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frame.cpp
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183 lines (159 loc) · 7.15 KB
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#include "frame.h"
Frame::Frame()
{
}
void Frame::init()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);//开启深度测试
//glEnable(GL_CULL_FACE);//开启背面剔除
glEnable(GL_SMOOTH);//设置阴影平滑模式
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);//进行透视校正
if (!shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "frame/frame.vert")) //添加并编译顶点着色器
qDebug() << "编译ERROR:" << shaderProgram.log(); //如果编译出错,打印报错信息
if (!shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "frame/frame.frag"))//添加并编译片段着色器
qDebug() << "编译ERROR:" << shaderProgram.log(); //如果编译出错,打印报错信息
if (!shaderProgram.link()) //链接着色器
qDebug() << "链接ERROR:" << shaderProgram.log(); //如果链接出错,打印报错信息
//载入模型
loadModel("frame/frame1.obj");
//定义顶点缓冲区数据读取方式
VAO.create();
VAO.bind();
shaderProgram.bind();
VBO = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
VBO.create();
VBO.bind();
VBO.allocate(vertices.data(), vertices.size() * sizeof(float)); //顶点数据
EBO = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO.create();
EBO.bind();
EBO.allocate(indices.data(), indices.size() * sizeof(unsigned int)); //索引数据
//设置顶点解析格式,并启用顶点
shaderProgram.setAttributeBuffer("aPosition", GL_FLOAT, 0, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aPosition");
shaderProgram.setAttributeBuffer("aNormal", GL_FLOAT, sizeof(GLfloat) * 3, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aNormal");
shaderProgram.setAttributeBuffer("aTexCoord", GL_FLOAT, sizeof(GLfloat) * 6, 2, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aTexCoord");
VAO.release();
VBO.release();
EBO.release();
shaderProgram.release();
//纹理初始化
texture[0] = new QOpenGLTexture(QImage("frame/frame1.png").mirrored());
texture[1] = new QOpenGLTexture(QImage("frame/frame2.png").mirrored());
texture[0]->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,QOpenGLTexture::Linear);
texture[0]->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
texture[0]->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
texture[1]->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,QOpenGLTexture::Linear);
texture[1]->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
texture[1]->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
}
void Frame::draw(QMatrix4x4 mMat,QMatrix4x4 vMat,QMatrix4x4 pMat)
{
VAO.bind();
shaderProgram.bind();
texture[0]->bind(0); //将texture绑定到纹理单元0
QVector3D lightColor(1.0f,1.0f,1.0f);
//QVector3D lightPos(-4.0f,0.0f,0.5f);
QVector3D lightPos(0.0f,0.0f,5.0f);
QVector3D viewPos(0.0f,0.0f,5.0f);
shaderProgram.setUniformValue("lightColor",lightColor);
shaderProgram.setUniformValue("lightPos", lightPos);
shaderProgram.setUniformValue("viewPos", viewPos);
shaderProgram.setUniformValue("mMat",mMat);
shaderProgram.setUniformValue("vMat",vMat);
shaderProgram.setUniformValue("pMat",pMat);
//让着色采样器ourTexture从纹理单元0中获取纹理数据
shaderProgram.setUniformValue("texture",0);
//glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
VAO.release();
shaderProgram.release();
texture[0]->release(0);
}
void Frame::drawSelectd(QMatrix4x4 mMat,QMatrix4x4 vMat,QMatrix4x4 pMat)
{
VAO.bind();
shaderProgram.bind();
texture[1]->bind(0); //将texture绑定到纹理单元0
QVector3D lightColor(1.0f,1.0f,1.0f);
//QVector3D lightPos(-4.0f,0.0f,0.5f);
QVector3D lightPos(0.0f,0.0f,5.0f);
QVector3D viewPos(0.0f,0.0f,5.0f);
shaderProgram.setUniformValue("lightColor",lightColor);
shaderProgram.setUniformValue("lightPos", lightPos);
shaderProgram.setUniformValue("viewPos", viewPos);
shaderProgram.setUniformValue("mMat",mMat);
shaderProgram.setUniformValue("vMat",vMat);
shaderProgram.setUniformValue("pMat",pMat);
//让着色采样器ourTexture从纹理单元0中获取纹理数据
shaderProgram.setUniformValue("texture",0);
//glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
VAO.release();
shaderProgram.release();
texture[1]->release(0);
}
void Frame::loadModel(const QString &filepath)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(filepath.toUtf8(),
aiProcess_Triangulate |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ||
!scene->mRootNode) {
qDebug()<<__FUNCTION__<<importer.GetErrorString();
return;
}else{
// 以递归方式处理ASSIMP的根节点
processNode(scene->mRootNode, scene);
}
}
void Frame::processNode(aiNode *node, const aiScene *scene)
{
//qDebug()<<__FUNCTION__<<"mNumMeshes"<<node->mNumMeshes<<"mNumChildren"<<node->mNumChildren;
// 处理位于当前节点的每个网格
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
// 节点对象仅包含索引用来索引场景中的实际对象。
// 场景包含所有数据,节点只是为了有组织的保存东西(如节点之间的关系)。
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
processMesh(mesh, scene);
}
// 在我们处理完所有网格(如果有的话)后,我们会递归处理每个子节点
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
void Frame::processMesh(aiMesh *mesh, const aiScene *scene)
{
//Q_UNUSED(scene)
//qDebug()<<__FUNCTION__<<"mNumVertices"<<mesh->mNumVertices<<"mNumFaces"<<mesh->mNumFaces;
vertices.clear();
indices.clear();
// 遍历每个网格的顶点
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
vertices<< mesh->mVertices[i].x//顶点坐标
<< mesh->mVertices[i].y
<< mesh->mVertices[i].z
<< mesh->mNormals[i].x//法向量
<< mesh->mNormals[i].y
<< mesh->mNormals[i].z
<< mesh->mTextureCoords[0][i].x//纹理坐标
<< -mesh->mTextureCoords[0][i].y;
}
// 现在遍历每个网格面(一个面是一个三角形的网格)并检索相应的顶点索引。
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
//if(i == 0) qDebug()<<"mNumFaces"<<face.mNumIndices;
// 检索面的所有索引并将它们存储在索引向量中
for (unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
}