为什么我的qt opengl程序总是生成4张图片?
Why always produce 4 pictures in my qt opengl program?
这是我的代码:
从 qt 示例修改:Examples\Qt-5.14.2\quick\scenegraph\openglunderqml
void SquircleRenderer::init()
{
unsigned char* data = (unsigned char*)malloc(1200*4);
for(int i=0;i<600;i++)
{
data[i*4] = 0;
data[i*4+1] = 255;
data[i*4+2] = 0;
data[i*4+3] = 255;
}
for(int i=600;i<1200;i++)
{
data[i*4] = 0;
data[i*4+1] = 0;
data[i*4+2] = 255;
data[i*4+3] = 255;
}
if (!m_program) {
QSGRendererInterface *rif = m_window->rendererInterface();
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL || rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
initializeOpenGLFunctions();
if (texs[0])
{
glDeleteTextures(1, texs);
}
glGenTextures(1, texs);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 30, 40, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
m_program = new QOpenGLShaderProgram();
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,
"varying highp vec2 coords;"
"uniform sampler2D inputImageTexture;"
"void main() {"
" gl_FragColor = texture2D(inputImageTexture, coords);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
arrUni[0] = m_program->uniformLocation("inputImageTexture");
}
}
//! [4] //! [5]
void SquircleRenderer::paint()
{
// Play nice with the RHI. Not strictly needed when the scenegraph uses
// OpenGL directly.
m_window->beginExternalCommands();
m_program->bind();
m_program->enableAttributeArray(0);
float values[] = {
-1, 1,
1, 1,
-1, -1,
1, -1
};
// This example relies on (deprecated) client-side pointers for the vertex
// input. Therefore, we have to make sure no vertex buffer is bound.
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_program->setAttributeArray(0, GL_FLOAT, values, 2);//values
//m_program->setUniformValue("t", (float) m_t);
qDebug()<<m_viewportSize.width()<<m_viewportSize.height()<<"\n";
glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glUniform1i(arrUni[0], 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_program->disableAttributeArray(0);
m_program->release();
m_window->endExternalCommands();
}
如图所示,它产生了4张相同的图片,你能告诉我如何产生一张图片填满整个window吗?:
试了很多方法都没用,估计是values数组或者glTexImage2D函数有问题
纹理在 [0, 1]
范围内映射,超出该范围的值将以模数循环返回到其中,从而创建重复模式。解释 [-1, 1]
范围内的纹理会导致您所看到的,因为您在两个轴上映射的 UV 范围恰好是两倍。
有几种方法可以解决这个问题。但我个人更喜欢像这样的全帧缓冲区传递是将属性标准化,然后将其转换为顶点着色器中 clip-space 坐标的预期 [-1, 1]
范围:
float values[] = {
0.f, 1.f,
1.f, 1.f,
0.f, 0.f,
1.f, 0.f
};
gl_Position = vertices * 2.0 - vec4(1.0, 1.0,0.0,1.0);
另一种常用技术是完全取消属性缓冲区,并使用 gl_VertexID
直接生成 UV 和坐标。
这是我的代码: 从 qt 示例修改:Examples\Qt-5.14.2\quick\scenegraph\openglunderqml
void SquircleRenderer::init()
{
unsigned char* data = (unsigned char*)malloc(1200*4);
for(int i=0;i<600;i++)
{
data[i*4] = 0;
data[i*4+1] = 255;
data[i*4+2] = 0;
data[i*4+3] = 255;
}
for(int i=600;i<1200;i++)
{
data[i*4] = 0;
data[i*4+1] = 0;
data[i*4+2] = 255;
data[i*4+3] = 255;
}
if (!m_program) {
QSGRendererInterface *rif = m_window->rendererInterface();
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL || rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
initializeOpenGLFunctions();
if (texs[0])
{
glDeleteTextures(1, texs);
}
glGenTextures(1, texs);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 30, 40, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
m_program = new QOpenGLShaderProgram();
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,
"varying highp vec2 coords;"
"uniform sampler2D inputImageTexture;"
"void main() {"
" gl_FragColor = texture2D(inputImageTexture, coords);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();
arrUni[0] = m_program->uniformLocation("inputImageTexture");
}
}
//! [4] //! [5]
void SquircleRenderer::paint()
{
// Play nice with the RHI. Not strictly needed when the scenegraph uses
// OpenGL directly.
m_window->beginExternalCommands();
m_program->bind();
m_program->enableAttributeArray(0);
float values[] = {
-1, 1,
1, 1,
-1, -1,
1, -1
};
// This example relies on (deprecated) client-side pointers for the vertex
// input. Therefore, we have to make sure no vertex buffer is bound.
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_program->setAttributeArray(0, GL_FLOAT, values, 2);//values
//m_program->setUniformValue("t", (float) m_t);
qDebug()<<m_viewportSize.width()<<m_viewportSize.height()<<"\n";
glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glUniform1i(arrUni[0], 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_program->disableAttributeArray(0);
m_program->release();
m_window->endExternalCommands();
}
如图所示,它产生了4张相同的图片,你能告诉我如何产生一张图片填满整个window吗?:
纹理在 [0, 1]
范围内映射,超出该范围的值将以模数循环返回到其中,从而创建重复模式。解释 [-1, 1]
范围内的纹理会导致您所看到的,因为您在两个轴上映射的 UV 范围恰好是两倍。
有几种方法可以解决这个问题。但我个人更喜欢像这样的全帧缓冲区传递是将属性标准化,然后将其转换为顶点着色器中 clip-space 坐标的预期 [-1, 1]
范围:
float values[] = {
0.f, 1.f,
1.f, 1.f,
0.f, 0.f,
1.f, 0.f
};
gl_Position = vertices * 2.0 - vec4(1.0, 1.0,0.0,1.0);
另一种常用技术是完全取消属性缓冲区,并使用 gl_VertexID
直接生成 UV 和坐标。