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关于Qt5.4 QOpenGLWidget 和QPainter 混合渲染有关问题

热度:268   发布时间:2016-04-25 03:05:43.0
关于Qt5.4 QOpenGLWidget 和QPainter 混合渲染问题
Qt助手上说可以混合渲染:
It is also possible to draw 2D graphics onto a QOpenGLWidget subclass using QPainter:
1.In paintGL(), instead of issuing OpenGL commands, construct a QPainter object for use on the widget.
2.Draw primitives using QPainter's member functions.
3.Direct OpenGL commands can still be issued. However, you must make sure these are enclosed by a call to the painter's beginNativePainting() and endNativePainting().

我做了个实验,计划是显示一个三角形和一行文字,结果只能显示三角形,文字显示不出来。我的代码如下:

class Render : public QOpenGLWidget
{
public:
    Render();
    ~Render();
protected:
    void initializeGL();
    void paintGL();
    void resizeGL(int  w ,int h);
    QOpenGLFunctions_3_3_Core * f;
    QOpenGLBuffer * triangle;
    QOpenGLVertexArrayObject * vao;
    QOpenGLShaderProgram * program;
    QMatrix4x4 mv,p;
    QTimer * time;
    float rota;
    QPainter * painter;
    bool needInit;
    //void paintEvent(QPaintEvent *e);
 
};


.cpp

#include "render.h"
GLfloat tri[] =
{
    0.0f,1.0f,-1.0f,1.0f,
    1.0f,1.0f,-1.0f,1.0f,
    1.0f,0.0f,-1.0f,1.0f,
 
};
Render::Render()
{
    QSurfaceFormat format;
    format.setDepthBufferSize(24);
    format.setStencilBufferSize(8);
    // format.setVersion(3,3);
    //format.setProfile(QSurfaceFormat::CoreProfile);
 
    setFormat( format);
    rota = 1.5;
    needInit = true;
    //setAutoFillBackground(false);
    time =  new QTimer;
    connect(time,SIGNAL(timeout()),this,SLOT(update()));
    time->start(50);
}
 
Render::~Render()
{
 
}
void Render::initializeGL()
{
    f = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
    f->initializeOpenGLFunctions();
 
    //f = context()->functions();
 
}
void Render::resizeGL(int w ,int h)
{
 
    p.setToIdentity();
    p.perspective(35.0f,float(w)/float(h),1.0f,30.0f);
 
}
 
void Render::paintGL()
{
    QPainter pntr(this);
    // painter->setViewport(50,50,100,100);
    pntr.beginNativePainting();
    QOpenGLShaderProgram  programs ;
    programs.addShaderFromSourceCode(QOpenGLShader::Vertex,
                                     "#version 330 core \n\
                                    layout(location = 0) in vec4 vertex;\
           uniform mat4 mvp;\
   void main() \
   {\
       gl_Position = mvp * vertex;\
   }");
 
    programs.addShaderFromSourceCode(QOpenGLShader::Fragment,
                                     "#version 330 core \n\
                                    out vec4 fragColor;\
           void main() \
   { \
       fragColor = vec4(0.0f,1.0f,0.0f,1.0f);\
   }");
    programs.link();
 
    QOpenGLVertexArrayObject vaos;
    vaos.create();
    f->glBindVertexArray(vaos.objectId());
    QOpenGLBuffer triangles(QOpenGLBuffer::VertexBuffer);
    triangles.create();
    f->glBindBuffer(GL_ARRAY_BUFFER,triangles.bufferId());
    triangles.setUsagePattern(QOpenGLBuffer::DynamicDraw);
    triangles.allocate(tri,sizeof(tri));
    programs.enableAttributeArray(0);
    programs.setAttributeBuffer(0,GL_FLOAT,0,4,0);
 
    f->glEnable(GL_DEPTH_TEST);
 
    needInit = false;
 
    // this->makeCurrent();
    f->glViewport(0,0,width(),height());
    f->glClearColor(1.0f,0.5f,0.5f,1.0f);
    f->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
 
    programs.bind();
    mv.setToIdentity();
 
    mv.lookAt(QVector3D(0.0f,0.0f,5.0f),QVector3D(0.0f,0.0f,0.0f),QVector3D(0.0f,1.0f,0.0f));
    mv.rotate(0.5+rota,0,1,0);
    programs.setUniformValue("mvp",p*mv);
    f->glBindVertexArray(vaos.objectId());
    f->glDrawArrays(GL_TRIANGLES,0,3);
    rota=rota+1.5;
 
    pntr.endNativePainting();
 
    pntr.drawText(50,100,"Look This!");
 
}

------解决思路----------------------
Qt 5.4这点比较新,全靠你们大力探索了,成功后麻烦写一篇日志。