坐标

进入3D

shader头文件和cpp

#ifndef SHADER_H
#define SHADER_H

#include <QObject>
#include <QDebug>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QString>

class Shader : public QObject
{
    Q_OBJECT
public:
    explicit Shader(const QString& vertexSourcePath, const QString &fragmentSourcePath);
    ~Shader();
    QOpenGLShaderProgram shaderProgram;

    void use() {
        shaderProgram.bind();
    }
signals:

public slots:
};

#endif // SHADER_H
shader.h
#include "shader.h"

Shader::Shader(const QString &vertexSourcePath, const QString &fragmentSourcePath)
{
    QOpenGLShader vertexShader(QOpenGLShader::Vertex);
    bool success = vertexShader.compileSourceFile(vertexSourcePath);
    if(!success){
        qDebug() << "ERROR::SHADER::VERTEX::COMPILATION_FAILED" << endl;
        qDebug() << vertexShader.log() << endl;
    }

    QOpenGLShader fragmentShader(QOpenGLShader::Fragment);
    success  =fragmentShader.compileSourceFile(fragmentSourcePath);
    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()
{

}
shader.cpp

widget头文件和cpp

#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 "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);

private:
    QOpenGLFunctions_3_3_Core *core;
    QOpenGLTexture *texture1, *texture2;
    Shader *ourShader;
    QTimer updateTimer;
};

#endif // WIDGET_H
widget.h
#include "widget.h"
#include "ui_widget.h"

GLuint VBO, VAO, EBO;

Widget::Widget()
{

}

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
    GLfloat vertices[] = {
        0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
        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
    };

    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, 8*sizeof(GLfloat), nullptr);
    core->glEnableVertexAttribArray(0);
    //color attribute
    core->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(3 * sizeof(float)));
    core->glEnableVertexAttribArray(1);
        // texture coord attribute
    core->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)(6 * sizeof(float)));
    core->glEnableVertexAttribArray(2);
    //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);

    QMatrix4x4 model, view, projection;
    model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
    view.translate(QVector3D(0.0f, 0.0f, -3.0f));
    projection.perspective(45.0f, (float)width()/(float)height(), 0.1f, 100.0f);
    ourShader->use();
    ourShader->shaderProgram.setUniformValue("model", model);
    ourShader->shaderProgram.setUniformValue("view", view);
    ourShader->shaderProgram.setUniformValue("projection", projection);
}

void Widget::paintGL()
{
    core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    core->glClear(GL_COLOR_BUFFER_BIT);

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

    ourShader->use();
    core->glBindVertexArray(VAO);
    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);

    update();
}

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

着色器

#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
    FragColor = mix(texture2D(texture1, TexCoord), texture2D(texture2, TexCoord), 0.2f);
}
fragmentshadersource.frag
#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;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    //注意乘法要从右向左读
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
    ourColor = aColor;
    TexCoord = aTexCoord;
}
vertexshadersource.vert

mian函数

#include "widget.h"
#include <QApplication>

int main(int argc, char *argv[])
{
    QApplication a(argc, argv);
    Widget w;
    w.show();

    return a.exec();
}
main.cpp

更多的3D

修改的部分:

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

GLuint VBO, VAO, EBO;

Widget::Widget()
{

}

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();

    QMatrix4x4 view, projection;
//    model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
    view.translate(QVector3D(0.0f, 0.0f, -3.0f));
    projection.perspective(45.0f, (GLfloat)width()/(float)height(), 0.1f, 100.0f);
    ourShader->use();
//    ourShader->shaderProgram.setUniformValue("model", model);
    ourShader->shaderProgram.setUniformValue("view", view);
    ourShader->shaderProgram.setUniformValue("projection", projection);
}

void Widget::paintGL()
{
    core->glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    core->glClear(GL_COLOR_BUFFER_BIT);

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

    QMatrix4x4 model;
    model.rotate((float)mtime.elapsed()/10, QVector3D(0.5f, 1.0f, 0.0f));

    ourShader->use();
    ourShader->shaderProgram.setUniformValue("model", model);
    core->glBindVertexArray(VAO);
//    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
    core->glDrawArrays(GL_TRIANGLES, 0, 36);

    update();
}

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

修改的着色器:

#version 330 core
layout (location = 0) in vec3 aPos;
//layout (location = 1) in vec3 aColor;
layout (location = 1) in vec2 aTexCoord;

//out vec3 ourColor;
out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    //注意乘法要从右向左读
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
//    ourColor = aColor;
    TexCoord = aTexCoord;
}
vertexshadersource.vert

Z缓冲

initializeGL:
core->glEnable(GL_DEPTH_TEST);


paintGL:
core->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
修改部分

多个3D:

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

GLuint VBO, VAO, EBO;

Widget::Widget()
{

}

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();

    QMatrix4x4 view, projection;
//    model.rotate(-55.0f, QVector3D(1.0f, 0.0f, 0.0f));
    view.translate(QVector3D(0.0f, 0.0f, -3.0f));
    projection.perspective(45.0f, (GLfloat)width()/(float)height(), 0.1f, 100.0f);
    ourShader->use();
//    ourShader->shaderProgram.setUniformValue("model", model);
    ourShader->shaderProgram.setUniformValue("view", view);
    ourShader->shaderProgram.setUniformValue("projection", projection);
    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()
{
    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();    

    ourShader->use();
//    ourShader->shaderProgram.setUniformValue("model", model);
    core->glBindVertexArray(VAO);
//    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
    for(unsigned int i=0;i<10;i++) {
        QMatrix4x4 model;
        model.translate(cubePositions[i]);
        model.rotate((float)mtime.elapsed()/10, 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);
}
改动部分
  • 对GLM的projection函数中的FoVaspect-ratio参数进行实验。看能否搞懂它们是如何影响透视平截头体的。
    • fov越小摄像机越近,fov越大距离越远。aspect-ratio是宽度比例,显示幅面不变的情况下。会有拉伸。
  • 将观察矩阵在各个方向上进行位移,来看看场景是如何改变的。注意把观察矩阵当成摄像机对象。
    • 场景反方向移动了
  • 使用模型矩阵只让是3倍数的箱子旋转(以及第1个箱子),而让剩下的箱子保持静止。
    void Widget::paintGL()
    {
        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();    
    
        ourShader->use();
    //    ourShader->shaderProgram.setUniformValue("model", model);
        core->glBindVertexArray(VAO);
    //    core->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
        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();
    }
    答案
原文地址:https://www.cnblogs.com/ch122633/p/12084288.html