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我正在嘗試對我創建的QOpenGLWidget進行文本/圖形疊加。正如你所看到的,我已經使3D下降得非常緊密,但使用QPainter的2D覆蓋圖工作不正常。使用QPainter的drawRect函數我期望看到一個矩形。相反,我得到四個箭頭。QOpenGLWidget QPainter :: drawRect只繪製四個箭頭
相關的代碼如下:
的main.cpp
QApplication a(argc, argv);
QSurfaceFormat format;
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
QSurfaceFormat::setDefaultFormat(format);
HSIOpenGLQuadViewWidget qvwidget;
qvwidget.setFormat(format);
qvwidget.init();
qvwidget.addPoint(QVector3D(-1, 1, 1), Qt::red);
qvwidget.addPoint(QVector3D(1, 1, 1), Qt::red);
qvwidget.addPoint(QVector3D(1, -1, 1), Qt::red);
qvwidget.addPoint(QVector3D(-1, -1, 1), Qt::red);
qvwidget.addPoint(QVector3D(0, 0, 0), Qt::red);
qvwidget.addPoint(QVector3D(-1, 1, -1), Qt::red);
qvwidget.addPoint(QVector3D(1, 1, -1), Qt::red);
qvwidget.addPoint(QVector3D(1, -1, -1), Qt::red);
qvwidget.addPoint(QVector3D(-1, -1, -1), Qt::red);
qvwidget.generateSphere(0.5);
qvwidget.show();
return a.exec();
MyQOpenGLWidget.cpp
void HSIOpenGLQuadViewWidget::initializeGL()
{
// Required by Qt
initializeOpenGLFunctions();
// Creates a 24 bit depth mask
glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width(), height());
// Sets the OpenGL screen clear color
glClearColor(0, 0, 0, 0);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
// Enables face culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColorMaterial(GL_FRONT, GL_SPECULAR);
// Somewhere in the initialization part of your program…
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
// Create light components
//GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat ambientLight[] = { 2.0f, 2.0f, 2.0f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = { 0.0f, -10.0f, 0.0f, 1.0f };
// Assign created components to GL_LIGHT0
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
//glDisable(GL_DEPTH_TEST);
glEnable(GL_PROGRAM_POINT_SIZE);
glPointSize(5);
}
void HSIOpenGLQuadViewWidget::paintGL()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Set the depth test and clear the depth field
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawPoints();
drawSphere();
glPopMatrix();
QPainter painter(this);
QRect rect = this->rect();
float top = rect.y() + (rect.height() * 0.8);
float height = rect.height() * 0.15;
float left = rect.x() + (rect.width() * 0.8);
float width = rect.width() * 0.15;
QPen pen;
pen.setColor(Qt::red);
pen.setWidth(10);
painter.setPen(pen);
painter.setBrush(QBrush(Qt::red));
painter.drawRect(left, top, width, height);
QString textYaw = QString(" Yaw : ") + QString::number(100) + QString("\n");
QString textPitch = QString("Pitch : ") + QString::number(200) + QString("\n");
QString textRoll = QString(" Roll : ") + QString::number(300) + QString("\n");
painter.drawText(left, top + 10, textYaw);
painter.drawText(left, top + 25, textPitch);
painter.drawText(left, top + 40, textRoll);
}
所以,問題是,什麼是導致QOpenGLWidget繪製四個箭頭而不是一個實體d矩形?任何人都有線索?謝謝。
我試過兩種方法。有或沒有開始/ endNativePainter()我得到相同的結果。 – soulsabr
您的上下文預初始化正在破壞它。查看其他答案的詳細信息和評論。以零碎的方式來做:先做一些非常簡單的工作 - 例如根本沒有OpenGL的調用,只是畫家,然後開始逐個添加簡單的繪製調用,看看它打破了什麼地方。這顯然不起作用,因爲這位畫家所期望的背景不同於它所處的那個背景。 –
kuba ober我會爲此拍攝一張照片。真的不敢相信我甚至沒有想過這樣做。 :)即使它不起作用,它仍然是一個愚蠢的菜鳥錯誤。 – soulsabr