你好,GLES3 示例

通过QOpenGLExtraFunctions 演示 OpenGL ES 3.0 功能。

概述

本示例通过QOpenGLExtraFunctions 演示了 OpenGL ES 3.0 功能在应用程序中的简便、跨平台使用,该应用程序在使用 OpenGL 3.3 的台式机平台和使用 OpenGL ES 3.0 的移动/嵌入式设备上运行相同。

本示例不依赖QWidget ,而是使用QOpenGLWindow ,这是QWindow 的一个方便子类,可以轻松实现包含 OpenGL 渲染内容的窗口。从这个意义上说,它是对《OpenGL 窗口示例》的补充,后者展示了在不使用便利子类的情况下基于 OpenGL 的QWindow 的实现。

Hello GL2 示例中包含了 Qt 徽标形状的实现。

在与使用 OpenGL 有关的其他方面,存在以下差异。

  • OpenGL 上下文创建必须有足够高的版本号,以满足所使用功能的要求。
  • 着色器的版本指令有所不同。

在 main.cpp 中设置

在此,我们将实例化QGuiApplication 、QSurfaceformat 并设置其depth buffer size

int main(int argc, char *argv[])
{
    QGuiApplication app(argc, argv);

    QSurfaceFormat fmt;
    fmt.setDepthBufferSize(24);

我们请求 OpenGL 3.3 核心或 OpenGL ES 3.0 上下文,具体取决于QOpenGLContext::openGLModuleType():

   如果(QOpenGLContext::openGLModuleType()==QOpenGLContext::LibGL) {        qDebug("Requesting 3.3 core context");
        fmt.setVersion(3, 3); fmt.setProfile(QSurfaceFormat::CoreProfile); }else{        qDebug("Requesting 3.0 context");
        fmt.setVersion(3, 0); } QSurfaceFormat::setDefaultFormat(fmt);

我们设置默认表面格式并实例化 GLWindowglWindow

实现 GLWindow

该类提供了示例应用程序的功能。

首先,通过实现QOpenGLWindow 的子类来声明GLWindow

class GLWindow : public QOpenGLWindow

使用Q_PROPERTY 声明了以下属性:

{
    Q_OBJECT
    Q_PROPERTY(float z READ z WRITE setZ)
    Q_PROPERTY(float r READ r WRITE setR)
    Q_PROPERTY(float r2 READ r2 WRITE setR2)

声明了以下公共函数:

public:
    GLWindow();
    ~GLWindow();

    void initializeGL();
    void resizeGL(int w, int h);
    void paintGL();

    float z() const { return m_eye.z(); }
    void setZ(float v);

    float r() const { return m_r; }
    void setR(float v);
    float r2() const { return m_r2; }
    void setR2(float v);

声明了以下私有对象

private slots:
    void startSecondStage();
private:
    QOpenGLTexture *m_texture = nullptr;
    QOpenGLShaderProgram *m_program = nullptr;
    QOpenGLBuffer *m_vbo = nullptr;
    QOpenGLVertexArrayObject *m_vao = nullptr;
    Logo m_logo;
    int m_projMatrixLoc = 0;
    int m_camMatrixLoc = 0;
    int m_worldMatrixLoc = 0;
    int m_myMatrixLoc = 0;
    int m_lightPosLoc = 0;
    QMatrix4x4 m_proj;
    QMatrix4x4 m_world;
    QVector3D m_eye;

在实现方面,那些未声明为内联的函数将在glwindow.cpp 中实现(或重新实现)。下文将介绍与使用 OpenGL ES 3.0 有关的实现细节。

动画

以下代码与动画有关,在此不再赘述:

GLWindow::GLWindow()
{
    m_world.setToIdentity();
    m_world.translate(0, 0, -1);
    m_world.rotate(180, 1, 0, 0);

    QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
    animGroup->setLoopCount(-1);
    QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim0->setStartValue(1.5f);
    zAnim0->setEndValue(10.0f);
    zAnim0->setDuration(2000);
    animGroup->addAnimation(zAnim0);
    QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim1->setStartValue(10.0f);
    zAnim1->setEndValue(50.0f);
    zAnim1->setDuration(4000);
    zAnim1->setEasingCurve(QEasingCurve::OutElastic);
    animGroup->addAnimation(zAnim1);
    QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim2->setStartValue(50.0f);
    zAnim2->setEndValue(1.5f);
    zAnim2->setDuration(2000);
    animGroup->addAnimation(zAnim2);
    animGroup->start();

    QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
    rAnim->setStartValue(0.0f);
    rAnim->setEndValue(360.0f);
    rAnim->setDuration(2000);
    rAnim->setLoopCount(-1);
    rAnim->start();

    QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
}

GLWindow::~GLWindow()
{
    makeCurrent();
    delete m_texture;
    delete m_program;
    delete m_vbo;
    delete m_vao;
}

void GLWindow::startSecondStage()
{
    QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
    r2Anim->setStartValue(0.0f);
    r2Anim->setEndValue(360.0f);
    r2Anim->setDuration(20000);
    r2Anim->setLoopCount(-1);
    r2Anim->start();
}

void GLWindow::setZ(float v)
{
    m_eye.setZ(v);
    m_uniformsDirty = true;
    update();
}

void GLWindow::setR(float v)
{
    m_r = v;
    m_uniformsDirty = true;
    update();
}

void GLWindow::setR2(float v)
{
    m_r2 = v;
    m_uniformsDirty = true;
    update();
}

更多信息,请参阅QPropertyAnimation,QSequentialAnimationGroup 文档。

着色器

着色器的定义如下

static const char *vertexShaderSource =
    "layout(location = 0) in vec4 vertex;\n"
    "layout(location = 1) in vec3 normal;\n"
    "out vec3 vert;\n"
    "out vec3 vertNormal;\n"
    "out vec3 color;\n"
    "uniform mat4 projMatrix;\n"
    "uniform mat4 camMatrix;\n"
    "uniform mat4 worldMatrix;\n"
    "uniform mat4 myMatrix;\n"
    "uniform sampler2D sampler;\n"
    "void main() {\n"
    "   ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
    "   vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
    "   float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
    "   mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
    "   color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
    "   vert = vec3(wm * vertex);\n"
    "   vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
    "   gl_Position = projMatrix * camMatrix * wm * vertex;\n"
    "}\n";

static const char *fragmentShaderSource =
    "in highp vec3 vert;\n"
    "in highp vec3 vertNormal;\n"
    "in highp vec3 color;\n"
    "out highp vec4 fragColor;\n"
    "uniform highp vec3 lightPos;\n"
    "void main() {\n"
    "   highp vec3 L = normalize(lightPos - vert);\n"
    "   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
    "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
    "   fragColor = vec4(col, 1.0);\n"
    "}\n";

注意: 这些着色器与 OpenGL 版本无关。我们可以这样定义并添加版本:

QByteArray versionedShaderCode(const char *src)
{
    QByteArray versionedSrc;

    if (QOpenGLContext::currentContext()->isOpenGLES())
        versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
    else
        versionedSrc.append(QByteArrayLiteral("#version 330\n"));

    versionedSrc.append(src);
    return versionedSrc;
}
初始化 OpenGL

着色器程序的初始化由initializeGL() 处理:

void GLWindow::initializeGL()
{
    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();

    QImage img(":/qtlogo.png");
    Q_ASSERT(!img.isNull());
    delete m_texture;
    m_texture = new QOpenGLTexture(img.scaled(32, 36).flipped());

    delete m_program;
    m_program = new QOpenGLShaderProgram;

现在已预置 OpenGL 版本,并设置了各种矩阵和光照位置:

    m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
    m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
    m_program->link();

    m_projMatrixLoc = m_program->uniformLocation("projMatrix");
    m_camMatrixLoc = m_program->uniformLocation("camMatrix");
    m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
    m_myMatrixLoc = m_program->uniformLocation("myMatrix");
    m_lightPosLoc = m_program->uniformLocation("lightPos");

ES 3 并不严格要求创建顶点数组对象。

    delete m_vao;
    m_vao = new QOpenGLVertexArrayObject;
    if (m_vao->create())
        m_vao->bind();

    m_program->bind();
    delete m_vbo;
    m_vbo = new QOpenGLBuffer;
    m_vbo->create();
    m_vbo->bind();
    m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
    f->glEnableVertexAttribArray(0);
    f->glEnableVertexAttribArray(1);
    f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                             nullptr);
    f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                             reinterpret_cast<void *>(3 * sizeof(GLfloat)));
    m_vbo->release();

    f->glEnable(GL_DEPTH_TEST);
    f->glEnable(GL_CULL_FACE);
调整窗口大小

透视图需要与新窗口大小保持一致:

void GLWindow::resizeGL(int w, int h)
{
    m_proj.setToIdentity();
    m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
    m_uniformsDirty = true;
}
绘制

我们使用QOpenGLExtraFunctions 而不是QOpenGLFunctions ,因为我们想做的比 GL(ES) 2.0 提供的更多:

void GLWindow::paintGL()
{
    // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
    // do more than what GL(ES) 2.0 offers.
    QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();

我们将清空屏幕和缓冲区,并绑定着色器程序和纹理:

    f->glClearColor(0, 0, 0, 1);
    f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    m_program->bind();
    m_texture->bind();

处理paintGL() 初始调用或resizeGL() 调用后的调用的逻辑是这样实现的:

    if (m_uniformsDirty) {
        m_uniformsDirty = false;
        QMatrix4x4 camera;
        camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
        m_program->setUniformValue(m_projMatrixLoc, m_proj);
        m_program->setUniformValue(m_camMatrixLoc, camera);
        QMatrix4x4 wm = m_world;
        wm.rotate(m_r, 1, 1, 0);
        m_program->setUniformValue(m_worldMatrixLoc, wm);
        QMatrix4x4 mm;
        mm.setToIdentity();
        mm.rotate(-m_r2, 1, 0, 0);
        m_program->setUniformValue(m_myMatrixLoc, mm);
        m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
    }

最后,我们演示 OpenGL 3.1 或 OpenGL ES 3.0 中引入的函数:

    f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
}

这是因为我们之前要求使用 3.3 或 3.0 上下文。

示例项目 @ code.qt.io

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