dun*_*naj 3 c++ opengl qt qt5 visual-studio-2013
我正在准备一个桌面应用程序来绘制一些2D图.我正在使用C++:Qt 5和visual studio 2013.我创建了一个简单的GUI并将myQOpenGLWidget放入其中.我已经使用自己的openGl着色器绘制了图形,轴和刻度.一切正常,现在我想将描述添加到我的轴和刻度线,以使图形可以分析.就像在OpenGL中一样,没有用于渲染文本的专用函数,我想出了使用QPainter对象只是为了已经创建的绘图添加了所需的描述.以下是开始的问题......
这是我的QopenGLWidget实现的功能:
void GLWidget::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
vertexShad = new QOpenGLShader(QOpenGLShader::Vertex);
fragmentShad = new QOpenGLShader(QOpenGLShader::Fragment);
bool flag = vertexShad->compileSourceFile(QString("vs.glsl"));
if (flag) printf("compiled vertex Shader\n");
flag = fragmentShad->compileSourceFile(QString("fs.glsl"));
if (flag) printf("compiled fragment Shader\n");
flag = program.addShader(vertexShad);
if (flag) printf("linked vertex Shader\n");
flag = false;
flag =program.addShader(fragmentShad);
if (flag) printf("linked fragment Shader\n");
program.link();
program.bind();
}
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paintGL:
void GLWidget::paintGL() {
painter = new QPainter(this);
painter->beginNativePainting();
glViewport(0, 0, this->width(), this->height());
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
drawAxes();
glViewport(MARGIN, MARGIN, this->width() - MARGIN * 2, this->height() - MARGIN * 2);
glScissor(MARGIN, MARGIN, this->width() - MARGIN * 2, this->height() - MARGIN * 2);
glEnable(GL_SCISSOR_TEST);
// here are the functions which use native openGL code
// ...
// disabling openGL settings
glDisable(GL_SCISSOR_TEST);
glDisable(GL_POINT_SPRITE);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_BLEND);
painter->endNativePainting();
drawTicksValues(); // function that uses QPainter
painter->end();
}
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drawTicksValues:
void GLWidget::drawTicksValues() {
char * maxText = new char[4];
sprintf(maxText, "%d", maxY);
char * minText = new char[4];
sprintf(minText, "%d", minY);
painter->drawText(0, MARGIN, QString(maxText));
painter->drawText(0, height() - MARGIN, QString(minText));
painter->drawText(MARGIN, height() - MARGIN + 20, QString("0"));
painter->drawText(width() - MARGIN, height() - MARGIN + 20, QString(100));
}
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主要:
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QSurfaceFormat format;
format.setSamples(4);
format.setDepthBufferSize(24);
format.setStencilBufferSize(8);
QSurfaceFormat::setDefaultFormat(format);
SymmGaitModels w;
w.show();
return a.exec();
}
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不幸的是,当我运行代码时,使用未注释的QPainter部分,轴和图被清除,只显示我用QPainter绘制的数字.但是如果我评论QPainter部分,那么绘图和轴都会正常绘制.有什么建议我如何将QPainter文本添加到我的情节而不是清除它?
我终于成功了.
首先,我必须更改并设置格式(您必须在显示小部件之前更改它),例如在main函数中,在我的应用程序显示之前
主要:
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
SymmGaitModels w;
// GLWidget is my implemantation of QOpenGLWidget
GLWidget* gl = w.findChild<GLWidget*>("OpenGLWidget");
QSurfaceFormat format;
//format.setSamples(4);
//format.setDepthBufferSize(24);
//format.setStencilBufferSize(8);
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
QSurfaceFormat::setDefaultFormat(format);
gl->setFormat(format);
w.show();
return a.exec();
}
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而且,我不得不在我的openGL函数之间移动所有(甚至启用和禁用诸如blend,point_sprite等之类的东西,这会导致我的问题)
QPainter-> beginNativePainting()
...
QPainter->endNativePainting();
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我不得不实现paintEvent函数.我只是把paintGL()表达式放在那里.现在我的函数看起来像这样:
void GLWidget::initializeGL() {
printf("autoFILL: %d\n",this->autoFillBackground());
initializeOpenGLFunctions(); // this function has to stay in initializeGL
// commented functions below has to be removed and put after beginNativePainting
//glEnable(GL_POINT_SPRITE);
//glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// shaders may be compiled and added here, but program has to be linked and built after beginNativePainting()
vertexShad = new QOpenGLShader(QOpenGLShader::Vertex);
fragmentShad = new QOpenGLShader(QOpenGLShader::Fragment);
bool flag = vertexShad->compileSourceFile(QString("vs.glsl"));
//bool flag = vertexShad->compileSourceCode(vertexShadSrc);
if (flag) printf("compiled vertex Shader\n");
flag = fragmentShad->compileSourceFile(QString("fs.glsl"));
//flag = fragmentShad->compileSourceCode(fragmentShadSrc);
if (flag) printf("compiled fragment Shader\n");
flag = program.addShader(vertexShad);
if (flag) printf("linked vertex Shader\n");
flag = false;
flag =program.addShader(fragmentShad);
if (flag) printf("linked fragment Shader\n");
}
void GLWidget::paintEvent(QPaintEvent *e) {
paintGL(); // still this, widget has to be now refreshed by widget->update()
}
void GLWidget::paintGL() {
painter = new QPainter(this);
painter->beginNativePainting();
//
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
program.link();
program.bind();
//
glViewport(0, 0, this->width(), this->height());
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
drawAxes();
glViewport(MARGIN, MARGIN, this->width() - MARGIN * 2, this->height() - MARGIN * 2);
glScissor(MARGIN, MARGIN, this->width() - MARGIN * 2, this->height() - MARGIN * 2);
glEnable(GL_SCISSOR_TEST);
// methods using native openGL functions here
glDisable(GL_SCISSOR_TEST);
glDisable(GL_POINT_SPRITE);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_BLEND);
program.disconnect();
painter->endNativePainting();
drawTicksValues();
painter->end();
}
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添加paintEvent实现后,必须使用widget-> update()刷新openGL小部件.
希望它对那些努力使用QPainter和原生openGL函数的人有所帮助,因为Qt doc在这个主题上似乎有点浅薄.
谢谢!亚当