本文使用Qt,使用OpenGL ES来渲染。
运行环境:国产嵌入式操作系统kylin V10。
CPU:rk3588。
为什么要用OpenGL ES2:
查看Qt的编译选项,生成makefile。
./configure -help:在编译选项中添加opengl es2。
Qt不会编译的同学,请看这里:以下是交叉编译,如果可以在板子上进行编译,不需要指定编译器的路径。
这里就简单介绍一下区别,详细的内容请去官网查看。
OpenGL ES 3.0?是向下兼容?OpenGL ES 2.0?的。也就是说使用 2.0 编写的应用程序是可以在 3.0 中继续使用的。
着色器2.0:
//顶点着色器
attribute vec4 aPosition; // 应用程序传入顶点着色器的顶点位置
attribute vec2 aTextureCoord; // 应用程序传入顶点着色器的顶点纹理坐标
varying vec2 vTextureCoord; // 用于传递给片元着色器的顶点纹理数据
void main()
{
gl_Position = aPosition; // 此次绘制此顶点位置
vTextureCoord = aTextureCoord; // 将接收的纹理坐标传递给片元着色器
}
//片元着色器
precision mediump float; // 设置工作精度
varying vec2 vTextureCoord; // 接收从顶点着色器过来的纹理坐标
uniform sampler2D sTexture; // 纹理采样器,代表一幅纹理
void main()
{
gl_FragColor = texture2D(sTexture, vTextureCoord);// 进行纹理采样
}
着色器3.0:
//顶点着色器
#version es 300
uniform mat4 u_matViewProj;
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec3 a_color;
out vec3 v_color;
void main() {
gl_Position = u_matViewProj * a_position;
v_color = a_color;
}
//片元着色器
#version es 300
precision mediump float;
in vec3 v_color; // input form vertex shader
layout(location = 0) out vec4 o_fragColor;
void main() {
o_fragColor = vec4(v_color, 1.0);
}
版本声明:
OpenGL ES 3.0 中,可以必须声明着色器版本:
#version es 300
OpenGL ES 2.0中,
可以不用声明着色器版本,默认为:?
#version es 100
备注: 以往 2.0 刚刚出来可编程的图形管线,所以版本声明为 #version 100 es ,后来为了使版本号相匹配,OpenGL ES 3.0 的 shader 版本直接从 1.0 跳到了 3.0。
默认精度修饰符 precision
在顶点语言中有如下预定义的全局默认精度语句:
precision highp float;
precision highp int;
precision lowp sampler2D;
precision lowp samplerCube;
在片元语言中有如下预定义的全局默认精度语句:
precision mediump int;
precision lowp sampler2D;
precision lowp samplerCube;
片元语言没有默认的浮点数精度修饰符。因此,对于浮点数,浮点数向量和矩阵变量声明,要么声明必须包含一个精度修饰符,要不默认的精度修饰符在之前已经被声明过了。
precision highp float;
输入输出
OpenGL ES 3.0 中新增了** in,out,inout **关键字,用来取代 **attribute 和 varying **关键字。
同时?gl_FragColor?和?gl_FragData?也删除了,片段着色器可以使用out声明字段输出。
OpenGL 2.0 有 VBO,没有 VAO,VAO?是 OpenGL 3.0 才开始支持的,并且在 OpenGL 3.0 中,强制要求绑定一个 VAO 才能开始绘制。
本示例采用Qt+opengl2.0来实现,看清楚再下载。
运行结果
?以下是着色器:
//frag
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
struct Material {
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
struct Light {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
uniform Material material;
uniform vec3 viewPos;
varying vec2 TexCoords;
varying vec3 Normal;
varying vec3 FragPos;
void main() {
vec3 diffuseTexColor=vec3(texture2D(material.texture_diffuse1,TexCoords));
vec3 specularTexColor=vec3(texture2D(material.texture_specular1,TexCoords));
// ambient
vec3 ambient = diffuseTexColor*light.ambient;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff *diffuseTexColor*light.diffuse;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = spec*specularTexColor*light.specular;
vec3 result = (ambient + diffuse + specular);
gl_FragColor = vec4(result, 1.0);
}
//vert
#ifdef GL_ES
precision mediump int;
precision mediump float;
#endif
attribute vec3 aPos;
attribute vec3 aNormal;
attribute vec2 aTexCoords;
varying vec3 Normal;
varying vec3 FragPos;
varying vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords=aTexCoords;
Normal = aNormal;
FragPos=vec3(model * vec4(aPos,1.0));
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
?ModelShowWidget
#include "ModelShowWidget.h"
#include "vertices.h"
#include <QTouchEvent>
const unsigned int timeOutmSec=50;
QVector3D viewInitPos(0.0f,5.0f,20.0f);
float _near=0.1f,_far=100.0f;
QMatrix4x4 model;
QMatrix4x4 view;
QMatrix4x4 projection;
QPoint lastPos;
Model *_model = nullptr;
ModelShowWidget::ModelShowWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
QSurfaceFormat format;
format.setDepthBufferSize(24);
QSurfaceFormat::setDefaultFormat(format);
connect(&m_timer,SIGNAL(timeout()),this,SLOT(on_timeout()));
m_timer.start(timeOutmSec);
m_time.start();
m_camera.Position=viewInitPos;
setFocusPolicy(Qt::StrongFocus);
setMouseTracking(true);
//this->setAttribute(Qt::WA_AcceptTouchEvents);
}
ModelShowWidget::~ModelShowWidget()
{
for(auto iter = m_Models.begin();iter!=m_Models.end();iter++){
ModelInfo *modelInfo=&iter.value();
delete modelInfo->model;
}
}
void ModelShowWidget::loadModel(string path)
{
static int i=0;
makeCurrent();
m_Models.clear();
if (_model)
{
delete _model;
_model = nullptr;
}
_model = new Model(this, path.c_str());
//m_camera.Position=cameraPosInit(_model->m_maxY,_model->m_minY);
m_Models["Julian" + QString::number(i++)] =
ModelInfo{ _model,QVector3D(0, 0/*- _model->m_minY*/,0)
,0.0,0.0,0.0,false,QString::fromLocal8Bit("model") + QString::number(i++) };
doneCurrent();
}
void ModelShowWidget::setBrigh(const QString id)
{
foreach(auto modelInfo, m_Models) {
Model *model = modelInfo.model;
if (model->getId(id) >= 0)
m_curLightMesh = model->getId(id);
}
}
void ModelShowWidget::initializeGL()
{
initializeOpenGLFunctions();
//创建VBO和VAO对象,并赋予ID
bool success;
m_ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,":/shaders/shaders/shapes.vert");
m_ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,":/shaders/shaders/shapes.frag");
success=m_ShaderProgram.link();
if(!success) qDebug()<<"ERR:"<<m_ShaderProgram.log();
m_SingleColorShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/shaders/shapes.vert");
m_SingleColorShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/shaders/singleColor.frag");
success = m_SingleColorShaderProgram.link();
if (!success) qDebug() << "ERR:" << m_SingleColorShaderProgram.log();
// m_BoxDiffuseTex=new
// QOpenGLTexture(QImage(":/images/images/container2.png").mirrored());
m_PlaneDiffuseTex=new
QOpenGLTexture(QImage(":/images/images/wall.jpg").mirrored());
m_PlaneMesh=processMesh(planeVertices,6,m_PlaneDiffuseTex->textureId());
}
void ModelShowWidget::resizeGL(int w, int h)
{
Q_UNUSED(w);
Q_UNUSED(h);
}
void ModelShowWidget::paintGL()
{
model.setToIdentity();
view.setToIdentity();
projection.setToIdentity();
// float time=m_time.elapsed()/50.0;
projection.perspective(m_camera.Zoom,(float)width()/height(),_near,_far);
view=m_camera.GetViewMatrix();
glClearColor(0.1f, 0.1f, 0.1f, 0.5f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST); //开启模板测试
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);//设置如何更新缓冲
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);//清除模板缓冲
glStencilMask(0x00);//禁止写入
m_ShaderProgram.bind();
m_ShaderProgram.setUniformValue("projection", projection);
m_ShaderProgram.setUniformValue("view", view);
//model.rotate(time, 1.0f, 1.0f, 0.5f);
m_ShaderProgram.setUniformValue("viewPos",m_camera.Position);
// light properties, note that all light colors are set at full intensity
m_ShaderProgram.setUniformValue("light.ambient", 0.7f, 0.7f, 0.7f);
m_ShaderProgram.setUniformValue("light.diffuse", 0.9f, 0.9f, 0.9f);
m_ShaderProgram.setUniformValue("light.specular", 1.0f, 1.0f, 1.0f);
// material properties
m_ShaderProgram.setUniformValue("material.shininess", 32.0f);
m_ShaderProgram.setUniformValue("light.direction", -0.2f, -1.0f, -0.3f);
m_ShaderProgram.setUniformValue("model", model);
m_PlaneMesh->Draw(m_ShaderProgram);
m_SingleColorShaderProgram.bind();
m_SingleColorShaderProgram.setUniformValue("projection", projection);
m_SingleColorShaderProgram.setUniformValue("view", view);
m_SingleColorShaderProgram.release();
foreach(auto modelInfo,m_Models){
model.setToIdentity();
model.translate(modelInfo.worldPos);
model.rotate(modelInfo.pitch,QVector3D(1.0,0.0,0.0));
model.rotate(modelInfo.yaw,QVector3D(0.0,1.0,0.0));
model.rotate(modelInfo.roll,QVector3D(0.0,0.0,1.0));
//第一次绘制,写入模板缓冲区,当物体的片段被渲染时,将模板缓冲更新为1
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilMask(0xFF);
m_ShaderProgram.bind();
m_ShaderProgram.setUniformValue("model", model);
modelInfo.model->Draw(m_ShaderProgram);//渲染物体
m_ShaderProgram.release();
if (m_curLightMesh < 0)
continue;
//第二次绘制的时候,只须绘制不等于1的部分,等于1的部分就不需要绘制,禁用模板写入
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilMask(0x00);
float height = modelInfo.model->m_maxY - modelInfo.model->m_minY;
float width = modelInfo.model->m_maxX - modelInfo.model->m_minX;
if (modelInfo.model->m_minY >= 0)
model.translate(0.0f, height / 2, 0.0f);
model.scale(1.1f, 1.0 + 0.05*(width / height));//将物体放大一点点
if (modelInfo.model->m_minY >= 0)
model.translate(0.0f, -height / 2, 0.0f);
m_SingleColorShaderProgram.bind();//使用一个不同的片段着色器,输出一个单独的(边框)颜色。
m_SingleColorShaderProgram.setUniformValue("model", model);
modelInfo.model->Draw(m_SingleColorShaderProgram, m_curLightMesh);//再次绘制物体,但只在它们片段的模板值不等于1时才绘制
//m_SingleColorShaderProgram.release();
//再次启用模板写入和深度测试
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
}
}
void ModelShowWidget::wheelEvent(QWheelEvent *event)
{
m_camera.ProcessMouseScroll(event->angleDelta().y()/120);
}
void ModelShowWidget::keyPressEvent(QKeyEvent *event)
{
float deltaTime=timeOutmSec/1000.0f;
switch (event->key()) {
case Qt::Key_W: m_camera.ProcessKeyboard(FORWARD,deltaTime);break;
case Qt::Key_S: m_camera.ProcessKeyboard(BACKWARD,deltaTime);break;
case Qt::Key_D: m_camera.ProcessKeyboard(RIGHT,deltaTime);break;
case Qt::Key_A: m_camera.ProcessKeyboard(LEFT,deltaTime);break;
case Qt::Key_Q: m_camera.ProcessKeyboard(DOWN,deltaTime);break;
case Qt::Key_E: m_camera.ProcessKeyboard(UP,deltaTime);break;
case Qt::Key_Space: m_camera.Position=viewInitPos;break;
default:break;
}
}
void ModelShowWidget::mouseMoveEvent(QMouseEvent *event)
{
makeCurrent();
if(m_modelMoving){
for(auto iter=m_Models.begin();iter!=m_Models.end();iter++){
ModelInfo *modelInfo=&iter.value();
if(!modelInfo->isSelected)
continue;
// modelInfo->worldPos=
// QVector3D(worldPosFromViewPort(event->pos().x(),event->pos().y()));
}
}else
if (event->buttons() & Qt::RightButton
|| event->buttons() & Qt::LeftButton
|| event->buttons() & Qt::MiddleButton)
{
auto currentPos=event->pos();
QPoint deltaPos=currentPos-lastPos;
lastPos=currentPos;
if(event->buttons() & Qt::RightButton)
m_camera.ProcessMouseMovement(deltaPos.x(),-deltaPos.y());
else
for(auto iter=m_Models.begin();iter!=m_Models.end();iter++){
ModelInfo *modelInfo=&iter.value();
if(!modelInfo->isSelected)
continue;
if(event->buttons() & Qt::MiddleButton){
modelInfo->roll+=deltaPos.x();
}
else if(event->buttons() & Qt::LeftButton){
modelInfo->yaw+=deltaPos.x();
modelInfo->pitch+=deltaPos.y();
}
}
}
doneCurrent();
}
void ModelShowWidget::mousePressEvent(QMouseEvent *event)
{
bool hasSelected=false;
makeCurrent();
lastPos=event->pos();
if(event->buttons()&Qt::LeftButton)
{
QVector4D wolrdPostion=worldPosFromViewPort(event->pos().x(),
event->pos().y());
// qDebug()<<"("<<event->pos().x()<<","<<event->pos().y()<<")"
// <<"("<<wolrdPostion.x()<<","<<wolrdPostion.y()<<","<<wolrdPostion.z()<<")";
mousePickingPos(QVector3D(wolrdPostion));
for(QMap<QString, ModelInfo>::iterator iter=m_Models.begin();iter!=m_Models.end();iter++){
ModelInfo *modelInfo=&iter.value();
//float r = (modelInfo->model->m_maxY-modelInfo->model->m_minY);
//float dis = modelInfo->worldPos.distanceToPoint(QVector3D(wolrdPostion));
//qDebug() << "r = " << r << " dis = " << dis;
if(!hasSelected){
modelInfo->isSelected=true;
hasSelected=true;
}
else
modelInfo->isSelected=false;
// qDebug()<<modelInfo->worldPos.distanceToPoint(QVector3D(wolrdPostion))
// <<"<"<<r<<"="<<modelInfo->isSelected;
}
}
doneCurrent();
}
void ModelShowWidget::mouseDoubleClickEvent(QMouseEvent *event)
{
Q_UNUSED(event);
if(m_modelMoving){
//再次双击取消移动
m_modelMoving=false;
}else
foreach(auto modelInfo,m_Models){
//双击启动移动
//if(modelInfo.isSelected==true)
//m_modelMoving=true;
//qDebug()<<modelInfo.name<<modelInfo.isSelected;
}
}
void ModelShowWidget::on_timeout()
{
update();
}
QVector3D ModelShowWidget::cameraPosInit(float maxY, float minY)
{
QVector3D temp={0,0,0};
float height=maxY-minY;
temp.setZ(1.5*height);
if(minY>=0)
temp.setY(height/2.0);
viewInitPos=temp;
return temp;
}
Mesh* ModelShowWidget::processMesh(float *vertices, int size, unsigned int textureId)
{
vector<Vertex> _vertices;
vector<unsigned int> _indices;
vector<Texture> _textures;
//memcpy(&_vertices[0],vertices,8*size*sizeof(float));
for(int i=0;i<size;i++){
Vertex vert;
vert.Position[0]=vertices[i*5+0];
vert.Position[1]=vertices[i*5+1];
vert.Position[2]=vertices[i*5+2];
vert.TexCoords[0]=vertices[i*5+3];
vert.TexCoords[1]=vertices[i*5+4];
_vertices.push_back(vert);
_indices.push_back(i);
}
Texture tex;
tex.id=textureId;
tex.type="texture_diffuse";
tex.texture = m_PlaneDiffuseTex;
_textures.push_back(tex);
return new Mesh(this, _vertices, _indices, _textures, "");
}
QVector4D ModelShowWidget::worldPosFromViewPort(int posX, int posY)
{
float winZ;
glReadPixels(
posX,
this->height()-posY
,1,1
,GL_DEPTH_COMPONENT,GL_FLOAT
,&winZ);
float x=(2.0f*posX)/this->width()-1.0f;
float y=1.0f-(2.0f*posY)/this->height();
float z=winZ*2.0-1.0f;
//float w = (2.0 * _near * _far) / (_far + _near - z * (_far - _near));
float w= _near*_far/(_near*winZ-_far*winZ+_far);
QVector4D wolrdPostion(x,y,z,1);
wolrdPostion=w*wolrdPostion;
return view.inverted()*projection.inverted()*wolrdPostion;
}
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