QOpenGL入门教程08:立方体

系列教程索引:QOpenGL入门教程索引

上一篇:QOpenGL入门教程07:旋转

二维图像整完了,接下来我们来看看三维的效果。

将上一篇的代码修改一下

初始化部分

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glGenBuffers(4, &m_vboIds[0]);
GLfloat triangleVertices[] = {
0.0f, 1.0f, 0.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,

0.0f, 1.0f, 0.0f,
1.0f,-1.0f, 1.0f,
1.0f,-1.0f, -1.0f,

0.0f, 1.0f, 0.0f,
1.0f,-1.0f, -1.0f,
-1.0f,-1.0f, -1.0f,

0.0f, 1.0f, 0.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f
};
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);

GLfloat triangleColors[] = {
1.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,
0.0f,0.0f,1.0f,

1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,

1.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,
0.0f,0.0f,1.0f,

1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f
};
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleColors), triangleColors, GL_STATIC_DRAW);

GLfloat quadVertices[] = {
// Front face
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,

// Right face
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,

// Back face
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,

// Left face
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,

// Top face
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,

// Bottom face
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
};
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);

GLfloat quadColors[] = {
// Front face (red)
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,

// Right face (green)
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,

// Back face (blue)
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,

// Left face (yellow)
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,

// Top face (cyan)
0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,

// Bottom face (magenta)
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
};
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadColors), quadColors, GL_STATIC_DRAW);

共计四个数组,分别为三角形的顶点和颜色、四边形的顶点和颜色。

四边形的一个面有四个点,但是数组中提供了6个点。这个是绘图方法的原因。一般绘图直接绘制四边形,但是如果环境比较严格,不支持直接绘制四边形,我们就用两个三角形代替。

绘图函数

先看一下三角形

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m_modelView.setToIdentity();
m_modelView.translate(-1.5f, 0.0f, -6.0f);
m_modelView.rotate(m_rtri,0.0f,1.0f,0.0f);
program->setUniformValue("mvpMatrix", m_projection * m_modelView);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
program->enableAttributeArray(0);
program->setAttributeBuffer(0, GL_FLOAT, 0, 3);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
program->enableAttributeArray(1);
program->setAttributeBuffer(1, GL_FLOAT, 0, 3);
glDrawArrays(GL_TRIANGLES, 0, 12);

方锥有四个面,每个有三个顶点,所以需要绘制12个。

四边形

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m_modelView.setToIdentity();
m_modelView.translate(1.5f, 0.0f, -7.0f);
m_modelView.rotate(m_rquad,1.0f,1.0f,1.0f);
program->setUniformValue("mvpMatrix", m_projection * m_modelView);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
program->enableAttributeArray(0);
program->setAttributeBuffer(0, GL_FLOAT, 0, 3);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[3]);
program->enableAttributeArray(1);
program->setAttributeBuffer(1, GL_FLOAT, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 36);

立方体有6个面,每个有2个三角形,每个三角形有三个顶点,6 * 2 * 3 = 36

效果为:

cube

完整代码在OpenGL_Beginner中的QOpenGL下的8.cube

下一篇:QOpenGL入门教程09:纹理贴图


QOpenGL入门教程08:立方体
https://feater.top/qt/qopengl-elements-in-3d/
作者
JackeyLea
发布于
2020年11月18日
许可协议