Hello GLES3 范例

Demonstrates OpenGL ES 3.0 functions via QOpenGLExtraFunctions .

概述

This example demonstrates easy, cross-platform usage of OpenGL ES 3.0 functions via QOpenGLExtraFunctions in an application that works identically on desktop platforms with OpenGL 3.3 and mobile/embedded devices with OpenGL ES 3.0.

This example has no QWidget dependencies, it uses QOpenGLWindow , a convenience subclass of QWindow that allows easy implementation of windows that contain OpenGL-rendered content. In this sense it complements the OpenGL 窗口范例 , which shows the implementation of an OpenGL-based QWindow without using the convenience subclass.

The Qt logo shape implementation is included from the Hello GL2 范例 .

In other aspects pertaining to using OpenGL there are the following differences.

  • The OpenGL context creation has to have a sufficiently high version number for the features that are in use.
  • The shader's version directive is different.

Setting up in main.cpp

Here we instantiate our QGuiApplication , QSurfaceformat and set its depth buffer size :

int main(int argc, char *argv[])
{
    QGuiApplication app(argc, argv);
    QSurfaceFormat fmt;
    fmt.setDepthBufferSize(24);
						

We request an OpenGL 3.3 core or OpenGL ES 3.0 context, depending on QOpenGLContext::openGLModuleType ():

    if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
        qDebug("Requesting 3.3 core context");
        fmt.setVersion(3, 3);
        fmt.setProfile(QSurfaceFormat::CoreProfile);
    } else {
        qDebug("Requesting 3.0 context");
        fmt.setVersion(3, 0);
    }
    QSurfaceFormat::setDefaultFormat(fmt);
						

We set the default surface format and instantiate our GLWindow glWindow .

Implementing GLWindow

This class delivers the features of the example application.

To start, GLWindow is declared by implementing a subclass of QOpenGLWindow :

class GLWindow : public QOpenGLWindow
						

The following properties are declared using Q_PROPERTY :

{
    Q_OBJECT
    Q_PROPERTY(float z READ z WRITE setZ)
    Q_PROPERTY(float r READ r WRITE setR)
    Q_PROPERTY(float r2 READ r2 WRITE setR2)
						

The following public functions are declared:

public:
    GLWindow();
    ~GLWindow();
    void initializeGL();
    void resizeGL(int w, int h);
    void paintGL();
    float z() const { return m_eye.z(); }
    void setZ(float v);
    float r() const { return m_r; }
    void setR(float v);
    float r2() const { return m_r2; }
    void setR2(float v);
						

The following private objects are declared:

private slots:
    void startSecondStage();
private:
    QOpenGLTexture *m_texture = nullptr;
    QOpenGLShaderProgram *m_program = nullptr;
    QOpenGLBuffer *m_vbo = nullptr;
    QOpenGLVertexArrayObject *m_vao = nullptr;
    Logo m_logo;
    int m_projMatrixLoc = 0;
    int m_camMatrixLoc = 0;
    int m_worldMatrixLoc = 0;
    int m_myMatrixLoc = 0;
    int m_lightPosLoc = 0;
    QMatrix4x4 m_proj;
    QMatrix4x4 m_world;
    QVector3D m_eye;
						

On the implementation side, those functions that are not declared inline are implemented (or re-implemented) in glwindow.cpp . The following selections will cover implementation particulars pertaining to the use of OpenGL ES 3.0.

动画

The following code pertains to the animations, and won't be explored here:

GLWindow::GLWindow()
{
    m_world.setToIdentity();
    m_world.translate(0, 0, -1);
    m_world.rotate(180, 1, 0, 0);
    QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
    animGroup->setLoopCount(-1);
    QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim0->setStartValue(1.5f);
    zAnim0->setEndValue(10.0f);
    zAnim0->setDuration(2000);
    animGroup->addAnimation(zAnim0);
    QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim1->setStartValue(10.0f);
    zAnim1->setEndValue(50.0f);
    zAnim1->setDuration(4000);
    zAnim1->setEasingCurve(QEasingCurve::OutElastic);
    animGroup->addAnimation(zAnim1);
    QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
    zAnim2->setStartValue(50.0f);
    zAnim2->setEndValue(1.5f);
    zAnim2->setDuration(2000);
    animGroup->addAnimation(zAnim2);
    animGroup->start();
    QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
    rAnim->setStartValue(0.0f);
    rAnim->setEndValue(360.0f);
    rAnim->setDuration(2000);
    rAnim->setLoopCount(-1);
    rAnim->start();
    QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
}
GLWindow::~GLWindow()
{
    makeCurrent();
    delete m_texture;
    delete m_program;
    delete m_vbo;
    delete m_vao;
}
void GLWindow::startSecondStage()
{
    QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
    r2Anim->setStartValue(0.0f);
    r2Anim->setEndValue(360.0f);
    r2Anim->setDuration(20000);
    r2Anim->setLoopCount(-1);
    r2Anim->start();
}
void GLWindow::setZ(float v)
{
    m_eye.setZ(v);
    m_uniformsDirty = true;
    update();
}
void GLWindow::setR(float v)
{
    m_r = v;
    m_uniformsDirty = true;
    update();
}
void GLWindow::setR2(float v)
{
    m_r2 = v;
    m_uniformsDirty = true;
    update();
}
						

For more information see the documentation for QPropertyAnimation , QSequentialAnimationGroup .

着色器

The shaders are defined like so:

static const char *vertexShaderSource =
    "layout(location = 0) in vec4 vertex;\n"
    "layout(location = 1) in vec3 normal;\n"
    "out vec3 vert;\n"
    "out vec3 vertNormal;\n"
    "out vec3 color;\n"
    "uniform mat4 projMatrix;\n"
    "uniform mat4 camMatrix;\n"
    "uniform mat4 worldMatrix;\n"
    "uniform mat4 myMatrix;\n"
    "uniform sampler2D sampler;\n"
    "void main() {\n"
    "   ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
    "   vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
    "   float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
    "   mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
    "   color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
    "   vert = vec3(wm * vertex);\n"
    "   vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
    "   gl_Position = projMatrix * camMatrix * wm * vertex;\n"
    "}\n";
static const char *fragmentShaderSource =
    "in highp vec3 vert;\n"
    "in highp vec3 vertNormal;\n"
    "in highp vec3 color;\n"
    "out highp vec4 fragColor;\n"
    "uniform highp vec3 lightPos;\n"
    "void main() {\n"
    "   highp vec3 L = normalize(lightPos - vert);\n"
    "   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
    "   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
    "   fragColor = vec4(col, 1.0);\n"
    "}\n";
						

注意: These are OpenGL version agnostic. We take this and append the version like so:

QByteArray versionedShaderCode(const char *src)
{
    QByteArray versionedSrc;
    if (QOpenGLContext::currentContext()->isOpenGLES())
        versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
    else
        versionedSrc.append(QByteArrayLiteral("#version 330\n"));
    versionedSrc.append(src);
    return versionedSrc;
}
						
Initializing OpenGL

Initializing the shader program in handled by initializeGL() :

void GLWindow::initializeGL()
{
    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
    QImage img(":/qtlogo.png");
    Q_ASSERT(!img.isNull());
    delete m_texture;
    m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
    delete m_program;
    m_program = new QOpenGLShaderProgram;
						

Now the OpenGL version is prepended and the various matrices and light position is set:

    m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
    m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
    m_program->link();
    m_projMatrixLoc = m_program->uniformLocation("projMatrix");
    m_camMatrixLoc = m_program->uniformLocation("camMatrix");
    m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
    m_myMatrixLoc = m_program->uniformLocation("myMatrix");
    m_lightPosLoc = m_program->uniformLocation("lightPos");
						

While not strictly required for ES 3, a vertex array object is created.

    delete m_vao;
    m_vao = new QOpenGLVertexArrayObject;
    if (m_vao->create())
        m_vao->bind();
    m_program->bind();
    delete m_vbo;
    m_vbo = new QOpenGLBuffer;
    m_vbo->create();
    m_vbo->bind();
    m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
    f->glEnableVertexAttribArray(0);
    f->glEnableVertexAttribArray(1);
    f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                             nullptr);
    f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                             reinterpret_cast<void *>(3 * sizeof(GLfloat)));
    m_vbo->release();
    f->glEnable(GL_DEPTH_TEST);
    f->glEnable(GL_CULL_FACE);
						
Resizing the window

The perspective needs to be aligned with the new window size as so:

void GLWindow::resizeGL(int w, int h)
{
    m_proj.setToIdentity();
    m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
    m_uniformsDirty = true;
}
						
描绘

使用 QOpenGLExtraFunctions 而不是 QOpenGLFunctions as we want to do more than what GL(ES) 2.0 offers:

void GLWindow::paintGL()
{
    // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
    // do more than what GL(ES) 2.0 offers.
    QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
						

We clear the screen and buffers and bind our shader program and texture:

    f->glClearColor(0, 0, 0, 1);
    f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    m_program->bind();
    m_texture->bind();
						

Logic for handling an initial paintGL() call or a call after a resizeGL() call is implemented like so:

    if (m_uniformsDirty) {
        m_uniformsDirty = false;
        QMatrix4x4 camera;
        camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
        m_program->setUniformValue(m_projMatrixLoc, m_proj);
        m_program->setUniformValue(m_camMatrixLoc, camera);
        QMatrix4x4 wm = m_world;
        wm.rotate(m_r, 1, 1, 0);
        m_program->setUniformValue(m_worldMatrixLoc, wm);
        QMatrix4x4 mm;
        mm.setToIdentity();
        mm.rotate(-m_r2, 1, 0, 0);
        m_program->setUniformValue(m_myMatrixLoc, mm);
        m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
    }
						

Last, we demonstrate a function introduced in OpenGL 3.1 or OpenGL ES 3.0:

    f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
}
						

This works because we earlier requested 3.3 or 3.0 context.

范例工程 @ code.qt.io