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qt+opengl 三维物体加入摄像机

1 在前几期的文章中,我们已经实现了三维正方体的显示了,那我们来实现让物体的由远及近,和由近及远。这里我们需要了解一个概念摄像机。

1.1 摄像机定义:在世界空间中位置观察方向指向右侧向量指向上方的向量。如下图所示:

 1.2 实现一个摄像机

首先定义一个摄像机位置,然后获取一个摄影机指向原点的向量,并且获取指向摄像机的单位向量(只关心摄像机的方向,不关心其长度).代码如下所示:

  1. QVector3D cameraPos(0, 0, 3)

  2. QVector3D cameraTarget(0, 0, 0);

  3. QVector3D cameraDirection( (cameraTarget- cameraPos).normalized() )

1.3 摄像机位置

摄像机位置是在世界空间中一个指向摄像机位置的向量。右手坐标系:大拇指指向正x轴方向,食指指向正y轴方向,中指指向正z轴方向,z正轴从屏幕指向自己。

 通过改变摄像机的位置就可以实现物体的远近效果。

在qt opengl 函数里面我们有函数实现了

void QMatrix4x4::lookAt(const QVector3D &eye, const QVector3D &center, const QVector3D &up)
//获取lookAt矩阵.
//eye: 设置摄像机(眼睛)位置,比如QVector3D(0,0,3)
//center:表示摄像机(眼睛)正在看的视图的中心,比如原点QVector3D(0,0,0)
//up:眼睛的上向量,一般为QVector3D(0,1,0),通过该向量就能获取到眼睛的右轴和上轴

 这里我们只需要设置相应的参数就可以了

eye : 就是我们眼睛的位置,这里我们设置Z轴正方向 QVector3D(0, 0, 3);

center : 就是我们以什么地方为中心点观察物体,如QVector3D(0, 0, 0);原点。

up:眼睛的上向量,一般为QVector3D(0,1,0),通过该向量就能获取到眼睛的右轴和上轴

好了,那么我们现在来修改glsl语句和代码实现。

#include "glwidget.h"
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMouseEvent>
#include <QDateTime>
#include <QtMath>

static const char *vertexShaderSource =
    "#version 330\n"
    "layout (location = 0) in vec4 vertex;\n"
    "layout (location = 1) in vec4 texCoord;\n"
    "out vec4 texc;\n"
    "uniform  mat4 matrix;\n"
    "uniform  mat4 model;\n"
    "uniform  mat4 view;\n"
    "uniform  mat4 projection;\n"
    "void main(void)\n"
    "{\n"
    "    gl_Position =  projection*view* matrix * vertex;\n"
    "    texc = texCoord;\n"
    "}\n";

static const char *fragmentShaderSource =
      "#version 330\n"
      "uniform sampler2D texture;\n"
      "in vec4 texc;\n"
      "void main(void)\n"
      "{\n"
      "    gl_FragColor = texture2D(texture, texc.st);\n"
      "}\n";

GLWidget::GLWidget():QOpenGLWidget()
  ,m_xRos(0)
  ,m_yRos(0)
{
    cam = QVector3D(m_xRos, m_yRos, m_zRos);

    cameraPos = QVector3D(0, 0, 3); 近---远
   // cameraPos = QVector3D(0, 0, 30);远---近

    timer = new QTimer;
    timer->setInterval(20);
    connect(timer,&QTimer::timeout,this,[=]{
        qDebug()<<"timeout"<<nCount<<m_xRos;

       rotateBy(2 * 16, +2 * 16, -1 * 16);
    });

}
GLWidget::~GLWidget()
{
    makeCurrent();
    vbo.destroy();
    for (int i = 0; i < 6; ++i)
        delete textures[i];
    delete program;
    doneCurrent();
}

QSize GLWidget::minimumSizeHint() const
{
    return QSize(400, 400);
}

QSize GLWidget::sizeHint() const
{
    return QSize(400, 400);
}

void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
{
    float cameraSpeed = 0.2;
    cameraPos += cameraSpeed * QVector3D(0, 0, 1);//由远到近
    //cameraPos -= cameraSpeed * QVector3D(0, 0, 1);//由近到远

    xRot += xAngle;
    yRot += yAngle;
    zRot += zAngle;
    update();
}

void GLWidget::setClearColor(const QColor &color)
{
    clearColor = color;
    update();
}

void GLWidget::initializeGL()
{
    vertices = {
            // ---- 位置----   - 纹理坐标 -      ---- 颜色 ----

        0.5f, -0.5f, -0.5f,   1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, 0.5f, -0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, -0.5f,   1.0f, 0.0f,//1

        0.5f, 0.5f, -0.5f,   1.0f, 1.0f,
        -0.5f, 0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, 0.5f, 0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, 0.5f,    1.0f, 0.0f,//2


        0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, 0.5f, -0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, 0.5f,    1.0f, 0.0f,//3



        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         -0.5f, -0.5f, 0.5f,  0.0f, 1.0f,
         -0.5f, 0.5f, 0.5f,   0.0f, 0.0f,
        -0.5f, 0.5f, -0.5f,   1.0f, 0.0f,//4


         0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
         -0.5f, -0.5f, 0.5f,  0.0f, 1.0f,
         -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,//5

        -0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
         0.5f, -0.5f, 0.5f,   0.0f, 1.0f,
         0.5f, 0.5f, 0.5f,    0.0f, 0.0f,
        -0.5f, 0.5f, 0.5f,    1.0f, 0.0f,

    };
    initializeOpenGLFunctions();

   // makeObject();

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);

//#define PROGRAM_VERTEX_ATTRIBUTE 0
//#define PROGRAM_TEXCOORD_ATTRIBUTE 1

    program = new QOpenGLShaderProgram;
    program->addShaderFromSourceCode(QOpenGLShader::Vertex,vertexShaderSource);
    program->addShaderFromSourceCode(QOpenGLShader::Fragment,fragmentShaderSource);
    program->link();
    program->bind();//激活Program对象

    vbo.create();
    vbo.bind();              //绑定到当前的OpenGL上下文,
    vbo.allocate(vertices.constData(), vertices.count() * sizeof(GLfloat));


    //初始化VAO,设置顶点数据状态(顶点,法线,纹理坐标等)
    vao.create();
    vao.bind();

    for (int j = 0; j < 6; ++j)
    {
        textures[j] = new QOpenGLTexture(QImage(QString(":/cube%1.png").arg(j + 1)).mirrored());
        textures[j]->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,QOpenGLTexture::Linear);
        textures[j]->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToEdge);
        textures[j]->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
    }
    program->setAttributeBuffer(0, GL_FLOAT, 0,                  3, 5 * sizeof(float));   //设置aPos顶点属性
    program->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(float),  2, 5 * sizeof(float));   //设置aColor顶点颜色
    program->enableAttributeArray(0); //使能aPos顶点属性
    program->enableAttributeArray(1); //使能aColor顶点颜色
    program->setUniformValue("texture", 0);
    QMatrix4x4 projection;
    projection.perspective(60,(float)width()/height(),0.1,100);//构建透视矩阵,这个可以是固定写法
    program->setUniformValue("projection", projection);

//    vao.release();
//    vbo.release();
}

void GLWidget::paintGL()
{
    //glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blueF(), clearColor.alphaF());
    glEnable(GL_DEPTH_TEST);
    glClearColor(0.1f,0.5f,0.7f,1.0f);  //设置清屏颜色
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    QMatrix4x4 m;
    //m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
    m.translate(0.0f, 0.0f, 0.0f);
    m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
    m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
    m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
    m.scale(0.5);
    program->setUniformValue("matrix", m);

//    QMatrix4x4 view;
//    view.translate(0.0f,0.0f,-3.0f);
//    program->setUniformValue("view", view);


    QMatrix4x4 view;
    view.lookAt(cameraPos, QVector3D(0, 0, 0), QVector3D(0, 1, 0));
    //view.lookAt(cameraPos, cameraPos+QVector3D(0,0,-1), QVector3D(0,1,0));
    program->setUniformValue("view", view);

    for (int i = 0; i < 6; ++i) {
        textures[i]->bind();
        glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
    }
}
void GLWidget::resizeGL(int width, int height)
{
    this->glViewport(0,0,width,height);                //定义视口区域
}

void GLWidget::mousePressEvent(QMouseEvent *event)
{
    lastPos = event->pos();
    timer->start();
}

void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
    int dx = event->x() - lastPos.x();
    int dy = event->y() - lastPos.y();

    if (event->buttons() & Qt::LeftButton) {
        rotateBy(8 * dy, 8 * dx, 0);
    } else if (event->buttons() & Qt::RightButton) {
        rotateBy(8 * dy, 0, 8 * dx);
    }
    lastPos = event->pos();
}

void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
{
    emit clicked();
}

#ifndef GLWIDGET_H
#define GLWIDGET_H

#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QTimer>
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>


QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram);
QT_FORWARD_DECLARE_CLASS(QOpenGLTexture)

class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
    Q_OBJECT

public:
    //using QOpenGLWidget::QOpenGLWidget;
    GLWidget();
    ~GLWidget();

    QSize minimumSizeHint() const override;
    QSize sizeHint() const override;
    void rotateBy(int xAngle, int yAngle, int zAngle);
    void setClearColor(const QColor &color);

signals:
    void clicked();

protected:
    void initializeGL() override;
    void paintGL() override;
    void resizeGL(int width, int height) override;
    void mousePressEvent(QMouseEvent *event) override;
    void mouseMoveEvent(QMouseEvent *event) override;
    void mouseReleaseEvent(QMouseEvent *event) override;

private:

    QColor clearColor = Qt::black;
    QPoint lastPos;
    int xRot = 0;
    int yRot = 0;
    int zRot = 0;
    QOpenGLTexture *textures[6] = {nullptr, nullptr, nullptr, nullptr, nullptr, nullptr};
    QOpenGLShaderProgram *program = nullptr;
    QOpenGLBuffer vbo;
    QVector<float> vertices;
    QOpenGLVertexArrayObject vao;
    QTimer* timer;
    float m_xRos = 0.0f;
    float m_yRos = 0.0f;
    float m_zRos = 3.0f;
    QVector3D   cam;
    int nCount=0;

    QVector3D cameraPos;

    QVector3D cameraTarget;

    QVector3D cameraDirection;
};

#endif

 运行下代码是不是就是可以由远到近和由近到远了呢.

我们初始化

cameraPos = QVector3D(0, 0, 3);    
cameraPos += cameraSpeed * QVector3D(0, 0, 1);//由近到远

这样写就是近--远了呢

cameraPos = QVector3D(0, 0, 30);
cameraPos -= cameraSpeed * QVector3D(0, 0, 1);//由远到近了呢

我们这样写是固定了摄像机观察的点是QVector3D(0, 0, 0),可是有个问题是不是当我们设置eye为

cameraPos = QVector3D(0, 0, 30);的时候,运行出来显示出来的效果是由远到近,然后又近到远了呢?为什么?因为

cameraPos -= cameraSpeed * QVector3D(0, 0, 1);这个值减少到负方向了?

所以我们修改下程序,修改center(摄像机观察的点)让观察点随着摄像机变化,是不是就没有由远到近 ,然后又由近到远呢?上代码


#include "glwidget.h"
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMouseEvent>
#include <QDateTime>
#include <QtMath>

static const char *vertexShaderSource =
    "#version 330\n"
    "layout (location = 0) in vec4 vertex;\n"
    "layout (location = 1) in vec4 texCoord;\n"
    "out vec4 texc;\n"
    "uniform  mat4 matrix;\n"
    "uniform  mat4 model;\n"
    "uniform  mat4 view;\n"
    "uniform  mat4 projection;\n"
    "void main(void)\n"
    "{\n"
    "    gl_Position =  projection*view* matrix * vertex;\n"
    "    texc = texCoord;\n"
    "}\n";

static const char *fragmentShaderSource =
      "#version 330\n"
      "uniform sampler2D texture;\n"
      "in vec4 texc;\n"
      "void main(void)\n"
      "{\n"
      "    gl_FragColor = texture2D(texture, texc.st);\n"
      "}\n";

GLWidget::GLWidget():QOpenGLWidget()
  ,m_xRos(0)
  ,m_yRos(0)
{
    cam = QVector3D(m_xRos, m_yRos, m_zRos);

    cameraPos = QVector3D(0, 0, 3);

    timer = new QTimer;
    timer->setInterval(20);
    connect(timer,&QTimer::timeout,this,[=]{
        qDebug()<<"timeout"<<nCount<<m_xRos;

       rotateBy(2 * 16, +2 * 16, -1 * 16);
    });

}
GLWidget::~GLWidget()
{
    makeCurrent();
    vbo.destroy();
    for (int i = 0; i < 6; ++i)
        delete textures[i];
    delete program;
    doneCurrent();
}

QSize GLWidget::minimumSizeHint() const
{
    return QSize(400, 400);
}

QSize GLWidget::sizeHint() const
{
    return QSize(400, 400);
}

void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
{
    float cameraSpeed = 0.2;
    cameraPos -= cameraSpeed * QVector3D(0, 0, -1);//由远到近
    //cameraPos += cameraSpeed * QVector3D(0, 0, -1);//由近到远

    xRot += xAngle;
    yRot += yAngle;
    zRot += zAngle;
    update();
}

void GLWidget::setClearColor(const QColor &color)
{
    clearColor = color;
    update();
}

void GLWidget::initializeGL()
{
    vertices = {
            // ---- 位置----   - 纹理坐标 -      ---- 颜色 ----

        0.5f, -0.5f, -0.5f,   1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, 0.5f, -0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, -0.5f,   1.0f, 0.0f,//1

        0.5f, 0.5f, -0.5f,   1.0f, 1.0f,
        -0.5f, 0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, 0.5f, 0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, 0.5f,    1.0f, 0.0f,//2


        0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
        0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        0.5f, 0.5f, -0.5f,   0.0f, 0.0f,
        0.5f, 0.5f, 0.5f,    1.0f, 0.0f,//3



        -0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         -0.5f, -0.5f, 0.5f,  0.0f, 1.0f,
         -0.5f, 0.5f, 0.5f,   0.0f, 0.0f,
        -0.5f, 0.5f, -0.5f,   1.0f, 0.0f,//4


         0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
         -0.5f, -0.5f, 0.5f,  0.0f, 1.0f,
         -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,//5

        -0.5f, -0.5f, 0.5f,   1.0f, 1.0f,
         0.5f, -0.5f, 0.5f,   0.0f, 1.0f,
         0.5f, 0.5f, 0.5f,    0.0f, 0.0f,
        -0.5f, 0.5f, 0.5f,    1.0f, 0.0f,

    };
    initializeOpenGLFunctions();

   // makeObject();

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);

//#define PROGRAM_VERTEX_ATTRIBUTE 0
//#define PROGRAM_TEXCOORD_ATTRIBUTE 1

    program = new QOpenGLShaderProgram;
    program->addShaderFromSourceCode(QOpenGLShader::Vertex,vertexShaderSource);
    program->addShaderFromSourceCode(QOpenGLShader::Fragment,fragmentShaderSource);
    program->link();
    program->bind();//激活Program对象

    vbo.create();
    vbo.bind();              //绑定到当前的OpenGL上下文,
    vbo.allocate(vertices.constData(), vertices.count() * sizeof(GLfloat));


    //初始化VAO,设置顶点数据状态(顶点,法线,纹理坐标等)
    vao.create();
    vao.bind();

    for (int j = 0; j < 6; ++j)
    {
        textures[j] = new QOpenGLTexture(QImage(QString(":/cube%1.png").arg(j + 1)).mirrored());
        textures[j]->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,QOpenGLTexture::Linear);
        textures[j]->setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::ClampToEdge);
        textures[j]->setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::ClampToEdge);
    }
    program->setAttributeBuffer(0, GL_FLOAT, 0,                  3, 5 * sizeof(float));   //设置aPos顶点属性
    program->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(float),  2, 5 * sizeof(float));   //设置aColor顶点颜色
    program->enableAttributeArray(0); //使能aPos顶点属性
    program->enableAttributeArray(1); //使能aColor顶点颜色
    program->setUniformValue("texture", 0);
    QMatrix4x4 projection;
    projection.perspective(60,(float)width()/height(),0.1,100);//构建透视矩阵,这个可以是固定写法
    program->setUniformValue("projection", projection);

//    vao.release();
//    vbo.release();
}

void GLWidget::paintGL()
{
    //glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blueF(), clearColor.alphaF());
    glEnable(GL_DEPTH_TEST);
    glClearColor(0.1f,0.5f,0.7f,1.0f);  //设置清屏颜色
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    QMatrix4x4 m;
    //m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
    m.translate(0.0f, 0.0f, 0.0f);
    m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
    m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
    m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
    m.scale(0.5);
    program->setUniformValue("matrix", m);

//    QMatrix4x4 view;
//    view.translate(0.0f,0.0f,-3.0f);
//    program->setUniformValue("view", view);


    QMatrix4x4 view;
    view.lookAt(cameraPos, cameraPos+QVector3D(0,0,-1), QVector3D(0,1,0));
    program->setUniformValue("view", view);

    for (int i = 0; i < 6; ++i) {
        textures[i]->bind();
        glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
    }
}
void GLWidget::resizeGL(int width, int height)
{
    this->glViewport(0,0,width,height);                //定义视口区域
}

void GLWidget::mousePressEvent(QMouseEvent *event)
{
    lastPos = event->pos();
    timer->start();
}

void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
    int dx = event->x() - lastPos.x();
    int dy = event->y() - lastPos.y();

    if (event->buttons() & Qt::LeftButton) {
        rotateBy(8 * dy, 8 * dx, 0);
    } else if (event->buttons() & Qt::RightButton) {
        rotateBy(8 * dy, 0, 8 * dx);
    }
    lastPos = event->pos();
}

void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
{
    emit clicked();
}

我们运行程序,最后点击下屏幕,是不是实现了呢?


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