https://learnopengl-cn.github.io/
https://www.cnblogs.com/wxmwanggood/p/11143000.html
https://www.jianshu.com/p/bccc565b5248

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,查看本篇代码 git checkout v1.1,喜欢就点个Star吧~

不同点

  1. 原教程关于ShaderProgram的读取、链接很繁琐,后面教程还专门写了个类Shader,这里我直接使用Qt封装好的addShaderFromSourceFile函数更方便。
  2. Qt提供了QOpenGLShaderProgramQOpenGLVertexArrayObjectQOpenGLBuffer这些类来处理OpenGL中的programVAOVBO

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;
};

#endif // COREFUNCTIONWIDGET_H

CoreFunctionWidget.cpp

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

static GLuint VBO, VAO, EBO;

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

}

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

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

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

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

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

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

glGenVertexArrays(1, &amp;VAO);
glGenBuffers(1, &amp;VBO);
glGenBuffers(1, &amp;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);  //顶点数据复制到缓冲

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

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);//告诉程序如何解析顶点数据
glEnableVertexAttribArray(0);

glBindBuffer(GL_ARRAY_BUFFER, 0);//取消VBO的绑定, glVertexAttribPointer已经把顶点属性关联到顶点缓冲对象了

// 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();
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized

// glDrawArrays(GL_TRIANGLES, 0, 6);
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 <QDebug>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>

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;
};

#endif // QTFUNCTIONWIDGET_H

QtFunctionWidget.cpp

#include "QtFunctionWidget.h"

#include <QFile>

QtFunctionWidget::QtFunctionWidget(QWidget *parent) : QOpenGLWidget (parent),
vbo(QOpenGLBuffer::VertexBuffer),
ebo(QOpenGLBuffer::IndexBuffer)
{

}

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

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

doneCurrent();

}

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

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

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

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

//VAO,VBO数据部分
GLfloat vertices[] = {
    0.5f,  0.5f, 0.0f,  // top right
     0.5f, -0.5f, 0.0f,  // bottom right
    -0.5f, -0.5f, 0.0f,  // bottom left
    -0.5f,  0.5f, 0.0f   // top left
};
unsigned int indices[] = {  // note that we start from 0!
    0, 1, 3,  // first Triangle
    1, 2, 3   // second Triangle
};

QOpenGLVertexArrayObject::Binder vaoBind(&amp;vao);

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

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

int attr = -1;
attr = shaderProgram.attributeLocation("aPos");
shaderProgram.setAttributeBuffer(attr, GL_FLOAT, 0, 3, sizeof(GLfloat) * 3);
shaderProgram.enableAttributeArray(attr);

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();
{
    QOpenGLVertexArrayObject::Binder vaoBind(&amp;vao);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
shaderProgram.release();

}

GLSL

triangle.vert

#version 330 core
layout(location = 0) in vec3 aPos;

void main(){
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0f);
}

triangle.frag

#version 330 core
out vec4 FragColor;

void main(){
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

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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