QT+Opengl ES2.0显示立方体

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好嘞,这一次是一个不错的突破。前几次的文章中已经将点云用QT结合opengl显示出来了,但是所用的opengl为固定管线绘制方式。这种方式效率低下,比方说你有一块100W的点云,那么每次paint的时候都要循环绘制100W个点在屏幕上,这也就是为什么传统opengl显示800W的点云就开始卡B了。
    笔者寄希望于QT中的OpenglES2.0,这种采用顶点缓存和索引缓存的绘制方式大大提升了效率。
    无奈的是,OpenglES2.0的绘制管线本来就十分复杂,再加上QT这个虚架子,网上的例子少而又少,导致很多人望而却步。
    笔者研究了QT Creator自带的所有的Opengl例程,这些例程无一例外地使用了OpenglES2.0的可编程管线,但是却没有一个例子符合我的要求,它们全部都进行了纹理加载和显示,因此着色器也显得相当复杂,而在这之前作者一点着色器的编程经验也没有。我们知道绘制点云是不需要纹理坐标的,那么就有必要官方例子进行改进。
    笔者这才决定,先把官方的纹理立方体修改为彩色立方体,然后再从彩色立方体过渡到点云。实际上修改为彩色立方体之后,再修改为显示点云已经是小菜一碟了。
    但这时我发现噩梦才刚刚开始。我必须先须学习glsl语言,然后重新定义顶点缓存和索引缓存进行绘制,只要有微小的错误都有可能导致错误的结果。
    为了这点事情,作者不得不每天下班坐一个多小时的车回寝室然后开始研究。本人查遍了网上几乎所有相关博文,但是一篇能用的都没有。作者在这一点上是很失望的。
    还好本人有着打不死的小强精神,经过线索的拼凑,这一问题终于在第四个夜晚——今天告破了。
    QT+opengl ES 2.0的彩色立方体终于被本人无情地显示出来了。同时也感叹求学不易,少年仍需努力。
    下面我就把代码全部分享出来,打上必要的注释。

    老规矩,我们先上效果。


这个GIF是不是显示有点问题啊。。。不过不管了。关键的地方我用红色标注了。
上代码。

首先是一个点云发动机,我们在这里面进行索引和缓存的定义,它继承自QOpenGLFunctions

class qScarlet_GLCloudEngin_ES2 : protected QOpenGLFunctions{public:    qScarlet_GLCloudEngin_ES2();    virtual ~qScarlet_GLCloudEngin_ES2();    void drawCubeGeometry(QOpenGLShaderProgram *program);private:    void initCubeGeometry();    QOpenGLBuffer arrayBuf;    QOpenGLBuffer indexBuf;};
它的CPP对应如下:

qScarlet_GLCloudEngin_ES2::qScarlet_GLCloudEngin_ES2()    : indexBuf(QOpenGLBuffer::IndexBuffer){    initializeOpenGLFunctions();    // Generate 2 VBOs    arrayBuf.create();    indexBuf.create();    // Initializes cube geometry and transfers it to VBOs    initCubeGeometry();}qScarlet_GLCloudEngin_ES2::~qScarlet_GLCloudEngin_ES2(){    arrayBuf.destroy();    indexBuf.destroy();}void qScarlet_GLCloudEngin_ES2::initCubeGeometry(){    // For cube we would need only 8 vertices but we have to    // duplicate vertex for each face because texture coordinate    // is different.//这里是八个顶点的存储位置    CubeVertexData vertices[] = {        // Vertex data for face 0        {QVector3D(1.0f,  1.0f,  1.0f), QVector3D(0.0f, 0.0f,1.0f)},  // v0        {QVector3D(-1.0f, 1.0f,  1.0f), QVector3D(1.0f, 0.0f,1.0f)}, // v1        {QVector3D(-1.0f, -1.0f,  1.0f), QVector3D(0.0f, 1.0f,1.0f)},  // v2        {QVector3D( 1.0f, -1.0f,  1.0f), QVector3D(1.0f, 1.0f,1.0f)}, // v3        // Vertex data for face 1        {QVector3D( 1.0f, 1.0f,  -1.0f), QVector3D( 1.0f, 0.0f,0.0f)}, // v4        {QVector3D( -1.0f, 1.0f,  -1.0f), QVector3D(0.0f,1.0f, 0.0f)}, // v5        {QVector3D( -1.0f,  -1.0f,  -1.0f), QVector3D(1.0f, 1.0f,0.0f)},  // v6        {QVector3D( 1.0f,  -1.0f,  -1.0f), QVector3D(0.33f, 0.30f,0.60f)}, // v7    };//它们的索引缓存。    GLushort indices[] = {        0,1,2,0,2,3,        4,0,3,4,3,7,        5,4,7,5,7,6,        1,5,6,1,6,2,        5,1,0,5,0,4,        6,7,3,6,3,2    };    // Transfer vertex data to VBO 0    arrayBuf.bind();    arrayBuf.allocate(vertices, 8 * sizeof(CubeVertexData));//这里放置顶点缓存的个数,立方体一共有八个顶点,而不是六个。。。    // Transfer index data to VBO 1    indexBuf.bind();    indexBuf.allocate(indices, 36 * sizeof(GLushort));//面片有3*2*6一共36个顶点。} void qScarlet_GLCloudEngin_ES2::drawCubeGeometry(QOpenGLShaderProgram *program){    // Tell OpenGL which VBOs to use    arrayBuf.bind();    indexBuf.bind();    // Offset for position    quintptr offset = 0;    // Tell OpenGL programmable pipeline how to locate vertex position data    int vertexLocation = program->attributeLocation("a_position");//这个名字一定要和glsl对应好,下面的colAttr也是。,他们是作为输入参数在glsl中被存储的。    program->enableAttributeArray(vertexLocation);    program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(CubeVertexData));    // Offset for texture coordinate    offset += sizeof(QVector3D);    // Tell OpenGL programmable pipeline how to locate vertex texture coordinate data    int texcoordLocation = program->attributeLocation("colAttr");    program->enableAttributeArray(texcoordLocation);    program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset,3, sizeof(CubeVertexData));    // Draw cube geometry using indices from VBO 1    //GL_TRIANGLE_FAN  GL_TRIANGLE_STRIP GL_QUADS  GL_TRIANGLE_STRIP GL_POINTS    glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);}
然后是一个用于显示和控制旋转缩放的Wildget,这个借鉴了官方例子的相机,因为我觉得它的控制做得满足我的要求。
class qScarlet_GLWidget_ES2 : public QOpenGLWidget, protected QOpenGLFunctions{    Q_OBJECTpublic:    explicit qScarlet_GLWidget_ES2(QWidget *parent = 0);    ~qScarlet_GLWidget_ES2();protected:    void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;    void mouseReleaseEvent(QMouseEvent *e) Q_DECL_OVERRIDE;    void mouseMoveEvent(QMouseEvent *e) Q_DECL_OVERRIDE;    void timerEvent(QTimerEvent *e) Q_DECL_OVERRIDE;    void wheelEvent(QWheelEvent *e);    void initializeGL() Q_DECL_OVERRIDE;    void resizeGL(int w, int h) Q_DECL_OVERRIDE;    void paintGL() Q_DECL_OVERRIDE;    void initShaders();    void initTextures();private:    QBasicTimer timer;    QOpenGLShaderProgram program;    qScarlet_GLCloudEngin_ES2 *geometries;    QOpenGLTexture *texture;    //we don't use texture but we leave it along.    QMatrix4x4 projection;    QVector2D mousePressPosition;    QVector3D rotationAxis;    qreal angularSpeed;    QQuaternion rotation;    GLfloat zoom;};
它的cpp文件对应如下: 

qScarlet_GLWidget_ES2::qScarlet_GLWidget_ES2(QWidget *parent) :    QOpenGLWidget(parent),    geometries(0),    texture(0),    angularSpeed(0){    //resourcescarlet2.qrc    //也不知道这句话是不是有用    //Q_INIT_RESOURCE(resourcescarlet2);}qScarlet_GLWidget_ES2::~qScarlet_GLWidget_ES2(){    // Make sure the context is current when deleting the texture    // and the buffers.    makeCurrent();    delete texture;    delete geometries;    doneCurrent();}void qScarlet_GLWidget_ES2::mousePressEvent(QMouseEvent *e){    // Save mouse press position    mousePressPosition = QVector2D(e->localPos());}void qScarlet_GLWidget_ES2::mouseMoveEvent(QMouseEvent *e){    // Mouse release position - mouse press position    QVector2D diff = QVector2D(e->localPos()) - mousePressPosition;    // Rotation axis is perpendicular to the mouse position difference    // vector    QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized();    // Accelerate angular speed relative to the length of the mouse sweep    qreal acc = diff.length() / 100.0;    // Calculate new rotation axis as weighted sum    rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();    angularSpeed += acc;}void qScarlet_GLWidget_ES2::mouseReleaseEvent(QMouseEvent *e){    angularSpeed=0;}void qScarlet_GLWidget_ES2::timerEvent(QTimerEvent *){    // Decrease angular speed (friction)    angularSpeed *= 0.79;//使用乘法来降低速度666    // Stop rotation when speed goes below threshold    if (angularSpeed < 0.01)    {        angularSpeed = 0.0;    }    else    {        // Update rotation        rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;    }    update();}void qScarlet_GLWidget_ES2::initializeGL(){    initializeOpenGLFunctions();    glClearColor(0, 0, 0, 1);    initShaders();    initTextures();    zoom =-5;    // Enable depth buffer    glEnable(GL_DEPTH_TEST);    // Enable back face culling    glEnable(GL_CULL_FACE);    geometries = new qScarlet_GLCloudEngin_ES2();    // Use QBasicTimer because its faster than QTimer    timer.start(12, this);}void qScarlet_GLWidget_ES2::initShaders()//加载shader,这里必须注意,新加入glsl文件后必须把QTcreator生成的Release文件夹删掉然后重新编译一下才会识别,作者为这个问题活活憋了一个晚上才知道,原来这是QT的bug。马丹。。。。{    // Compile vertex shader    if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/glsl/glsl/qScarlet_vshader.glsl"))        close();    // Compile fragment shader   if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/glsl/glsl/qScarlet_fshader.glsl"))        close();    // Link shader pipeline    if (!program.link())        close();    // Bind shader pipeline for use    if (!program.bind())        close();}void qScarlet_GLWidget_ES2::initTextures(){    // Load cube.png image    texture = new QOpenGLTexture(QImage(":/logo/alllogo/OfficialOpenglCube.png").mirrored());    // Set nearest filtering mode for texture minification    texture->setMinificationFilter(QOpenGLTexture::Nearest);    // Set bilinear filtering mode for texture magnification    texture->setMagnificationFilter(QOpenGLTexture::Linear);    // Wrap texture coordinates by repeating    // f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)    texture->setWrapMode(QOpenGLTexture::Repeat);}void qScarlet_GLWidget_ES2::resizeGL(int w, int h){    // Calculate aspect ratio    qreal aspect = qreal(w) / qreal(h ? h : 1);    // Set near plane to 3.0, far plane to 7.0, field of view 45 degrees    const qreal zNear = 0.001, zFar = 1000.0, fov = 45.0;    // Reset projection    projection.setToIdentity();    // Set perspective projection    projection.perspective(fov, aspect, zNear, zFar);}void qScarlet_GLWidget_ES2::paintGL(){    // Clear color and depth buffer    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    texture->bind();    // Calculate model view transformation    QMatrix4x4 matrix;    matrix.translate(0.0, 0.0, -5.0);//zoom    matrix.translate(0.0, 0.0, zoom);//    matrix.rotate(rotation);    // Set modelview-projection matrix    program.setUniformValue("mvp_matrix", projection * matrix);    // Use texture unit 0 which contains cube.png    //program.setUniformValue("texture", 0);    // Draw cube geometry    geometries->drawCubeGeometry(&program);}void qScarlet_GLWidget_ES2::wheelEvent(QWheelEvent *e){//    当鼠标滑轮在滚动时用于返回滑动的距离,该值等于鼠标旋转角度的8倍。正数值表示滑轮相对于用户在向前滑动,//    相反,负数值表示滑轮相对于用户是向后滑动的。    //int mydelta2 = e->delta();    double ZoomSlowDown =2.5;    zoom += (double)(e->delta())/8.0/15.0/ZoomSlowDown;    update();}
最后把两个最关键的Shader放上来:顶点着色器:#ifdef GL_ESprecision mediump int;precision mediump float;#endifuniform mat4 mvp_matrix;attribute vec4 a_position;  //解释一下,attribute代表这是一个可由外部传入的变量attribute lowp vec4 colAttr;varying lowp vec4 col;//varying代表opengl的传出变量,这个变量会由顶点着色器传出,然后传入像素着色器。void main(){    gl_Position = mvp_matrix * a_position;//     col = colAttr;}然后下面是像素着色器。简单一句话就没了,但是记住这个传出的col的名字一定要和上面相同才行。#ifdef GL_ESprecision mediump int;precision mediump float;#endifvarying lowp vec4 col;void main(){    gl_FragColor = col;} //至此所有代码完毕。




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