直接上代码:
h文件:
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QTimer>
class MainWindow : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
MainWindow(QWidget *parent = 0);
~MainWindow();
GLuint m_uiVertLoc;
GLuint m_uiTexNum;
QOpenGLTexture * m_pTextures;
QOpenGLShaderProgram * m_pProgram;
GLfloat * m_pVertices;
int m_iCount;
int m_iSpinAngle;
QTimer m_timer;
protected:
void initializeGL();
void paintGL();
void resizeGL(int w, int h);
public slots:
void OnTimer(void);
};
#endif // MAINWINDOW_H
cpp文件:
#include "mainwindow.h"
MainWindow::MainWindow(QWidget *parent)
: QOpenGLWidget(parent), m_iSpinAngle(0)
{
QObject::connect(&m_timer, SIGNAL(timeout()), this, SLOT(OnTimer()));
}
MainWindow::~MainWindow()
{
m_timer.stop();
m_pTextures->release();
delete m_pTextures;
delete m_pProgram;
delete [] m_pVertices;
}
void MainWindow::initializeGL()
{
initializeOpenGLFunctions();
m_iCount = 0;
m_uiTexNum = 0;
QImage img(QString("earth.bmp"));
//给顶点赋值
int iAngleStep = 10, iR = 1;
m_pVertices = new GLfloat[180 / iAngleStep * 360 / iAngleStep * 6 * 3];
for(int iLongitude = 0; iLongitude < 360; iLongitude += iAngleStep)
{
for(int iLatitude = 0; iLatitude < 180; iLatitude += iAngleStep)
{
m_pVertices[m_iCount++] = iLongitude;
m_pVertices[m_iCount++] = iLatitude;
m_pVertices[m_iCount++] = iR;
m_pVertices[m_iCount++] = iLongitude;
m_pVertices[m_iCount++] = iLatitude + iAngleStep;
m_pVertices[m_iCount++] = iR;
m_pVertices[m_iCount++] = iLongitude + iAngleStep;
m_pVertices[m_iCount++] = iLatitude + iAngleStep;
m_pVertices[m_iCount++] = iR;
m_pVertices[m_iCount++] = iLongitude + iAngleStep;
m_pVertices[m_iCount++] = iLatitude + iAngleStep;
m_pVertices[m_iCount++] = iR;
m_pVertices[m_iCount++] = iLongitude + iAngleStep;
m_pVertices[m_iCount++] = iLatitude;
m_pVertices[m_iCount++] = iR;
m_pVertices[m_iCount++] = iLongitude;
m_pVertices[m_iCount++] = iLatitude;
m_pVertices[m_iCount++] = iR;
}
}
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
const char *vsrc =
"#version 330\n"
"in vec3 pos;\n"
"out vec2 texCoord;\n"
"uniform mat4 mat4MVP;\n"
"void main()\n"
"{\n"
" float DEG2RAD = 3.1415926 / 180.0;\n"
" float x = pos[2] * sin(pos[1] * DEG2RAD) * cos(pos[0] * DEG2RAD);\n"
" float y = pos[2] * sin(pos[1] * DEG2RAD) * sin(pos[0] * DEG2RAD);\n"
" float z = pos[2] * cos(pos[1] * DEG2RAD);\n"
" gl_Position = mat4MVP * vec4(x, y, z, 1.0);\n"
" texCoord = vec2(pos.x / 360.0, 1.0 - pos.y / 180.0);\n"//纹理的Y方向是从下向上的,而pos.y的正方向是从上向下,所以是1.0 - pos.y / 180.0
"}\n";
vshader->compileSourceCode(vsrc);
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
const char *fsrc =
"#version 330\n"
"out vec4 color;\n"
"in vec2 texCoord;\n"
"uniform sampler2D Tex\n;"
"void main()\n"
"{\n"
" color = texture(Tex, texCoord);\n"//注意,texCoord的值域在0-1之间
"}\n";
fshader->compileSourceCode(fsrc);
m_pProgram = new QOpenGLShaderProgram;
m_pProgram->addShader(vshader);
m_pProgram->addShader(fshader);
m_pProgram->link();
m_pProgram->bind();
m_uiVertLoc = m_pProgram->attributeLocation("pos");
m_pProgram->enableAttributeArray(m_uiVertLoc);
m_pProgram->setAttributeArray(m_uiVertLoc, m_pVertices, 3, 0);
m_pTextures = new QOpenGLTexture(img.mirrored());
m_pTextures->setMinificationFilter(QOpenGLTexture::Nearest);
m_pTextures->setMagnificationFilter(QOpenGLTexture::Linear);
m_pTextures->setWrapMode(QOpenGLTexture::Repeat);
m_pProgram->setUniformValue("Tex", m_uiTexNum);
//qDebug()<<m_iCount;
glEnable(GL_DEPTH_TEST);
glClearColor(0,0,0,1);
m_timer.start(100);
}
void MainWindow::paintGL()
{
//QMatrix4x4在声明时被默认为单位矩阵
QMatrix4x4 m1, m2, m3, m;
m1.ortho(-1.0f, +1.0f, -1.0f, 1.0f, -50.0f, 50.0f);//right//generate projection matrix
m2.lookAt(QVector3D(2,0,0), QVector3D(0,0,0), QVector3D(0,0,10));//generate view matrix, right
//qDebug()<<m2;
//m3.translate(0,-0.707,0.0);//right, generate model matrices
m3.rotate(m_iSpinAngle, 0.0f, 0.0f, 1.0f);//right, generate model matrices
m = m1 * m2 * m3;
m_pProgram->setUniformValue("mat4MVP", m);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pTextures->bind(m_uiTexNum);
glDrawArrays(GL_TRIANGLES, 0, m_iCount / 3);
m_pTextures->release();
}
void MainWindow::resizeGL(int w, int h)
{
glViewport(0,0,w,h);
}
void MainWindow::OnTimer(void)
{
m_iSpinAngle += 5;
if(360 == m_iSpinAngle)
{
m_iSpinAngle = 0;
}
update();
}