}
//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, &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); //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
#include
#include
#include
#include
#include
#include
#include
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
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() <<"shaderProgram addShaderFromSourceFile failed!" <return;
}
success &#61; shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/triangle.frag");
if (!success) {
qDebug() <<"shaderProgram addShaderFromSourceFile failed!" <return;
}
success &#61; shaderProgram.link();
if(!success) {
qDebug() <<"shaderProgram link failed!" <}
//VAO&#xff0c;VBO数据部分
GLfloat vertices[] &#61; {
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[] &#61; { // 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));
int attr &#61; -1;
attr &#61; 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(&vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
shaderProgram.release();
}
GLSL
triangle.vert
#version 330 core
layout(location &#61; 0) in vec3 aPos;
void main(){
gl_Position &#61; vec4(aPos.x, aPos.y, aPos.z, 1.0f);
}
triangle.frag
#version 330 core
out vec4 FragColor;
void main(){
FragColor &#61; vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
main.cpp
#include
#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();
}