把第一张图放到D盘的1文件夹里面:1.png
triangle.h
#ifndef WIDGET_H
#define WIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QDebug>
#include <QOpenGLFunctions_3_3_Core>
#include "shader.h"
#include <QOpenGLTexture> //新添项
class Triangle : public QOpenGLWidget,protected QOpenGLFunctions
{
Q_OBJECT
public:
Triangle(QWidget* parent=0);
GLuint a;
~Triangle();
protected:
virtual void initializeGL();
virtual void resizeGL(int w, int h);
virtual void paintGL();
private:
Shader *ourShader;
QOpenGLTexture *texture;//新添项
QOpenGLFunctions_3_3_Core *core;
};
#endif // WIDGET_H
triangle.cpp
#include "triangle.h"
GLuint VBO, VAO, EBO;
Triangle::Triangle(QWidget* parent)
:QOpenGLWidget(parent)
{
this->setWindowTitle("Texture");
}
Triangle::~Triangle(){
delete ourShader;
core->glDeleteVertexArrays(1, &VAO);
core->glDeleteBuffers(1, &VBO);
core->glDeleteBuffers(1, &EBO);
texture->destroy(); //纹理使用完 进行删除
}
void Triangle::initializeGL(){
//着色器部分
core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
ourShader = new Shader(":/triangle.vert", ":/triangle.frag");
//VAO,VBO数据部分
GLfloat vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right //注意新的数据,有纹理单元
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
GLuint indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
core->glGenVertexArrays(1, &VAO);//两个参数,第一个为需要创建的缓存数量。第二个为用于存储单一ID或多个ID的GLuint变量或数组的地址
core->glGenBuffers(1, &VBO);
core->glGenBuffers(1, &EBO);
core->glBindVertexArray(VAO);
core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
core->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
core->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
core->glEnableVertexAttribArray(0);
// color attribute
core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
core->glEnableVertexAttribArray(1);
// texture coord attribute
core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
core->glEnableVertexAttribArray(2);
//纹理
texture = new QOpenGLTexture(QImage("D://1//1.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
if(!texture->isCreated()){
qDebug() << "Failed to load texture" << endl;
}
texture->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);// 等于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
texture->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
texture->setMinificationFilter(QOpenGLTexture::Linear); //等价于glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture->setMagnificationFilter(QOpenGLTexture::Linear); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture->setFormat(QOpenGLTexture::RGBFormat); //将纹理储存为rgb值
core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
}
void Triangle::resizeGL(int w, int h){
core->glViewport(0, 0, w, h);
}
void Triangle::paintGL(){
core->glClear(GL_COLOR_BUFFER_BIT);
texture->bind();
ourShader->use();
core->glBindVertexArray(VAO);
core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
shader.h
#ifndef SHADER_H
#define SHADER_H
#include <QDebug>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QString>
class Shader {
public:
Shader(const QString& vertexSourcePath, const QString& fragmentSourcePath);
~Shader();
QOpenGLShaderProgram shaderProgram;
void use(){
shaderProgram.bind();
}
};
#endif // SHADER_H
shader.cpp
#include "shader.h"
Shader::Shader(const QString& vertexPath, const QString& fragmentPath){
QOpenGLShader vertexShader(QOpenGLShader::Vertex);
bool success = vertexShader.compileSourceFile(vertexPath);
if(!success){
qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
qDebug() << vertexShader.log() << endl;
}
QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
success =fragmentShader.compileSourceFile(fragmentPath);
if(!success){
qDebug() << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED" << endl;
qDebug() << fragmentShader.log() << endl;
}
shaderProgram.addShader(&vertexShader);
shaderProgram.addShader(&fragmentShader);
success = shaderProgram.link();
if(!success){
qDebug() << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << endl;
qDebug() << shaderProgram.log() << endl;
}
}
Shader::~Shader(){
}
triangle.frag
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture2D(ourTexture, TexCoord);
}
triangle.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main(){
gl_Position = vec4(aPos, 1.0f);
ourColor = aColor;
TexCoord = aTexCoord;
}
在mainwindow.ui中,添加QWidget,并提升为:Triangle