2-1QT UI调用OpenGL控件功能_哔哩哔哩_bilibili
注意析构问题。
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private slots:
void on_action_Triangle_triggered();
void on_action_clear_triggered();
void on_action_line_triggered();
private:
Ui::MainWindow *ui;
};
#endif // MAINWINDOW_H
#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
setCentralWidget(ui->openGLWidget);
ui->action_line->setChecked(true);
}
MainWindow::~MainWindow()
{
delete ui;
}
void MainWindow::on_action_Triangle_triggered()
{
ui->openGLWidget->drawShape(OpenGLWidget::Triangle);
}
void MainWindow::on_action_clear_triggered()
{
ui->openGLWidget->drawShape(OpenGLWidget::None);
}
void MainWindow::on_action_line_triggered()
{
ui->openGLWidget->set_Line(ui->action_line->isChecked());
}
#ifndef OPENGLWIDGET_H
#define OPENGLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions_3_3_Core>
class OpenGLWidget : public QOpenGLWidget,QOpenGLFunctions_3_3_Core
{
Q_OBJECT
public:
enum Shape{None,Triangle};
explicit OpenGLWidget(QWidget *parent = nullptr);
~OpenGLWidget();
void drawShape(Shape shape);
void set_Line(bool is_line);
protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
signals:
public slots:
private:
Shape shape;
};
#endif // OPENGLWIDGET_H
#include "openglwidget.h"
#include <QDebug>
unsigned int VBO,VAO;
unsigned int shaderProgram;
//顶点着色器
const char* vertexShaderSource="#version 330 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";
//片段着色器
const char* fragmentShaderSource="#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor=vec4(0.3f,0.5f,0.2f,0.2f);\n"
"}\0";
OpenGLWidget::OpenGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
OpenGLWidget::~OpenGLWidget()
{
makeCurrent();
glDeleteBuffers(1,&VBO);
glDeleteVertexArrays(1,&VAO);
glDeleteProgram(shaderProgram);
doneCurrent();
}
void OpenGLWidget::drawShape(OpenGLWidget::Shape shape)
{
this->shape=shape;
update();
}
void OpenGLWidget::set_Line(bool is_line)
{
qDebug()<<is_line;
makeCurrent();
if(is_line){
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充
}
else{
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
update();
doneCurrent();
}
void OpenGLWidget::initializeGL()
{
initializeOpenGLFunctions();
float firstTriangle[]={
-0.9f,-0.5f,0.0f,
-0.0f,-0.5f,0.0f,
-0.45f,0.5f,0.0f
};
//顶点数组
glGenVertexArrays(1,&VAO);
//顶点缓冲对象
glGenBuffers(1,&VBO);
//绑定顶点数组
glBindVertexArray(VAO);
//绑定顶点缓冲对象
glBindBuffer(GL_ARRAY_BUFFER,VBO);
//把相关数据复制到缓冲内存中
glBufferData(GL_ARRAY_BUFFER,sizeof(firstTriangle),firstTriangle,GL_STATIC_DRAW);
//第二个参数:数据的大小(字节为单位)
//第三个参数:数据指针
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);//解除绑定
glBindVertexArray(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);
shaderProgram=glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);//使用线条填充
}
void OpenGLWidget::resizeGL(int w, int h)
{
}
void OpenGLWidget::paintGL()
{
glClearColor(0.2f,0.3f,0.3f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
switch (shape) {
case Triangle:
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,3);
break;
default:
break;
}
}