Qt opengl 3D立方体贴纹理

前言:

环境是 Qt 5.9.2 Mingw 32 bit
Qt 提供了 opengl 的窗口 是 QGLWidget
所以不需要 glut

这个纹理贴图是我随便找的一个 请忽略
在这里插入图片描述

Qt opengl 的环境搭建也很简单

pro 文件内 加入

QT += opengl

LIBS += -lopengl32 \
        -lglu32

这样就ok

继承 QGLWidget 然后实现一下那几个虚函数就行
这里我就不叙述了 直接贴代码

openglwidget.h

#include <QWidget>
#include <QtOpenGL/qgl.h>
#include <GL/gl.h>
#include <GL/glu.h>

#include <QTimer>
namespace Ui {
class openglWidget;
}

class openglWidget : public QGLWidget
{
    Q_OBJECT

public:
    explicit openglWidget(QWidget *parent = 0);
    ~openglWidget();

    void loadTextures(QString path);

protected:

    void initializeGL();
    void resizeGL(int w, int h);
    void paintGL();
private:
    Ui::openglWidget *ui;

    GLfloat triangleRotateAngle;
    GLfloat quadrangleRotateAngle;

    GLuint m_texture;   //纹理

    QTimer* m_timer;
};

openglwidget.cpp

openglWidget::openglWidget(QWidget *parent) :
    QGLWidget(parent),
    ui(new Ui::openglWidget)
{
    ui->setupUi(this);

    triangleRotateAngle = 0.0f;
    quadrangleRotateAngle = 0.0f;

    m_timer = new QTimer();

//定时器每0.1秒 更新一下
    connect(m_timer,&QTimer::timeout,this,&openglWidget::updateGL);

    m_timer->setInterval(100);
    m_timer->start();

    initializeGL();


}

openglWidget::~openglWidget()
{
    delete ui;
}

void openglWidget::loadTextures(QString path)
{

    QImage tex, buffer;

    glGenTextures(1, &m_texture);

        buffer.load(path);
        tex = QGLWidget::convertToGLFormat( buffer );
        glBindTexture( GL_TEXTURE_2D, m_texture );
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, tex.width(), tex.height(), 0,
          GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );


}

void openglWidget::initializeGL()
{

    //绑定位图转换为纹理
    loadTextures("D://1.bmp");
    //纹理映射
    glEnable(GL_TEXTURE_2D);


    glShadeModel( GL_SMOOTH );
    glClearColor( 0.0, 0.0, 0.0, 0.0 );
    glClearDepth( 1.0 );
    glEnable( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL );
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

}


void openglWidget::resizeGL(int w, int h)
{
    if (0 >= w || 0 >= h )
        return;


    glLoadIdentity();

    glViewport(0, 0, w, h);
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 45.0, (GLfloat)w/(GLfloat)h, 0.1, 100.0 );
    glMatrixMode( GL_MODELVIEW );
    updateGL();
}

void openglWidget::paintGL()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    /*重置当前的模型观察矩阵
     *
     * 当您调用glLoadIdentity()之后,您实际上将当前点移到了屏幕中心,
     * X坐标轴从左至右,Y坐标轴从下至上,Z坐标轴从里至外。OpenGL屏幕中心的坐标值是X和Y轴上的0.0点。
     * 中心左面的坐标值是负值,右面是正值。移向屏幕顶端是正值,移向屏幕底端是负值。移入屏幕深处是负值,移出屏幕则是正值
     *
     * */
    glLoadIdentity();

   glTranslatef( 0.0,  0.0, -5.0 );


   glRotatef( triangleRotateAngle,  0.0,  1.0,  0.0 );
   glRotatef( triangleRotateAngle,  1.0,  0.0,  0.0 );

   glBindTexture(GL_TEXTURE_2D,m_texture);

   glBegin(GL_QUADS);

   glTexCoord2f(1.0f, 1.0f);
           glVertex3f(1.0f, 1.0f, -1.0f);                  //右上(顶面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(-1.0f, 1.0f, -1.0f);                 //左上(顶面)
           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(-1.0f, 1.0f, 1.0f);                  //左下(顶面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(1.0f, 1.0f, 1.0f);                   //右下(顶面)

           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(1.0f, -1.0f, 1.0f);                  //右上(底面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(-1.0f, -1.0f, 1.0f);                 //左上(底面)
           glTexCoord2f(1.0f, 1.0f);
           glVertex3f(-1.0f, -1.0f, -1.0f);                //左下(底面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(1.0f, -1.0f, -1.0f);                 //右下(底面)

           glTexCoord2f(1.0f, 1.0f);
           glVertex3f(1.0f, 1.0f, 1.0f);                   //右上(前面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(-1.0f, 1.0f, 1.0f);                  //左上(前面)
           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(-1.0f, -1.0f, 1.0f);                 //左下(前面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(1.0f, -1.0f, 1.0f);                  //右下(前面)

           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(1.0f, -1.0f, -1.0f);                 //右上(后面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(-1.0f, -1.0f, -1.0f);                //左上(后面)
           glTexCoord2f(1.0f, 1.0f);
           glVertex3f(-1.0f, 1.0f, -1.0f);                 //左下(后面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(1.0f, 1.0f, -1.0f);                  //右下(后面)

           glTexCoord2f(1.0f, 1.0f);
           glVertex3f(-1.0f, 1.0f, 1.0f);                  //右上(左面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(-1.0f, 1.0f, -1.0f);                 //左上(左面)
           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(-1.0f, -1.0f, -1.0f);                //左下(左面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(-1.0f, -1.0f, 1.0f);                 //右下(左面)

           glTexCoord2f(1.0f, 1.0f);
           glVertex3f(1.0f, 1.0f, -1.0f);                  //右上(右面)
           glTexCoord2f(0.0f, 1.0f);
           glVertex3f(1.0f, 1.0f, 1.0f);                   //左上(右面)
           glTexCoord2f(0.0f, 0.0f);
           glVertex3f(1.0f, -1.0f, 1.0f);                  //左下(右面)
           glTexCoord2f(1.0f, 0.0f);
           glVertex3f(1.0f, -1.0f, -1.0f);


    glEnd();


    triangleRotateAngle += 2;

}

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