数,可能会有个别函数不能用。

对比说明

教程地址

原教程地址,相关知识可以点击链接学习。
我的工程地址,准备后期每篇教程一个commit,可以切换着看,查看本篇代码 git checkout v1.3,喜欢就点个Star吧~

不同点 (仅列出新增)

  1. Qt提供了QOpenGLTexture类来处理OpenGL中的Texture,并且创建的时候可以直接传递一个QImage给纹理对象,如果使用gl相关函数还要读取图片数据的data再设置,比较麻烦。

运行结果

 
运行结果

使用OpenGL函数版

CoreFunctionWidget.h

#ifndef COREFUNCTIONWIDGET_H
#define COREFUNCTIONWIDGET_H

#include <QOpenGLWidget>
#include <QOpenGLExtraFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>

class CoreFunctionWidget : public QOpenGLWidget
, protected /*QOpenGLExtraFunctions*/QOpenGLFunctions_3_3_Core
{
Q_OBJECT
public:
explicit CoreFunctionWidget(QWidget *parent = nullptr);
~CoreFunctionWidget();

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

private:
QOpenGLShaderProgram shaderProgram;

// QTimer* m_pTimer = nullptr;
// float m_uniformValue = 0.0f;
};

#endif // COREFUNCTIONWIDGET_H

CoreFunctionWidget.cpp

#include "CoreFunctionWidget.h"
#include <QDebug>
#include <QTimer>

static GLuint VBO, VAO, EBO, texture1, texture2;

CoreFunctionWidget::CoreFunctionWidget(QWidget *parent) : QOpenGLWidget(parent)
{
// m_pTimer = new QTimer(this);
// m_pTimer->setInterval(200);

// connect(m_pTimer, &QTimer::timeout, this, [=]{
// m_uniformValue += 0.1f;

// if (m_uniformValue > 1.5f) {
// m_uniformValue = -1.5f;
// }

// update();
// });

// m_pTimer->start();
}

CoreFunctionWidget::~CoreFunctionWidget()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
}

void CoreFunctionWidget::initializeGL(){
this->initializeOpenGLFunctions();

bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/textures.vert");
if (!success) {
qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
return;
}

success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/textures.frag");
if (!success) {
qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
return;
}

success = shaderProgram.link();
if(!success) {
qDebug() << "shaderProgram link failed!" << shaderProgram.log();
}

//VAO,VBO data
float vertices[] = {
// positions // colors // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};

glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);

// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
QImage img1 = QImage(":/container.jpg").convertToFormat(QImage::Format_RGB888);
if (!img1.isNull()) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, img1.bits());
glGenerateMipmap(GL_TEXTURE_2D);
}

// texture 2// ---------glGenTextures(1,&texture2);glBindTexture(GL_TEXTURE_2D, texture2);// set the texture wrapping parametersglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);// set texture wrapping to GL_REPEAT (default wrapping method)glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);// set texture filtering parametersglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);// load image, create texture and generate mipmaps
QImage img2
=QImage(":/awesomeface.png").convertToFormat(QImage::Format_RGBA8888).mirrored(true,true);if(!img2.isNull()){// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBAglTexImage2D(GL_TEXTURE_2D,0, GL_RGBA, img2.width(), img2.height(),0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits());glGenerateMipmap(GL_TEXTURE_2D);}// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
shaderProgram
.bind();// don't forget to activate/use the shader before setting uniforms!glUniform1i(shaderProgram.uniformLocation("texture1"),0);glUniform1i(shaderProgram.uniformLocation("texture2"),1);
shaderProgram
.release();// glBindBuffer(GL_ARRAY_BUFFER, 0);//取消VBO的绑定// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.// glBindVertexArray(0); //取消VAO绑定//线框模式,QOpenGLExtraFunctions没这函数, 3_3_Core有// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);}void CoreFunctionWidget::resizeGL(int w,int h){glViewport(0,0, w, h);}void CoreFunctionWidget::paintGL(){glClearColor(0.2f,0.3f,0.3f,1.0f);glClear(GL_COLOR_BUFFER_BIT);

shaderProgram
.bind();{// bind textures on corresponding texture unitsglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, texture1);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, texture2);// render containerglBindVertexArray(VAO);glDrawElements(GL_TRIANGLES,6, GL_UNSIGNED_INT,0);}
shaderProgram
.release();}

使用Qt相关函数版

QtFunctionWidget.h

#ifndef QTFUNCTIONWIDGET_H
#define QTFUNCTIONWIDGET_H

#include <QOpenGLWidget>


#include <QOpenGLWidget>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLTexture>

class QtFunctionWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
public:
QtFunctionWidget(QWidget *parent = nullptr);
~QtFunctionWidget() Q_DECL_OVERRIDE;

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

private:
QOpenGLShaderProgram shaderProgram;
QOpenGLBuffer vbo, ebo;
QOpenGLVertexArrayObject vao;
QOpenGLTexture *texture1 = nullptr;
QOpenGLTexture *texture2 = nullptr;

// QTimer* m_pTimer = nullptr;
// float m_uniformValue = 0.0f;
};

#endif // QTFUNCTIONWIDGET_H

QtFunctionWidget.cpp

#include "QtFunctionWidget.h"
#include <QDebug>
#include <QTimer>

QtFunctionWidget::QtFunctionWidget(QWidget *parent) : QOpenGLWidget (parent),
vbo(QOpenGLBuffer::VertexBuffer),
ebo(QOpenGLBuffer::IndexBuffer)
{
// m_pTimer = new QTimer(this);
// m_pTimer->setInterval(200);

// connect(m_pTimer, &QTimer::timeout, this, [=]{
// m_uniformValue += 0.1f;

// if (m_uniformValue > 1.5f) {
// m_uniformValue = -1.5f;
// }

// update();
// });

// m_pTimer->start();
}

QtFunctionWidget::~QtFunctionWidget(){
makeCurrent();

vbo.destroy();
ebo.destroy();
vao.destroy();

delete texture1;
delete texture2;

doneCurrent();
}

void QtFunctionWidget::initializeGL(){
this->initializeOpenGLFunctions();

bool success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/textures.vert");
if (!success) {
qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
return;
}

success = shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/textures.frag");
if (!success) {
qDebug() << "shaderProgram addShaderFromSourceFile failed!" << shaderProgram.log();
return;
}

success = shaderProgram.link();
if(!success) {
qDebug() << "shaderProgram link failed!" << shaderProgram.log();
}

//VAO,VBO data
float vertices[] = {
// positions // colors // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};

QOpenGLVertexArrayObject::Binder vaoBind(&vao);

vbo.create();
vbo.bind();
vbo.allocate(vertices, sizeof(vertices));

ebo.create();
ebo.bind();
ebo.allocate(indices, sizeof(indices));

// position attribute
int attr = -1;
attr = shaderProgram.attributeLocation("aPos");
shaderProgram.setAttributeBuffer(attr, GL_FLOAT, 0, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray(attr);
// color attribute
attr = shaderProgram.attributeLocation("aColor");
shaderProgram.setAttributeBuffer(attr, GL_FLOAT, sizeof(GLfloat) * 3, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray(attr);
// texture coord attribute
attr = shaderProgram.attributeLocation("aTexCoord");
shaderProgram.setAttributeBuffer(attr, GL_FLOAT, sizeof(GLfloat) * 6, 2, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray(attr);

// texture 1
// ---------
texture1 = new QOpenGLTexture(QImage(":/container.jpg"), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture1->isCreated()){
qDebug() << "Failed to load texture";
}
// set the texture wrapping parameters
texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
texture1->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture1->setMagnificationFilter(QOpenGLTexture::Linear);

// texture 2
// ---------
texture2 = new QOpenGLTexture(QImage(":/awesomeface.png").mirrored(true,true), QOpenGLTexture::GenerateMipMaps);//直接生成绑定一个2d纹理, 并生成多级纹理MipMapsif(!texture2->isCreated()){qDebug()<<"Failed to load texture";}// set the texture wrapping parameters
texture2
->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture2
->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);// set texture filtering parameters
texture2
->setMinificationFilter(QOpenGLTexture::Linear);//等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture1
->setMagnificationFilter(QOpenGLTexture::Linear);// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
shaderProgram
.bind();// don't forget to activate/use the shader before setting uniforms!
shaderProgram
.setUniformValue("texture1",0);
shaderProgram
.setUniformValue("texture2",1);
shaderProgram
.release();

vbo
.release();// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.// ebo.release();}

void QtFunctionWidget
::resizeGL(int w, int h){glViewport(0,0, w, h);}

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

shaderProgram
.bind();{glActiveTexture(GL_TEXTURE0);
texture1
->bind();// glBindTexture(GL_TEXTURE_2D, texture1->textureId());glActiveTexture(GL_TEXTURE1);
texture2
->bind();// glBindTexture(GL_TEXTURE_2D, texture2->textureId());// render container
QOpenGLVertexArrayObject
::BindervaoBind(&vao);glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT, nullptr);

texture1
->release();
texture2
->release();}
shaderProgram
.release();}

GLSL

textures.vert

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}

textures.frag

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
//FragColor = texture(texture1, TexCoord) * vec4(ourColor, 1.0);
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

main.cpp

#include <QApplication>
#include "MainWindow.h"
#include "QtFunctionWidget.h"
#include "CoreFunctionWidget.h"

int main(int argc, char *argv[])
{
QApplication a(argc, argv);

// MainWindow w;
QtFunctionWidget w1;
CoreFunctionWidget w2;

w1.setWindowTitle(QObject::tr("QtFunction"));
w2.setWindowTitle(QObject::tr("CoreFunction"));

w1.show();
w2.show();

return a.exec();
}
 
 

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资源ID管理插件

https://www.codeproject.com/Articles/1244/Resource-ID-Organiser-Add-In-for-Visual-C-5-0-6-0

 

新版本:

https://www.riverblade.co/products/resorg/downloads/

GTK For Windows下界面美化调优

1.安装相应的界面引擎:

mingw-w64-x86_64-gtk-engine-murrine

mingw-w64-x86_64-gtk-engines

mingw-w64-i686-gtk-engine-murrine

mingw-w64-i686-gtk-engines

2.安装一个Windows10的界面优化包,需要手工安装,下载地址:

https://github.com/B00merang-Project/Windows-10

将其中的gtk-2.0、gtk-3.0、gtk-3.20都拷贝到share/themes/Windows10目录下,Windows10目录需要自己建立

3.修改etc/gtk-2.0、etc/gtk-3.0,放入一个settings.ini文件,内容如下:

[Settings]gtk-theme-name=Windows10
gtk-font-name
=Segoe UI 9

mingw-w64及w32均有etc,都需要放一份

再启动GTK的程序,就能够看到界面已经漂亮多了

VC的编译器下,有好几个OS子系统宏,分别是:

WIN32/_WIN32/WIN64/_WIN64

其中WIN32是在windows.h中定义的

WIN64/_WIN64宏通常是通过工程文件配置预定义宏开关完成

其中_WIN32这个宏最特殊,属于没有定义会被强制定义,所有32位系统、64位系统下均有此宏定义

比如64位工程,编译时指定了WIN64/_WIN64,其实编译时会有三个宏

_WIN32/WIN64/_WIN64

因此,在区分OS类别时,则通常应该如此定义:

#if (defined _WIN64 || defined WIN64 || defined _WIN32 || defined WIN32 || defined WINCE)

#elif (defined ANDROID)

#else

#endif

区分64位的WINDOWS与32位,只能如此定义:

#if (defined _WIN64 || defined WIN64)

#elif (defined _WIN32 || defined WIN32)

#else

#endif

极容易踩到这个坑,定义这样:

#if (defined _WIN32 || defined WIN32)

#elif (defined _WIN64 || defined WIN64)

#else

#endif

 

CMakeLists.txt中可以指定多个目标,比如编译两个库:

add_library(xxx SHARED ............

add_library(yyy SHARED ............

 

而希望分别指定不同的编译开关,应在之前保存好相应的编译开关参数,比如:

set(CMAKE_xxx_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DONLY_SDK -std=c++11")
set(CMAKE_yyy_CXX_FLAGS "${CMAKE_CXX_FLAGS}  -Dyyy_SDK -DONLY_SDK -std=c++11")

然后在add_library之后,使用set_target_properties修改目标的编译参数

set_target_properties(xxx PROPERTIES COMPILE_FLAGS ${CMAKE_xxx_CXX_FLAGS})

set_target_properties(yyy PROPERTIES COMPILE_FLAGS ${CMAKE_yyy_CXX_FLAGS})