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我想呈現一個簡單的二維圖像與QOpenGLWidget使用四作爲紋理。但無論我在嘗試什麼,我總是會得到一個黑盒子。QOpenGLWidget紋理映射結果黑屏
我看過很多教程,我有一個簡單pixelbuffer這樣
uchar* m_pData;
存儲我的RGB值。這是有效的,因爲我已經用glDrawPixles()
進行了測試。考慮到OpenGLWidget,我將發佈三個最重要的功能。
initializeGL()第一名:
void QGLImageviewer::initializeGL()
{
initializeOpenGLFunctions();
// Clear the color
float r = ((float)m_backColor.darker().red())/255.0f;
float g = ((float)m_backColor.darker().green())/255.0f;
float b = ((float)m_backColor.darker().blue())/255.0f;
glClearColor(r,g,b,1.0f);
// Set shading model.
glShadeModel(GL_SMOOTH);
// Set the viewport
glViewport(0.f, 0.f, m_origW, m_origH);
// Init. Projection Matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, m_origW, m_origH,0.0,1.0,-1.0);
// Init Modelview Matrix
glClearColor(0.f, 0.f, 0.f, 1.f);
// Enable texturing
glEnable(GL_TEXTURE_2D);
// Generate texture ID
glGenTextures(1, &m_textureID);
// Bind texture ID
glBindTexture(GL_TEXTURE_2D, m_textureID);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate Texture, and assign pixles to our texture ID
if (m_pData != nullptr)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_origW, m_origH, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)m_pData);
}
else
{
qCritical("Buffer is empty!!");
}
// Unbind texture
glBindTexture(GL_TEXTURE_2D, NULL);
// Check for Error
GLenum error_ = glGetError();
if (error_ != GL_NO_ERROR)
{
qCritical("Error Loading Texture!");
}
}
然後paintGL():
void QGLImageviewer::paintGL()
{
makeCurrent();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Clear Screen And Depth Buffer
glClear(GL_COLOR_BUFFER_BIT);
if (!(m_renderQtImg->isNull()))
{
//QImage image;
int imWidth = m_renderQtImg->width();
int imHeight = m_renderQtImg->height();
// The image has to be resized to fit the widget
if (imWidth != this->size().width() &&
imHeight != this->size().height())
{
imWidth = this->size().width();
imHeight = this->size().height();
}
else
{
//image = *m_renderQtImg;
imWidth = m_origW;
imHeight = m_origH;
}
if (m_textureID != 0)
{
glMatrixMode(GL_MODELVIEW);
// Remove any previous transformations
glLoadIdentity();
glPushMatrix();
// Move to rendering point
glTranslatef(0.f, 0.f, 0.f);
glColor3f(0.0f, 0.0f, 0.5f);
// Set texture ID
glBindTexture(GL_TEXTURE_2D, m_textureID);
glBegin(GL_QUADS);
glTexCoord2f(0.f, 0.f); glVertex2f(0.f, 0.f);
glTexCoord2f(1.f, 0.f); glVertex2f(imWidth, 0.f);
glTexCoord2f(1.f, 1.f); glVertex2f(imWidth, imHeight);
glTexCoord2f(0.f, 1.f); glVertex2f(0.f, imHeight);
glEnd();
//glDisable(GL_TEXTURE_2D);
glPopMatrix();
glFlush();
}
}
}
最後但並非最不重要的resizeGL():
void QGLImageviewer::resizeGL(int width, int height)
{
makeCurrent();
glViewport(0,0,(GLint)width,(GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluOrtho2D(0.0, width, 0.0, height);
glOrtho(0.0, width, 0.0, height, 0.0, 1.0);
}
我使用Qt5.6和Microsoft Visual Studio 2015編譯器。