1. 概述
QOpenGLTexture
是 Qt5 提供的一个类,用于表示和管理 OpenGL 纹理。它封装了 OpenGL 纹理的创建、分配存储、绑定和设置像素数据等操作,简化了 OpenGL 纹理的使用。
2. 重要函数
构造函数:
QOpenGLTexture(const QImage &image, QOpenGLTexture::MipMapGeneration genMipMaps = GenerateMipMaps)
QOpenGLTexture(QOpenGLTexture::Target target)
纹理配置:
void allocateStorage()
void allocateStorage(QOpenGLTexture::PixelFormat pixelFormat, QOpenGLTexture::PixelType pixelType)
void setFormat(QOpenGLTexture::TextureFormat format)
void setLayers(int layers)
void setSize(int width, int height = 1, int depth = 1)
绑定和解绑:
void bind()
void bind(uint unit, QOpenGLTexture::TextureUnitReset reset = DontResetTextureUnit)
void release()
void release(uint unit, QOpenGLTexture::TextureUnitReset reset = DontResetTextureUnit)
设置像素数据:
void setData(int mipLevel, QOpenGLTexture::PixelFormat sourceFormat, QOpenGLTexture::PixelType sourceType, const void *data, const QOpenGLPixelTransferOptions *const options = nullptr)
void setData(const QImage &image, QOpenGLTexture::MipMapGeneration genMipMaps = GenerateMipMaps)
生成 Mipmaps:
void generateMipMaps()
void generateMipMaps(int baseLevel, bool resetBaseLevel = true)
获取纹理属性:
int width() const
int height() const
int depth() const
GLuint textureId() const
3. 常用枚举类型
BindingTarget:纹理绑定目标,如
BindingTarget2D
、BindingTargetCubeMap
等。ComparisonFunction:深度和模板比较函数。
ComparisonMode:比较模式,如
CompareRefToTexture
。CubeMapFace:立方体贴图的各个面,如
CubeMapPositiveX
。DepthStencilMode:深度和模板模式。
Feature:纹理特性,如
TextureRectangle
、TextureArrays
。Filter:纹理过滤方式,如
Nearest
、Linear
。MipMapGeneration:是否生成 Mipmaps,
GenerateMipMaps
或DontGenerateMipMaps
。PixelFormat:像素格式,如
RGBA8888
。PixelType:像素类型,如
UnsignedByte
。SwizzleComponent:颜色通道,如
SwizzleRed
。SwizzleValue:颜色值,如
RedValue
。Target:纹理目标,如
Target2D
。TextureFormat:纹理格式,如
RGB8_UNorm
。WrapMode:纹理环绕模式,如
Repeat
、ClampToEdge
。
#include "widget.h"
float vertices[] = {
// positions // colors // texture coords
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 // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
MyGLWidget::MyGLWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
MyGLWidget::~MyGLWidget()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
}
void MyGLWidget::initializeGL()
{
initializeOpenGLFunctions(); // 初始化 OpenGL 函数
bool success;
m_shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,":/shader/shader.vert");
m_shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,":/shader/shader.frag");
success=m_shaderProgram.link();
if(!success) qDebug()<<"ERR:"<<m_shaderProgram.log();
//创建、绑定VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//创建、绑定VBO + 填充数据
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
//设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 颜色属性
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1);
//纹理坐标
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
//解绑缓冲区和 VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//创建、绑定纹理
m_diffuseTex = new QOpenGLTexture(QImage(":/img/container.png").mirrored());
m_specularTex = new QOpenGLTexture(QImage(":/img/awesomeface.png").mirrored());
m_shaderProgram.bind();
m_shaderProgram.setUniformValue("texture1", 0);
m_shaderProgram.setUniformValue("texture2", 1);;
}
void MyGLWidget::paintGL()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); // 清除颜色缓冲区
m_shaderProgram.bind();
m_diffuseTex->bind(0);
m_specularTex->bind(1);
glBindVertexArray(VAO);
//glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void MyGLWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w, h); // 设置视口大小
}
unsigned int MyGLWidget::loadTexture(const char *fileName, bool alpha)
{
unsigned int texture;
glGenTextures(1, &texture); // 生成纹理 ID
glBindTexture(GL_TEXTURE_2D, texture); // 绑定纹理
// 设置纹理参数
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#if 0
// 加载图片并转换为 OpenGL 格式
QImage image;
if (!image.load(fileName))
{
qWarning() << "Failed to load texture image";
return 0;
}
image = QGLWidget::convertToGLFormat(image); // 转换为 OpenGL 格式
unsigned char *data = image.bits();
// 生成纹理
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D); // 生成多级渐远纹理
#else
QFile file(fileName);
file.copy(file.fileName(), QFileInfo(file).fileName());
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(QFileInfo(file).fileName().toStdString().c_str(), &width, &height, &nrChannels, 0);
if (data)//awesomeface container
{
if(alpha)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture1" << std::endl;
}
stbi_image_free(data);
#endif
return texture;
}
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