摄像机

一、使用lookat函数处理摄像头问题

widget需要做一些修改,支持按钮wsadqe改变摄像头视角,鼠标左键和滚轮也可以改变位置

#include "widget.h"
#include "ui_widget.h"

GLuint VBO, VAO, EBO;

Widget::Widget()
{
    cameraPos = QVector3D(0.0f, 0.0f, 3.0f);
    cameraFront = QVector3D(0.0f, 0.0f, -1.0f);
    cameraUp = QVector3D(0.0f, 1.0f, 0.0f);
    deltaTime = 0.0f;
    lastFrame = 0.0f;

    firstMouse = true;
    yaw = -90.0f;
    pitch = 0.0f;
    lastX = 800.0f / 2.0;
    lastY = 600.0 / 2.0;
    fov = 45.0f;
}

Widget::~Widget()
{
    delete ourShader;
    core->glDeleteVertexArrays(1, &VAO);
    core->glDeleteBuffers(1, &VBO);
    core->glDeleteBuffers(1, &EBO);
    texture1->destroy();
    texture2->destroy();
}

void Widget::initializeGL()
{
    //着色器部分
    core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
    if (!core) {
          qWarning() << "Could not obtain required OpenGL context version";
          exit(1);
    }
    ourShader = new Shader(":/shader/vertexshadersource.vert", ":/shader/fragmentshadersource.frag");

    //VAO,VBO数据部分
    float vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };

    GLuint indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };


    core->glGenVertexArrays(1, &VAO);
    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);
    //position attribute
    core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), nullptr);
    core->glEnableVertexAttribArray(0);
    //texture coord attribute
    core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (void*)(3 * sizeof(float)));
    core->glEnableVertexAttribArray(1);
    //纹理1
    texture1 = new QOpenGLTexture(QImage(":/image/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
    if(!texture1->isCreated()) {
        qDebug()<<"Failed to load texture" << endl;
    }
    texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
    texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);

    texture1->setMinificationFilter(QOpenGLTexture::Linear);
    texture1->setMagnificationFilter(QOpenGLTexture::Linear);
    texture1->setFormat(QOpenGLTexture::RGBFormat);

    texture2 = new QOpenGLTexture(QImage(":/image/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
    if(!texture2->isCreated()) {
        qDebug()<<"Failed to load texture" << endl;
    }
    texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
    texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);

    texture2->setMinificationFilter(QOpenGLTexture::Linear);
    texture2->setMagnificationFilter(QOpenGLTexture::Linear);
    texture2->setFormat(QOpenGLTexture::RGBFormat);
    ourShader->use();
    ourShader->shaderProgram.setUniformValue("texture1", 0);
    ourShader->shaderProgram.setUniformValue("texture2", 1);
    mtime.start();

    core->glEnable(GL_DEPTH_TEST);
}

QVector3D cubePositions[] = {
    QVector3D(0.0f,  0.0f,  0.0f),
    QVector3D( 2.0f,  5.0f, -15.0f),
    QVector3D(-1.5f, -2.2f, -2.5f),
    QVector3D(-3.8f, -2.0f, -12.3f),
    QVector3D( 2.4f, -0.4f, -3.5f),
    QVector3D(-1.7f,  3.0f, -7.5f),
    QVector3D( 1.3f, -2.0f, -2.5f),
    QVector3D( 1.5f,  2.0f, -2.5f),
    QVector3D( 1.5f,  0.2f, -1.5f),
    QVector3D(-1.3f,  1.0f, -1.5f)
};


void Widget::paintGL()
{
    deltaTime = (GLfloat)mtime.elapsed()/100 - lastFrame;
    lastFrame = (GLfloat)mtime.elapsed()/100;

    core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ourShader->use();
    core->glActiveTexture(GL_TEXTURE1);
    texture2->bind();
    core->glActiveTexture(GL_TEXTURE0);
    texture1->bind();    

    QMatrix4x4 view, projection;
    view.translate(QVector3D(0.0f, 0.0f, -3.0f));
    projection.perspective(fov, (GLfloat)width()/(float)height(), 0.1f, 100.0f);
    ourShader->use();
    ourShader->shaderProgram.setUniformValue("view", view);
    ourShader->shaderProgram.setUniformValue("projection", projection);

//    ourShader->use();
    view.lookAt(cameraPos, cameraPos+cameraFront, cameraUp);
    ourShader->shaderProgram.setUniformValue("view", view);
    core->glBindVertexArray(VAO);

    for(unsigned int i=0;i<10;i++) {
        QMatrix4x4 model;
        model.translate(cubePositions[i]);
        if(i%3 == 0) {
            float angle = 20.0f*i + (float)mtime.elapsed()/10;
            model.rotate(angle, QVector3D(0.5f, 1.0f, 0.0f));
        }
        ourShader->shaderProgram.setUniformValue("model", model);
        core->glDrawArrays(GL_TRIANGLES, 0, 36);
    }

    update();
}

void Widget::resizeGL(int w, int h)
{
    core->glViewport(0, 0, w, h);
}

void Widget::keyPressEvent(QKeyEvent *event)
{
    GLfloat cameraSpeed = 2.5 * deltaTime;
    if(event->key() == Qt::Key_W) {
        cameraPos -= cameraFront * cameraSpeed;
    }

    if(event->key() == Qt::Key_S) {
        cameraPos += cameraFront * cameraSpeed;
    }

    if(event->key() == Qt::Key_A) {
        cameraPos -= (QVector3D::crossProduct(cameraFront, cameraUp).normalized()) * cameraSpeed;
    }

    if(event->key() == Qt::Key_D) {
        cameraPos += (QVector3D::crossProduct(cameraFront, cameraUp).normalized()) * cameraSpeed;
    }
    if(event->key() == Qt::Key_E) {
        cameraPos += cameraUp * cameraSpeed;
    }
    if(event->key() == Qt::Key_Q) {
        cameraPos -= cameraUp * cameraSpeed;
    }
}

void Widget::mouseMoveEvent(QMouseEvent *event)
{
    GLfloat xpos = event->pos().x();
    GLfloat ypos = event->pos().y();
    if (firstMouse) {
        lastX = event->pos().x();
        lastY = event->pos().y();
        firstMouse = false;
    }

    GLfloat xoffset = xpos - lastX;
    GLfloat yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
    lastX = xpos;
    lastY = ypos;

    GLfloat sensitivity = 0.01f; // change this value to your liking
    xoffset *= sensitivity;
    yoffset *= sensitivity;

    yaw += xoffset;
    pitch += yoffset;

    // make sure that when pitch is out of bounds, screen doesn't get flipped
    if (pitch > 89.0f)
        pitch = 89.0f;
    if (pitch < -89.0f)
        pitch = -89.0f;

    QVector3D front(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch));
    cameraFront = front.normalized();
}

void Widget::wheelEvent(QWheelEvent *event)
{
    QPoint offset = event->angleDelta();
    if(fov >= 1.0f && fov <=45.0f)
        fov -= ((GLfloat)offset.y())/20;
    if(fov < 1.0f)
        fov = 1.0f;
    if(fov > 45.0f)
        fov = 45.0f;
}
widget.cpp

h文件中多了一些变量

#ifndef WIDGET_H
#define WIDGET_H

#include <QWidget>
#include <QGLWidget>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QDebug>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QTime>
#include <QtMath>
#include <QTimer>
#include <QOpenGLTexture>
#include <QKeyEvent>

#include "shader.h"

namespace Ui {
class Widget;
}

class Widget : public QGLWidget
{
    Q_OBJECT

public:
    Widget();
    ~Widget();
public slots:

protected:
    virtual void initializeGL();
    virtual void paintGL();
    virtual void resizeGL(int w, int h);
    virtual void keyPressEvent(QKeyEvent *event);
    virtual void mouseMoveEvent(QMouseEvent *event);
    virtual void wheelEvent(QWheelEvent *event);

private:
    QOpenGLFunctions_3_3_Core *core;
    QOpenGLTexture *texture1, *texture2;
    Shader *ourShader;
    QTimer updateTimer;
    QTime mtime;
    QVector3D cameraPos;
    QVector3D cameraFront;
    QVector3D cameraUp;
    GLfloat deltaTime;
    GLfloat lastFrame;

    GLboolean firstMouse;
    GLfloat yaw;
    GLfloat pitch;
    GLfloat lastX;
    GLfloat lastY;
    GLfloat fov;
};

#endif // WIDGET_H
widget.h

 

 

  • 看看你是否能够修改摄像机类,使得其能够变成一个真正的FPS摄像机(也就是说不能够随意飞行);你只能够呆在xz平面上:

    void Widget::keyPressEvent(QKeyEvent *event)
    {
        GLfloat cameraSpeed = 2.5 * deltaTime;
        if(event->key() == Qt::Key_W) {
            cameraPos -= cameraFront * cameraSpeed;
        }
    
        if(event->key() == Qt::Key_S) {
            cameraPos += cameraFront * cameraSpeed;
        }
    
        if(event->key() == Qt::Key_A) {
            cameraPos -= (QVector3D::crossProduct(cameraFront, cameraUp).normalized()) * cameraSpeed;
        }
    
        if(event->key() == Qt::Key_D) {
            cameraPos += (QVector3D::crossProduct(cameraFront, cameraUp).normalized()) * cameraSpeed;
        }
    //    if(event->key() == Qt::Key_E) {
    //        cameraPos += cameraUp * cameraSpeed;
    //    }
    //    if(event->key() == Qt::Key_Q) {
    //        cameraPos -= cameraUp * cameraSpeed;
    //    }
    }
    keyPressEvent
  • 试着创建你自己的LookAt函数,其中你需要手动创建一个我们在一开始讨论的观察矩阵。用你的函数实现来替换GLM的LookAt函数,看看它是否还能一样地工作:

    #ifndef MYCAMERA_H
    #define MYCAMERA_H
    
    #include <QObject>
    #include <QMatrix4x4>
    #include <QKeyEvent>
    #include <QOpenGLShader>
    #include <QtMath>
    #include <QDebug>
    
    enum Camera_Movement {
        FORWARD,
        BACKWARD,
        LEFT,
        RIGHT,
        UP,
        DOWN
    };
    
    const GLfloat YAW = -90.0f;
    const GLfloat PITCH = 0.0f;
    const GLfloat SPEED = 1.0f;
    const GLfloat SENSITIVITY = 0.01f;
    const GLfloat ZOOM = 45.0f;
    
    class MyCamera : public QObject
    {
        Q_OBJECT
    public:
        explicit MyCamera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f),
                          GLfloat yaw = YAW, GLfloat pitch = PITCH);
    
        QMatrix4x4 getViewMatrix();                     //返回lookat函数
        void processMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constraintPitch = true);//相应鼠标操作函数
        void processMouseScroll(GLfloat yoffset);       //鼠标滚轮事件
        void processInput(GLfloat dt);                  //键盘循环函数
    
        QVector3D position;
        QVector3D worldUp;
        QVector3D front;
    
        QVector3D up;           // view坐标系 的上方向
        QVector3D right;        // view坐标系的 右方向
        //Eular Angles
        GLfloat picth;
        GLfloat yaw;
    
        //Camera options
        GLfloat movementSpeed;
        GLfloat mouseSensitivity;
        GLfloat zoom;
    
        //键盘多键触控所需
        GLboolean keys[1024];
    
    private:
        void updateCameraVectors();
        void processKeyboard(Camera_Movement direction, GLfloat deltaTime);//键盘处理事件函数
    };
    
    #endif // MYCAMERA_H
    myCamera.h

    myCamera.cpp

    #include "mycamera.h"
    
    MyCamera::MyCamera(QVector3D position, QVector3D up, GLfloat yaw, GLfloat pitch) :
        front(QVector3D(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY),
        zoom(ZOOM)
    {
        this->position = position;
        this->worldUp = up;
        this->yaw = yaw;
        this->picth = pitch;
        this->updateCameraVectors();
    
        for(GLuint i = 0; i != 1024; ++i)
            keys[i] = GL_FALSE;
    }
    
    QMatrix4x4 MyCamera::getViewMatrix()
    {
        QMatrix4x4 view;
        view.lookAt(this->position, this->position + this->front, this->up);
        return view;
    }
    
    void MyCamera::processMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constraintPitch)
    {
        xoffset *= this->mouseSensitivity;
        yoffset *= this->mouseSensitivity;
    
        this->yaw += xoffset;
        this->picth += yoffset;
    
        if (constraintPitch) {
            if (this->picth > 89.0f)
                this->picth = 89.0f;
            if (this->picth < -89.0f)
                this->picth = -89.0f;
        }
    
        this->updateCameraVectors();
    }
    
    void MyCamera::processMouseScroll(GLfloat yoffset)
    {
        if (this->zoom >= 1.0f && this->zoom <= 45.0f)
            this->zoom -= yoffset;
          if (this->zoom > 45.0f)
            this->zoom = 45.0f;
          if (this->zoom < 1.0f)
              this->zoom = 1.0f;
    }
    
    void MyCamera::processInput(GLfloat dt)
    {
        if (keys[Qt::Key_W])
          processKeyboard(FORWARD, dt);
        if (keys[Qt::Key_S])
          processKeyboard(BACKWARD, dt);
        if (keys[Qt::Key_A])
          processKeyboard(LEFT, dt);
        if (keys[Qt::Key_D])
          processKeyboard(RIGHT, dt);
        if (keys[Qt::Key_E])
          processKeyboard(UP, dt);
        if (keys[Qt::Key_Q])
          processKeyboard(DOWN, dt);
    }
    
    void MyCamera::updateCameraVectors()
    {
        QVector3D front3(qCos(this->yaw) * qCos(this->picth), qSin(this->picth), qSin(this->yaw) * qCos(this->picth));
        this->front = front3.normalized();
        this->right = QVector3D::crossProduct(this->front, this->worldUp).normalized();
        this->up = QVector3D::crossProduct(this->right, this->front).normalized();
    }
    
    void MyCamera::processKeyboard(Camera_Movement direction, GLfloat deltaTime)
    {
        GLfloat velocity = this->movementSpeed * deltaTime;
        if (direction == FORWARD)
          this->position += this->front * velocity;
        if (direction == BACKWARD)
          this->position -= this->front * velocity;
        if (direction == LEFT)
          this->position -= this->right * velocity;
        if (direction == RIGHT)
          this->position += this->right * velocity;
        if (direction == UP)
          this->position += this->worldUp * velocity;
        if (direction == DOWN)
          this->position -= this->worldUp * velocity;
    }
    myCamera.cpp

    widget.h

    #ifndef WIDGET_H
    #define WIDGET_H
    
    #include <QWidget>
    #include <QGLWidget>
    #include <QOpenGLShader>
    #include <QOpenGLShaderProgram>
    #include <QDebug>
    #include <QOpenGLFunctions>
    #include <QOpenGLFunctions_3_3_Core>
    #include <QTime>
    #include <QtMath>
    #include <QTimer>
    #include <QOpenGLTexture>
    #include <QKeyEvent>
    
    #include "shader.h"
    #include "mycamera.h"
    
    namespace Ui {
    class Widget;
    }
    
    class Widget : public QGLWidget
    {
        Q_OBJECT
    
    public:
        Widget();
        ~Widget();
    public slots:
    
    protected:
        virtual void initializeGL();
        virtual void paintGL();
        virtual void resizeGL(int w, int h);
        void keyPressEvent(QKeyEvent *event);
        void keyReleaseEvent(QKeyEvent *event);
        void mouseMoveEvent(QMouseEvent *event);
        void wheelEvent(QWheelEvent *event);
        void mousePressEvent(QMouseEvent *event);
        void mouseReleaseEvent(QMouseEvent *event);
    
    private:
        QOpenGLFunctions_3_3_Core *core;
        QOpenGLTexture *texture1, *texture2;
        Shader *ourShader;
    //    QTimer updateTimer;
        QTime mtime;
        MyCamera *camera;
    //    QVector3D cameraPos;
    //    QVector3D cameraFront;
    //    QVector3D cameraUp;
        GLfloat deltaTime;
        GLfloat lastFrame;
    
        GLboolean isFirstMouse;
        GLboolean isLeftMousePress;
    //    GLfloat yaw;
    //    GLfloat pitch;
    //    GLfloat fov;
        GLfloat lastX;
        GLfloat lastY;
    };
    
    #endif // WIDGET_H
    widget.h

    widget.cpp

    #include "widget.h"
    #include "ui_widget.h"
    
    GLuint VBO, VAO, EBO;
    
    Widget::Widget()
    {
        deltaTime = 0.0f;
        lastFrame = 0.0f;
    
        lastX = 800.0f / 2.0;
        lastY = 600.0 / 2.0;
    }
    
    Widget::~Widget()
    {
        delete ourShader;
        core->glDeleteVertexArrays(1, &VAO);
        core->glDeleteBuffers(1, &VBO);
        core->glDeleteBuffers(1, &EBO);
        texture1->destroy();
        texture2->destroy();
        delete camera;
    }
    
    void Widget::initializeGL()
    {
        //着色器部分
        core = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
        if (!core) {
              qWarning() << "Could not obtain required OpenGL context version";
              exit(1);
        }
        ourShader = new Shader(":/shader/vertexshadersource.vert", ":/shader/fragmentshadersource.frag");
    
        //VAO,VBO数据部分
        float vertices[] = {
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
    
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
             0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
             0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
             0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
             0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
            -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
            -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
        };
    
        core->glGenVertexArrays(1, &VAO);
        core->glGenBuffers(1, &VBO);
    
        core->glBindVertexArray(VAO);
    
        core->glBindBuffer(GL_ARRAY_BUFFER, VBO);
        core->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        //position attribute
        core->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), nullptr);
        core->glEnableVertexAttribArray(0);
        //texture coord attribute
        core->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (void*)(3 * sizeof(float)));
        core->glEnableVertexAttribArray(1);
        //纹理1
        texture1 = new QOpenGLTexture(QImage(":/image/box.jpg").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture1->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture1->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture1->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture1->setMinificationFilter(QOpenGLTexture::Linear);
        texture1->setMagnificationFilter(QOpenGLTexture::Linear);
        texture1->setFormat(QOpenGLTexture::RGBFormat);
    
        //第二张笑脸
        texture2 = new QOpenGLTexture(QImage(":/image/smile.png").mirrored(), QOpenGLTexture::GenerateMipMaps); //直接生成绑定一个2d纹理, 并生成多级纹理MipMaps
        if(!texture2->isCreated()) {
            qDebug()<<"Failed to load texture" << endl;
        }
        texture2->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
        texture2->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
    
        texture2->setMinificationFilter(QOpenGLTexture::Linear);
        texture2->setMagnificationFilter(QOpenGLTexture::Linear);
        texture2->setFormat(QOpenGLTexture::RGBFormat);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("texture1", 0);
        ourShader->shaderProgram.setUniformValue("texture2", 1);
        mtime.start();
    
        core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        core->glEnable(GL_DEPTH_TEST);
    
        //初试化相机
        camera = new MyCamera(QVector3D(0.0f, 0.0f, 3.0f));
    
        deltaTime = 0.0f;
        lastFrame = 0.0f;
    
        isFirstMouse = GL_TRUE;
        isLeftMousePress = GL_FALSE;
        lastX = width() / 2.0f;
        lastY = height() / 2.0f;
    }
    
    QVector3D cubePositions[] = {
        QVector3D(0.0f,  0.0f,  0.0f),
        QVector3D( 2.0f,  5.0f, -15.0f),
        QVector3D(-1.5f, -2.2f, -2.5f),
        QVector3D(-3.8f, -2.0f, -12.3f),
        QVector3D( 2.4f, -0.4f, -3.5f),
        QVector3D(-1.7f,  3.0f, -7.5f),
        QVector3D( 1.3f, -2.0f, -2.5f),
        QVector3D( 1.5f,  2.0f, -2.5f),
        QVector3D( 1.5f,  0.2f, -1.5f),
        QVector3D(-1.3f,  1.0f, -1.5f)
    };
    
    
    void Widget::paintGL()
    {
        GLfloat currentFrame = (GLfloat)mtime.elapsed()/100;
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
    
        camera->processInput(deltaTime);
        core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        ourShader->use();
        core->glActiveTexture(GL_TEXTURE0);
        texture2->bind();
        core->glActiveTexture(GL_TEXTURE1);
        texture1->bind();    
    
        QMatrix4x4 view, projection;
        view.translate(QVector3D(0.0f, 0.0f, -3.0f));
        projection.perspective(camera->zoom, (GLfloat)width()/(GLfloat)height(), 0.1f, 200.f);
        ourShader->use();
        ourShader->shaderProgram.setUniformValue("view", camera->getViewMatrix());
        ourShader->shaderProgram.setUniformValue("projection", projection);
    
        for(GLuint i=0;i<10;i++) {
            QMatrix4x4 model;
            model.translate(cubePositions[i]);
            model.rotate(20.0f*i, cubePositions[i]);
    
            ourShader->shaderProgram.setUniformValue("model", model);
            core->glBindVertexArray(VAO);
            core->glDrawArrays(GL_TRIANGLES, 0, 36);
        }
    
        update();
    }
    
    void Widget::resizeGL(int w, int h)
    {
        core->glViewport(0, 0, w, h);
    }
    
    void Widget::keyPressEvent(QKeyEvent *event)
    {
        GLuint key = event->key();
        if(key >= 0 && key<1024)
            camera->keys[key] = GL_TRUE;
    }
    
    void Widget::keyReleaseEvent(QKeyEvent *event)
    {
        GLuint key = event->key();
        if(key >= 0 && key < 1024)
            camera->keys[key] = GL_FALSE;
    }
    
    void Widget::mouseMoveEvent(QMouseEvent *event)
    {
        GLfloat xpos = event->pos().x();
        GLfloat ypos = event->pos().y();
    
        if(isLeftMousePress){
            if (isFirstMouse){
                lastX = xpos;
                lastY = ypos;
                isFirstMouse = GL_FALSE;
            }
    
            GLint xoffset = xpos - lastX;
            GLint yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
            lastX = xpos;
            lastY = ypos;
            camera->processMouseMovement(xoffset, yoffset);
        }
    }
    
    void Widget::wheelEvent(QWheelEvent *event)
    {
        QPoint offset = event->angleDelta();
        camera->processMouseScroll(offset.y()/20.0f);
    }
    
    void Widget::mousePressEvent(QMouseEvent *event)
    {
        if(event->button() == Qt::LeftButton){ //注意是button()不是buttons();
            isLeftMousePress = GL_TRUE;
        }
    }
    
    void Widget::mouseReleaseEvent(QMouseEvent *event)
    {
        if(event->button() == Qt::LeftButton){ //注意是button()不是buttons();
            isLeftMousePress = GL_FALSE;
            isFirstMouse = GL_TRUE;
        }
    }
    widget.cpp

     

posted @ 2019-12-26 19:00  习惯就好233  阅读(206)  评论(0编辑  收藏  举报