https://blog.youkuaiyun.com/Wang_Dou_Dou_/article/details/121065437
根据网页中的代码,使用qt中相关函数实现相同功能,在窗口中画出对应3D图像,一定要理解网页中对应的代码!!!
class Point_Light
{
public:
Point_Light()
{
this->update();
}
void Draw(Shader &shader) { glBindVertexArray(light_VAO); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); } ~Point_Light() { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glDeleteVertexArrays(1, &light_VAO); glDeleteBuffers(1, &light_VBO); }
private:
GLuint light_VAO, light_VBO;
void update()
{GLfloat vertices_2[] =
{ // 坐标
// x、y、z 坐标 // color
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, // 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
};
glGenVertexArrays(1, &light_VAO); glGenBuffers(1, &light_VBO); glBindVertexArray(light_VAO); glBindBuffer(GL_ARRAY_BUFFER, light_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); }
};
着色器:class Shader
{
private:
GLuint vertex, fragment;
public:
GLuint Program;
Shader(const GLchar *vertexPath, const GLchar *fragmentPath) { string vertexCode; string fragmentCode; ifstream vShaderFile; ifstream fShaderFile; vShaderFile.exceptions(ifstream::badbit); fShaderFile.exceptions(ifstream::badbit); try { vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); stringstream vShaderStream, fShaderStream; vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); vShaderFile.close(); fShaderFile.close(); vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (ifstream::failure e) { cout << “ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ” << endl; } const GLchar *vShaderCode = vertexCode.c_str(); const GLchar *fShaderCode = fragmentCode.c_str(); vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); GLint flag; GLchar infoLog[512]; glGetShaderiv(vertex, GL_COMPILE_STATUS, &flag); if (!flag) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); cout << “ERROR::SHADER::VERTEX::COMPILATION_FAILED\n” << infoLog << endl; } fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); glGetShaderiv(fragment, GL_COMPILE_STATUS, &flag); if (!flag) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); cout << “ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n” << infoLog << endl; } this->Program = glCreateProgram(); glAttachShader(this->Program, vertex); glAttachShader(this->Program, fragment); glLinkProgram(this->Program); if (!flag) { glGetProgramInfoLog(this->Program, 512, NULL, infoLog); cout << “ERROR::SHADER::PROGRAM::LINKING_FAILED\n” << infoLog << endl; } glDeleteShader(vertex); glDeleteShader(fragment); } ~Shader() { glDetachShader(this->Program, vertex); glDetachShader(this->Program, fragment); glDeleteShader(vertex); glDeleteShader(fragment); glDeleteProgram(this->Program); } void Use() { glUseProgram(this->Program); }
};
观察相机:enum Camera_Movement { // 枚举类型
FORWARD, // 向前
BACKWARD, // 向后
LEFT, // 向左
RIGHT, // 向右
UPWARD, // 向上
DOWNWARD // 向下
};
const GLfloat SPEED = 6.0f; // 初始速度
class Camera
{
public:
// 构造函数
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3 target = glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f)) :movementSpeed(SPEED)
{
this->position = position;
this->camera_Z_axis = target;
this->camera_Y_axis = up;
this->camera_X_axis = glm::normalize(glm::cross(this->camera_Z_axis, this->camera_Y_axis));
this->updateCameraVectors(); // 实时更新
}
// 观察矩阵 glm::mat4 GetViewMatrix() { return glm::lookAt(this->position, this->position + this->camera_Z_axis, this->camera_Y_axis); } void ProcessKeyboard(Camera_Movement direction, float deltaTime) { float velocity = this->movementSpeed * deltaTime; if (direction == FORWARD) this->position += this->camera_Z_axis * velocity; if (direction == BACKWARD) this->position -= this->camera_Z_axis * velocity; if (direction == LEFT) this->position -= this->camera_X_axis * velocity; if (direction == RIGHT) this->position += this->camera_X_axis * velocity; if (direction == UPWARD) this->position += this->camera_Y_axis * velocity; if (direction == DOWNWARD) this->position -= this->camera_Y_axis * velocity; } glm::vec3 GetPosition() // 下一篇文章使用 { return this->position; }
private:
// 摄影机的属性
glm::vec3 position; // 相机当前位置
glm::vec3 camera_Z_axis; // 摄影机的 Z 轴向量
glm::vec3 camera_X_axis; // 摄影机的 X 轴向量
glm::vec3 camera_Y_axis; // 摄影机的 Y 轴向量
GLfloat movementSpeed; // 镜头移动速度
void updateCameraVectors() { this->camera_Z_axis = glm::normalize(this->camera_Z_axis); this->camera_X_axis = glm::normalize(glm::cross(this->camera_Z_axis, this->camera_Y_axis)); this->camera_Y_axis = glm::normalize(glm::cross(this->camera_X_axis, this->camera_Z_axis)); }
};
Shader ourShader = Shader(“F:/test/OpenGLTest/shaders/shader_v.txt”, “F:/test/OpenGLTest/shaders/shader_f.txt”);
Shader lightShader = Shader(“F:/test/OpenGLTest/shaders/light_v.txt”, “F:/test/OpenGLTest/shaders/light_f.txt”);
主函数的代码如下:float vertices_1[] = {
// x、y、z 坐标 // color // normal
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, // red 红色面
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // green 绿色面 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, // blue 蓝色面(不是图中那种蓝) -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, // yellow 黄色面 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, // purple 紫色面 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // cyan 青蓝色面 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f
};
const glint width = 600, height = 600;
bool keys[1024]; // 专门存储按过的键
camera camera(glm::vec3(1.0f, 1.0f, -5.0f), glm::vec3(-1.0f, -1.0f, 5.0f), glm::vec3(0.0f, 1.0f, 0.0f));
void keycallback(glfwwindow* window, int key, int scancode, int action, int mode);
void key_movement();
void square_movement(glfloat&, glfloat&, glfloat&);
glfloat deltatime = 0.0f;
glfloat lasttime = 0.0f;
glm::vec3 lightpos = glm::vec3(0.0f, 0.0f, 1.0f);
const double shift_pix = 0.0005; // 正方体移动速度
int main()
{
/* 初始化 glfw */
glfwinit();
glfwwindowhint(glfw_resizable, gl_false); // 缩放关闭
/* 窗口捕获与处理 */ glfwwindow* window_1 = glfwcreatewindow(width, height, "learn opengl light test", nullptr, nullptr); int screenwidth_1, screenheight_1; glfwgetframebuffersize(window_1, &screenwidth_1, &screenheight_1); glfwmakecontextcurrent(window_1); glfwsetkeycallback(window_1, keycallback); /* 初始化 glew + 光照生成 */ glewinit(); point_light my_light = point_light(); /* 深度测试开启 */ glenable(gl_depth_test); /* 将我们自己设置的着色器文本传进来 */ shader ourshader = shader("f:/test/opengltest/shaders/shader_v.txt", "f:/test/opengltest/shaders/shader_f.txt"); // 相对路径 shader lightshader = shader("f:/test/opengltest/shaders/light_v.txt", "f:/test/opengltest/shaders/light_f.txt"); // 相对路径 /* 设置顶点缓冲对象(vbo) + 设置顶点数组对象(vao) */ gluint vao, vbo; glgenvertexarrays(1, &vao); glgenbuffers(1, &vbo); glbindvertexarray(vao); glbindbuffer(gl_array_buffer, vbo); glbufferdata(gl_array_buffer, sizeof(vertices_1), vertices_1, gl_static_draw); /* 设置链接顶点属性 */ glvertexattribpointer(0, 3, gl_float, gl_false, 9 * sizeof(glfloat), (glvoid*)0); glenablevertexattribarray(0); // 通道 0 打开 glvertexattribpointer(1, 3, gl_float, gl_false, 9 * sizeof(glfloat), (glvoid*)(3 * sizeof(glfloat))); glenablevertexattribarray(1); // 通道 1 打开 glvertexattribpointer(2, 3, gl_float, gl_false, 9 * sizeof(glfloat), (glvoid*)(6 * sizeof(glfloat))); glenablevertexattribarray(2); // 通道 2 打开 glfloat up_down_move = 0.0f; // 上下移动的变量 glfloat left_right_move = 0.0f; // 左右移动的变量 glfloat front_back_move = 0.0f; // 前后移动的变量 /* draw loop 画图循环 */ while (!glfwwindowshouldclose(window_1)) { /* 时间获取 */ glfloat currenttime = glfwgettime(); deltatime = currenttime - lasttime; lasttime = (float)currenttime; /* 视口 + 键鼠捕获 */ glviewport(0, 0, screenwidth_1, screenheight_1); glfwpollevents(); // 获取键盘鼠标 key_movement(); // 获取键盘 square_movement(up_down_move, left_right_move, front_back_move); // 正方体移动 /* 渲染 + 清除颜色缓冲 */ glclea
可以使用qt相关方式修改自定义着色器,也可以使用QT相关函数替代相关功能,去除自定义着色器,只有相关功能可以实现,之前着色器时从文件中读取的,依旧需要保留从文件中读取,请给出实现后的完整代码以及详细的中文注释,头文件和源文件需要分开,不同类在不同文件,不要省略代码,functions()函数不存在
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