initializeGL()函数:
initializeOpenGLFunctions();//创建VBO和VAO对象,并赋予IDglGenVertexArrays(1, &VAO);glGenBuffers(1, &VBO);//绑定VBO和VAO对象glBindVertexArray(VAO);glBindBuffer(GL_ARRAY_BUFFER, VBO);//为当前绑定到target的缓冲区对象创建一个新的数据存储。//如果data不是NULL,则使用来自此指针的数据初始化数据存储glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//告知显卡如何解析缓冲里的属性值glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);//开启VAO管理的第一个属性值glEnableVertexAttribArray(0);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));glEnableVertexAttribArray(1);glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));glEnableVertexAttribArray(2);glBindBuffer(GL_ARRAY_BUFFER, 0);bool success;shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shaders/shapes.vert");shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shaders/shapes.frag");success = shaderProgram.link();if (!success)qDebug() << "ERR:" << shaderProgram.log();glGenBuffers(1, &EBO);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);textureWall = new QOpenGLTexture(QOpenGLTexture::Target2D);textureWall->create();textureWall->setFormat(QOpenGLTexture::DepthFormat);//设置纹理像素格式textureWall->setSize(1404, 1092);//设置纹理宽、高textureWall->allocateStorage();shaderProgram.bind();shaderProgram.setUniformValue("textureWall", 0);glBindVertexArray(0);
paintGL()函数:
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shaderProgram.bind();
glBindVertexArray(VAO);
textureWall->bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
textureWall->release();
textureWall->destroy();
textureWall->create();
on_timeout槽函数:
int data = qrand() % 4 + 1;QString basePath = "images/";QString path = basePath + QString::number(data).append(".tiff");QByteArray cdata = path.toLocal8Bit();cv::Mat imgm = imread(std::string(cdata), cv::IMREAD_UNCHANGED);for (int i = 0; i < imgm.rows; i++) {for (int j = 0; j < imgm.cols; j++) {m_img8bit[i * imgm.cols + j] = imgm.at<uchar>(i, j);}}QImage images(m_img8bit, 1404, 1092, QImage::Format_Grayscale8);//QImage resimg = images.convertToFormat(QImage::Format_RGB888);textureWall->setData(images);update();
顶点坐标:
float vertices[] = {// positions // colors // texture coords1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = { // note that we start from 0!0, 1, 3, // first triangle1, 2, 3 // second triangle
};
动态效果: