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OpenGL在QT中的管理

时间:2023-07-13 11:56:51浏览次数:34  
标签:float 1.0 QT 管理 0.0 void OpenGL 0.5 include

一、 设计思路

1. 用例图管理

 

2.困惑点:

  (1) 在程序编写中,为什么主程序的Shader可以关联到model类中的数据。

    解决:在加载数据方面,利用VBO、VAO等,已经将数据通过处理推到GPU上。

二、 代码实现

GLHeader.h

#pragma once
#include <QOpenGLShaderProgram>
#include <QMatrix4x4>
#include <QOpenGLExtraFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLTexture>
#include <QOpenGLContext>
#ifdef _DEBUG
#include <QOpenGLDebugLogger>
#endif

#define GLFuncName QOpenGLExtraFunctions
View Code

main.cpp

#include <qapplication.h>
#include "widget.h"

int main(int argc, char *argv[])
{
    QApplication a(argc, argv);
    Widget w;
    w.show();
    return a.exec();
}
View Code

widget.h

#pragma once
#ifndef WIDGET_H
#define WIDGET_H

#include <QOpenGLWidget>
#include <QOpenGLExtraFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLTexture>
#include <QTimer>
#include <QTime>
#include <QtMath>
#include <memory>
#include "model.h"
#include "Camera.h"

class Widget : public QOpenGLWidget, public QOpenGLExtraFunctions
{
    Q_OBJECT

public:
    Widget(QWidget* parent = 0);
    ~Widget();
protected:
    virtual void initializeGL() override;
    virtual void resizeGL(int w, int h) override;
    virtual void paintGL() override;

    virtual bool event(QEvent* e) override;
private:

    std::shared_ptr<model> m_cube = nullptr;
    QVector<QVector3D> cubePositions;
    QOpenGLShaderProgram shaderProgram;
    QOpenGLVertexArrayObject VAO;

    QTimer timer;

    //QVector3D cameraPos;
    //QVector3D cameraTarget;
    //QVector3D cameraDirection;
    //QVector3D cameraRight;
    //QVector3D cameraUp;

    Camera camera;
};

#endif // WIDGET_H
View Code

widget.cpp

#include "widget.h"
#include <QtMath>

Widget::Widget(QWidget* parent)
    : QOpenGLWidget(parent)
    ,camera(this)
{
    cubePositions = {
      { 0.0f,  0.0f,  0.0f  },
      { 2.0f,  5.0f, -15.0f },
      {-1.5f, -2.2f, -2.5f  },
      {-3.8f, -2.0f, -12.3f },
      { 2.4f, -0.4f, -3.5f  },
      {-1.7f,  3.0f, -7.5f  },
      { 1.3f, -2.0f, -2.5f  },
      { 1.5f,  2.0f, -2.5f  },
      { 1.5f,  0.2f, -1.5f  },
      {-1.3f,  1.0f, -1.5f  },
    };

    timer.setInterval(18);
    connect(&timer, &QTimer::timeout, this, static_cast<void (Widget::*)()>(&Widget::update));
    timer.start();
}

Widget::~Widget()
{
    makeCurrent();
    m_cube = nullptr;
    doneCurrent();
}

void Widget::initializeGL()
{
    this->initializeOpenGLFunctions();        //初始化opengl函数
    m_cube = std::make_shared<model>(this);
    camera.init();
}

void Widget::resizeGL(int w, int h)
{
    this->glViewport(0, 0, w, h);                //定义视口区域
}

void Widget::paintGL()
{
    this->glClearColor(0.1f, 0.5f, 0.7f, 1.0f);  //设置清屏颜色
    this->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);       //清除颜色缓存

    float time = QTime::currentTime().msecsSinceStartOfDay() / 1000.0;
    shaderProgram.bind();                     //使用shaderProgram着色程序

    QMatrix4x4 projection;
    projection.perspective(45.0f, width() / (float)height(), 0.1f, 100.0f);

    QOpenGLVertexArrayObject::Binder{ &VAO };

    for (unsigned int i = 0; i < 10; i++) {
        QMatrix4x4 model;
        model.translate(cubePositions[i]);
        model.rotate(180 * time + i * 20.0f, QVector3D(1.0f, 0.5f, 0.3f));
        m_cube->draw(shaderProgram, model, camera.getView(), projection);
    }
}

bool Widget::event(QEvent* e)
{
    camera.handle(e);
    return QWidget::event(e);   //调用父类的事件分发函数
}
View Code

model.h

#pragma once
#include"GLHeader.h"
#include <QOpenGLVertexArrayObject>
#include <QTime>

class model
{
public:
    model(GLFuncName* func);
    ~model();

    void draw(QOpenGLShaderProgram& program, const QMatrix4x4& model, const QMatrix4x4& view, const QMatrix4x4& project);

    QVector<float> vertices;
    QVector<QVector3D> cubePositions;
    QOpenGLShaderProgram myprogram;

    QOpenGLBuffer VBO;
    QOpenGLVertexArrayObject VAO;
    QOpenGLTexture texture;
    QOpenGLTexture texture1;

private:
    void initBuffer();
    void initShader();
    void initTexture();

private:
    GLFuncName* m_func;

};
View Code

model.cpp

#include "model.h"

model::model(GLFuncName* func)
    : m_func(func)
    , texture(QOpenGLTexture::Target2D)
    , texture1(QOpenGLTexture::Target2D)
    , VBO(QOpenGLBuffer::VertexBuffer)
{
    initShader();
    initBuffer();
    initTexture();
}

model::~model()
{
    VBO.destroy();
    texture.destroy();
    texture1.destroy();
}

void model::draw(QOpenGLShaderProgram& program, const QMatrix4x4& model, const QMatrix4x4& view, const QMatrix4x4& project)
{
    program.removeAllShaders();
    program.addShaderFromSourceFile(QOpenGLShader::Vertex, "./triangle.vert");
    program.addShaderFromSourceFile(QOpenGLShader::Fragment, "./triangle.frag");

    if (!program.link()) {
        qWarning() << program.log();
        return;
    }
    if (!program.bind()) {
        qWarning() << program.log();
        return;
    }

    program.setUniformValue("projection", project);
    program.setUniformValue("view", view);
    program.setUniformValue("model", model);

    texture.bind(0);                                        //将texture绑定到纹理单元0
    program.setUniformValue("ourTexture", 0);         //让ourTexture从纹理单元0中获取纹理数据

    texture1.bind(1);                                       //将texture绑定到纹理单元1
    program.setUniformValue("ourTexture1", 1);        //让ourTexture从纹理单元1中获取纹理数据

    m_func->glDrawArrays(GL_TRIANGLES, 0, 36);

}

/// <summary>
/// 数组初始化,着色器绑定
/// </summary>
void model::initBuffer()
{
    VBO.create();       //生成VBO对象
    vertices = {
    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
     0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
    -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

    -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
     0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };

    QOpenGLVertexArrayObject::Binder{ &VAO };


    VBO.bind();         //将VBO绑定到当前的顶点缓冲对象(QOpenGLBuffer::VertexBuffer)中

    //将顶点数据分配到VBO中,第一个参数为数据指针,第二个参数为数据的字节长度
    VBO.allocate(vertices.data(), sizeof(float) * vertices.size());


    //设置顶点解析格式,并启用顶点
    myprogram.setAttributeBuffer("aPos", GL_FLOAT, 0, 3, sizeof(GLfloat) * 5);
    myprogram.enableAttributeArray("aPos");
    myprogram.setAttributeBuffer("aTexCoord", GL_FLOAT, sizeof(GLfloat) * 3, 2, sizeof(GLfloat) * 5);
    myprogram.enableAttributeArray("aTexCoord");

    m_func->glEnable(GL_DEPTH_TEST);

}

/// <summary>
/// 着色器编写
/// </summary>
void model::initShader()
{
    if (!myprogram.addShaderFromSourceFile(QOpenGLShader::Vertex, "./triangle.vert")) {     //添加并编译顶点着色器
        qDebug() << "ERROR:" << myprogram.log();    //如果编译出错,打印报错信息
    }
    if (!myprogram.addShaderFromSourceFile(QOpenGLShader::Fragment, "./triangle.frag")) {   //添加并编译片段着色器
        qDebug() << "ERROR:" << myprogram.log();    //如果编译出错,打印报错信息
    }
    if (!myprogram.link()) {                      //链接着色器
        qDebug() << "ERROR:" << myprogram.log();    //如果链接出错,打印报错信息
    }
}
/// <summary>
/// 纹理初始化
/// </summary>
void model::initTexture()
{
    texture.setData(QImage("./RC.jpg").mirrored());
    texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
    texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
    texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);

    texture1.setData(QImage(":/sea.jpg").mirrored());
    texture1.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
    texture1.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
    texture1.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
}
View Code

Camera.h

#pragma once
#include <QSet>
#include <QVector3D>
#include <QEvent>
#include <QWidget>
#include <QtMath>
#include <QMatrix4x4>
#include <QKeyEvent>
#include <QTime>

class Camera
{
public:
    Camera(QWidget* widget);
    float getMoveSpeed() const;
    void setMoveSpeed(float value);
    float getSensitivity() const;
    void setSensitivity(float value);
    float getYaw() const;
    void setYaw(float value);
    float getPitch() const;
    void setPitch(float value);
    QVector3D getCameraPos() const;
    void setCameraPos(const QVector3D& value);
    void init();                    //初始化摄像机
    void handle(QEvent* event);     //处理窗口事件
    QMatrix4x4 getView() const;     //获取观察矩阵
    qreal m_aspect = 45;
    QQuaternion m_rotation;

private:
    QWidget* widget;

    float yaw = -90;                  //偏航角
    float pitch = 0;                //俯视角
    float sensitivity;          //鼠标灵敏度

    QPoint m_last;
    QVector2D m_mousePressPosition;
    bool m_keys[1024] = { false };
    QVector3D m_rotationAxis;
    float m_angularSpeed = 0;
    qreal m_elapsed = 100;


    QVector3D cameraPos;        //摄像机初始位置
    QVector3D cameraDirection;  //摄像机方向
    QVector3D cameraTarget;
    QVector3D cameraRight;      //摄像机右向量
    QVector3D cameraUp;         //摄像机上向量

    float moveSpeed;    //控制移动速度
    QSet<int> keys;     //记录当前被按下按键的集合

    int timeId;         //定时器id:此定时器用于完成键盘移动事件
    float deltaTime;    // 当前帧与上一帧的时间差
    float lastFrame;    // 上一帧的时间

    QMatrix4x4 view;    //观察矩阵

};
View Code

Camera.cpp

#include "Camera.h"

Camera::Camera(QWidget* widget)
    : widget(widget)
    , yaw(0)
    , pitch(0)
    , sensitivity(0.005f)
    , cameraPos(0.0f, 0.0f, 10.0f)
    , cameraDirection(0.0f, 0.0f, -1.0f)
    , cameraTarget(0.0f, 0.0f, 0.0f)
    , cameraRight(QVector3D::crossProduct({ 0.0f,1.0f,0.0f }, cameraDirection))
    , cameraUp(QVector3D::crossProduct(cameraDirection, cameraRight))
    , moveSpeed(0.5f)
    , timeId(0)
{

}

float Camera::getMoveSpeed() const
{
    return moveSpeed;
}

void Camera::setMoveSpeed(float value)
{
    moveSpeed = value;
}

float Camera::getSensitivity() const
{
    return sensitivity;
}

void Camera::setSensitivity(float value)
{
    sensitivity = value;
}

float Camera::getYaw() const
{
    return yaw;
}

void Camera::setYaw(float value)
{
    yaw = value;
}

float Camera::getPitch() const
{
    return pitch;
}

void Camera::setPitch(float value)
{
    pitch = value;
}

QVector3D Camera::getCameraPos() const
{
    return cameraPos;
}

void Camera::setCameraPos(const QVector3D& value)
{
    cameraPos = value;
}

void Camera::handle(QEvent* e)
{
    //关闭鼠标跟踪才能正确显示鼠标点击、移动和释放
    if (e->type() == QEvent::MouseButtonPress)
    {
        QMouseEvent* event = static_cast<QMouseEvent*>(e);
        m_last = event->pos();                    //获取当前位置
        m_mousePressPosition = QVector2D{ event->localPos() };  //以float型存储当前位置
    }
    else if (e->type() == QEvent::MouseMove)
    {
        QMouseEvent* event = static_cast<QMouseEvent*>(e);
        QPointF diff = event->pos() - m_last;     //计算位置
        m_last = event->pos();                    //更新当前鼠标位置

        qreal sensitivity = 0.05;                 //灵敏度
        qreal xoffset = diff.x() * sensitivity;   //计算x偏移向量
        qreal yoffset = diff.y() * sensitivity;   //计算y偏移向量

        //弧度与角度的转换会使得物体的平移产生问题
        yaw += xoffset;
        pitch += yoffset;
        if (pitch > 89.0)                                        //将俯视角限制到[-89°,89°],89°约等于1.55
            pitch = 89.0;
        if (pitch < -89.0)
            pitch = -89.0;

        QVector3D front;
        front.setX(cos(qDegreesToRadians(yaw)) * cos(qDegreesToRadians(pitch)));
        front.setY(sin(qDegreesToRadians(pitch)));
        front.setZ(sin(qDegreesToRadians(yaw)) * cos(qDegreesToRadians(pitch)));
        cameraDirection = front.normalized();

        view.setToIdentity();
        view.lookAt(cameraPos, cameraPos + cameraDirection, cameraUp);
        
    }
    else if (e->type() == QEvent::Wheel)
    {
        QWheelEvent* event = static_cast<QWheelEvent*>(e);
        int offset = event->angleDelta().y() < 0 ? -1 : 1;
        qreal speed = 10;
        if (1 <= m_aspect + offset * speed && m_aspect + offset * speed <= 45) {
            m_aspect = m_aspect + offset * speed;
        }
        event->accept();
    }
    else if (e->type() == QEvent::MouseButtonRelease)
    {
        QMouseEvent* event = static_cast<QMouseEvent*>(e);
        QVector2D diff = QVector2D{ event->localPos() } - m_mousePressPosition;
        QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized();

        float acc = diff.length() / 100.0f;
        m_rotationAxis = (m_rotationAxis * m_angularSpeed + n * acc).normalized();

        m_angularSpeed += acc;                 //获取当前位置
    }
    else if (e->type() == QEvent::Timer) {
        float cameraSpeed = moveSpeed * m_elapsed / 1000.0;
        if (keys.contains(Qt::Key_W))                            //前
        {
            cameraPos += cameraSpeed * cameraDirection;
        }
        if (keys.contains(Qt::Key_S))                           //后
        {
            cameraPos -= cameraSpeed * cameraDirection;
        }
        if (keys.contains(Qt::Key_A))                           //左
        {
            cameraPos += QVector3D::crossProduct(cameraDirection, cameraUp).normalized() * cameraSpeed;
        }
        if (keys.contains(Qt::Key_D))                           //右
        {
            cameraPos -= QVector3D::crossProduct(cameraDirection, cameraUp).normalized() * cameraSpeed;
        }
        if (keys.contains(Qt::Key_Space))                       //上浮
        {
            cameraPos.setY(cameraPos.y() + cameraSpeed);
        }
        if (keys.contains(Qt::Key_Shift))                       //下沉
        {
            cameraPos.setY(cameraPos.y() - cameraSpeed);
        }
        view.setToIdentity();
        view.lookAt(cameraPos, cameraPos + cameraDirection, cameraUp);
    }
    else if (e->type() == QEvent::KeyPress) {
        //isAutoRepeat用于判断此按键的来源是否是长按
        QKeyEvent* event = static_cast<QKeyEvent*>(e);
        keys.insert(event->key());                              //添加按键
        if (!event->isAutoRepeat() && timeId == 0) {                  //如果定时器未启动,则启动定时器
            timeId = widget->startTimer(1);
        }
    }
    else if (e->type() == QEvent::KeyRelease) {
        QKeyEvent* event = static_cast<QKeyEvent*>(e);
        keys.remove(event->key());
        if (!event->isAutoRepeat() && timeId != 0 && keys.empty()) {    //当没有按键按下且定时器正在运行,才关闭定时器
            widget->killTimer(timeId);
            timeId = 0;                                          //重置定时器id
        }
    }
}

void Camera::init()
{
    view.lookAt(cameraPos, cameraPos + cameraDirection, cameraUp);
    widget->activateWindow();                 //激活窗口
    widget->setFocus();

}

QMatrix4x4 Camera::getView() const
{
    return view;
}
View Code

triangle.frag

#version 330 core
out vec4 FragColor;
 
in vec2 TexCoord;
 
uniform sampler2D ourTexture;
uniform sampler2D ourTexture1;
void main()
{
    FragColor = mix(texture(ourTexture, TexCoord), texture(ourTexture1, TexCoord), 0.4);
}
View Code

triangle.vert

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

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
 
void main()
{
    // 注意乘法要从右向左读
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}
View Code

引用:https://blog.csdn.net/qq_40946921/article/details/105902185

     github中的天空模型,忘记网址。

 

标签:float,1.0,QT,管理,0.0,void,OpenGL,0.5,include
From: https://www.cnblogs.com/wxd-/p/17549548.html

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