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OpenGL 绘制彩色的三角形
2022-07-03 11:06:00 【wb175208】
使用openGL绘制图形需要三步:
1.创建一个VBO,使内存中的数据,存到显卡缓存中;VBO的任务就是这一件事;
2.创建一VAO,也就是属性的数组,负责把现存中的的数据,绑定属性,指定数据的使用规则,使着色器明白那些数据是颜色,那些是坐标;
3.着色器程序,运行在GPU中,负责把现存中的数据,通过计算渲染出图片;
绘制一个顶点颜色不同的三角形,需要给三角形的每隔顶点设置一个颜色,这也就需要一些颜色数据。我们可以单独定义一下顶点数据和颜色数据。
GLfloat ver[] = {
//如果话两个三角形的话,常规画法,定义两个三角形的位置点
//第一个三角形
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
GLfloat verColor[] = {
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
};
看一下绘制效果:
#pragma once
#include <QOpenGLWindow>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
class QOpenGLFunctions_3_3_Core;
class HelloShaderSelf : public QOpenGLWindow {
Q_OBJECT
public:
HelloShaderSelf();
~HelloShaderSelf();
private:
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
QOpenGLFunctions_3_3_Core* _openGLCore;
GLuint _VBO;//顶点位置VBO
GLuint _VBOColor;//顶点颜色VBO
GLuint _VAO;
QOpenGLShaderProgram _shaderProgram;//着色器程序,所里系统所有的着色器
};
#include <QOpenGLFunctions_3_3_Core>
#include <QVector4D>
#include <QMath.h>
#include "HelloShaderSelf.h"
HelloShaderSelf::HelloShaderSelf() {
}
HelloShaderSelf::~HelloShaderSelf() {
}
void HelloShaderSelf::initializeGL() {
_openGLCore = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
GLfloat ver[] = {
//如果话两个三角形的话,常规画法,定义两个三角形的位置点
//第一个三角形
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
GLfloat verColor[] = {
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
};
_openGLCore->glGenBuffers(1, &_VAO);
_openGLCore->glGenBuffers(1, &_VBO);
_openGLCore->glGenBuffers(1, &_VBOColor);
_openGLCore->glBindVertexArray(_VAO);
//把定位位置数据写入显卡缓存
_openGLCore->glBindBuffer(GL_ARRAY_BUFFER, _VBO);
_openGLCore->glBufferData(GL_ARRAY_BUFFER, sizeof(ver), ver, GL_STATIC_DRAW);
_openGLCore->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
_openGLCore->glEnableVertexAttribArray(0);
//把顶点颜色数据写入显卡缓存
_openGLCore->glBindBuffer(GL_ARRAY_BUFFER, _VBOColor);
_openGLCore->glBufferData(GL_ARRAY_BUFFER, sizeof(verColor), verColor, GL_STATIC_DRAW);
_openGLCore->glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
_openGLCore->glEnableVertexAttribArray(1);
_openGLCore->glBindVertexArray(0);
QOpenGLShader vertexShager(QOpenGLShader::Vertex);//顶点着色器
vertexShager.compileSourceFile("E:/Projects/QtGuiTest/OPenGLApp/shader/HelloShaderSelf.vert");
QOpenGLShader fragmentShager(QOpenGLShader::Fragment);//片段着色器
fragmentShager.compileSourceFile("E:/Projects/QtGuiTest/OPenGLApp/shader/HelloShaderSelf.frag");
_shaderProgram.addShader(&vertexShager);
_shaderProgram.addShader(&fragmentShager);
_shaderProgram.link();
}
void HelloShaderSelf::resizeGL(int w, int h) {
}
void HelloShaderSelf::paintGL() {
_openGLCore->glClearColor(0.6f, 0.6f, 0.6f, 1.0);
_openGLCore->glClear(GL_COLOR_BUFFER_BIT);
_shaderProgram.bind();
_openGLCore->glBindVertexArray(_VAO);
_openGLCore->glDrawArrays(GL_TRIANGLES, 0, 3);
update();
}
顶点着色器:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
out vec4 outColor;
void main(){
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
outColor = aColor;
}
片元着色器:
#version 330 core
out vec4 fragColor;
in vec4 outColor;//从顶点着色器中传过来的颜色
void main(){
fragColor = outColor;
}
aaa
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