我把glViewport放在QOpenGLWidget :: resizeGL覆盖的虚函数中,它实际上被调用并且set viewport只使用了widget空间的一部分.但它没有任何效果,内容仍然绘制到全尺寸的小部件.我错过了什么吗?
这是我的代码,
mywidget.h:
class MyWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
explicit MyWidget(QWidget* parent = NULL);
protected:
virtual void initializeGL();
virtual void paintGL();
virtual void resizeGL(int w, int h);
private:
QOpenGLShaderProgram program;
};
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和mywidget.cpp:
MyWidget::MyWidget(QWidget* parent) : QOpenGLWidget(parent)
{
}
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f
};
void MyWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
program.addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vec;\n"
"void main(void)\n"
"{\n"
" gl_Position = vec;\n"
"}");
program.addShaderFromSourceCode(QOpenGLShader::Fragment,
"void main(void)\n"
"{\n"
" gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);\n"
"}");
program.link();
program.bind();
program.enableAttributeArray(0);
program.setAttributeArray(0, squareVertices, 2);
}
void MyWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
//glViewport(0, 0, width()/2, height()/2);
// if I put glViewport here, everything work as intended,
// but we shouldn't need to set viewport everytime render a frame
program.bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
}
void MyWidget::resizeGL(int w, int h)
{
glViewport(0, 0, w/2, h/2);
// this line didn't have any effect, opengl still draw using full widget space
}
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glViewport应该在绘图代码中调用,即paintGL处理程序,而不是其他地方。在窗口重塑处理程序中进行调用glViewport是一种不好的反模式,这种模式在 OpenGL 教程中传播得太广;它不属于那里。