Qt下使用OpenGL(6)-根据NeHe的教程改写的
2013-12-24 11:28
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第六课:纹理映射
从这一课开始是在第一课的代码基础上增加代码的……
nehewidget.h 文件:
nehewidget.cpp 文件:
从这一课开始是在第一课的代码基础上增加代码的……
nehewidget.h 文件:
#ifndef NEHEWIDGET_H #define NEHEWIDGET_H #include <QtOpenGL> //#include "ui_nehewidget.h" #include <qgl.h> class nehewidget : public QGLWidget { Q_OBJECT public: nehewidget(QWidget *parent = 0,bool fs=false); ~nehewidget(); protected: void initializeGL(); void paintGL(); void resizeGL(int w,int h); void loadGLTextures(); void keyPressEvent(QKeyEvent *e); bool fullscreen; GLfloat xrot,yrot,zrot; GLuint texture[1]; }; #endif // NEHEWIDGET_H
nehewidget.cpp 文件:
#include "nehewidget.h" #include <gl/GL.h> #include <gl/GLU.h> #include <QKeyEvent> #include <QImage> #include <QColor> nehewidget::nehewidget(QWidget *parent,bool fs) : QGLWidget(parent) { fullscreen=fs; setGeometry(100,100,640,480); // setCaption("OpenGL window"); //这个函数,不支持了吧? setWindowTitle("OpenGL Window"); if(fullscreen) showFullScreen(); } nehewidget::~nehewidget() { } void nehewidget::initializeGL() { loadGLTextures(); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0,0,0,0); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); } void nehewidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0,0.0,0.0); glRotatef(xrot,1.0,0.0,0.0); glRotatef(yrot,0.0,1.0,0.0); glRotatef(zrot,0.0,0.0,1.0); glBindTexture(GL_TEXTURE_2D,texture[0]); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0);glVertex3f(-0.2,-0.2,0.2); glTexCoord2f(1.0,0.0);glVertex3f(0.2,-0.2,0.2); glTexCoord2f(1.0,1.0);glVertex3f(0.2,0.2,0.2); glTexCoord2f(0.0,1.0);glVertex3f(-0.2,0.2,0.2); glTexCoord2f(1.0,0.0);glVertex3f(-0.2,-0.2,-0.2); glTexCoord2f(1.0,1.0);glVertex3f(-0.2,0.2,-0.2); glTexCoord2f(0.0,1.0);glVertex3f(0.2,0.2,-0.2); glTexCoord2f(0.0,0.0);glVertex3f(0.2,-0.2,-0.2); glTexCoord2f(0.0,1.0);glVertex3f(-0.2,0.2,-0.2); glTexCoord2f(0.0,0.0);glVertex3f(-0.2,0.2,0.2); glTexCoord2f(1.0,0.0);glVertex3f(0.2,0.2,0.2); glTexCoord2f(1.0,1.0);glVertex3f(0.2,0.2,-0.2); glTexCoord2f(1.0,1.0);glVertex3f(-0.2,-0.2,-0.2); glTexCoord2f(0.0,1.0);glVertex3f(0.2,-0.2,-0.2); glTexCoord2f(0.0,0.0);glVertex3f(0.2,-0.2,-0.2); glTexCoord2f(1.0,0.0);glVertex3f(-0.2,-0.2,0.2); glTexCoord2f(1.0,0.0);glVertex3f(0.2,-0.2,-0.2); glTexCoord2f(1.0,1.0);glVertex3f(0.2,0.2,-0.2); glTexCoord2f(0.0,1.0);glVertex3f(0.2,0.2,0.2); glTexCoord2f(0.0,0.0);glVertex3f(0.2,-0.2,0.2); glTexCoord2f(0.0,0.0);glVertex3f(-0.2,-0.2,-0.2); glTexCoord2f(1.0,0.0);glVertex3f(-0.2,-0.2,0.2); glTexCoord2f(1.0,1.0);glVertex3f(-0.2,0.2,0.2); glTexCoord2f(0.0,1.0);glVertex3f(-0.2,0.2,-0.2); glEnd(); xrot+=3; yrot+=4; zrot+=2; } void nehewidget::resizeGL(int w,int h) { if(h==0) h=1; glViewport(0,0,(GLint)w,(GLint)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //下面这个函数在Qt和OpenGL新版本中都不支持了!先注释掉吧,以后不得不用时再想办法 // gluPerspective(45.0,(GLfloat)w/(GLfloat)h,0.1,100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void nehewidget::keyPressEvent(QKeyEvent *e) { switch(e->key()) { case Qt::Key_F2: fullscreen=!fullscreen; if(fullscreen) showFullScreen(); else { showNormal(); setGeometry(0,0,640,480); } updateGL(); break; case Qt::Key_Escape: close(); } } void nehewidget::loadGLTextures() { QImage tex,buf; if(!buf.load("texture.bmp")) { qWarning("Please use single-color instead"); QImage dummy(128,128,QImage::Format_RGB32); dummy.fill(Qt::red); buf=dummy; } tex=QGLWidget::convertToGLFormat(buf); glGenTextures(1,&texture[0]); glBindTexture(GL_TEXTURE_2D,texture[0]); glTexImage2D(GL_TEXTURE_2D,0,3,tex.width(),tex.height(),0,GL_RGB,GL_UNSIGNED_BYTE,tex.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); }
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