我目前正在尝试将纹理渲染到全屏
QWindow
我在屏幕的左上角得到了一个红色三角形,而不是一个四边形。
我看不出我在代码上犯了什么错误,所以我请你检查一下我的代码。
glTexImage2D
看起来很好,没有错误
glGetError
.
OpenGL上下文和QWindow的初始化:
int i;
for( i=0;i<QApplication::screens().size();i++ )
{
if(QApplication::screens().at(i)->name().compare(szScreenName)==0)
break;
}
if(i==QApplication::screens().size())
i--;
setGeometry(QApplication::screens().at(i)->availableGeometry());
showFullScreen();
setSurfaceType(QWindow::OpenGLSurface);
QSurfaceFormat fmt;
fmt.setSwapBehavior(QSurfaceFormat::SingleBuffer);
fmt.setRenderableType(QSurfaceFormat::OpenGLES);
setFormat(fmt);
_pContext = new QOpenGLContext(this);
_pContext->setFormat(fmt);
//_pContext->setShareContext(QOpenGLContext::globalShareContext());
_pContext->create();
QObject::connect( this, &DLP::postRenderSignal, this, &DLP::render );
_pContext->makeCurrent(this);
initializeOpenGLFunctions();
//_pTexManager = new TextureManager(QOpenGLContext::globalShareContext()->functions());
_pTexManager = new TextureManager(this);
char* szVertexShader = "#version 110\n"
"attribute vec4 a_Position;\n"
"attribute vec2 a_TexCoord;\n"
"varying vec2 v_TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = a_Position;\n"
" v_TexCoord = a_TexCoord;\n"
"}\n";
char* szFragmentShader = "#version 110\n"
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform sampler2D u_Texture;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0,0.0,0.0,1.0);//texture2D( u_Texture, v_TexCoord );\n"
"}\n";
//_nProgram = linkShader(QOpenGLContext::globalShareContext()->functions(), szVertexShader, szFragmentShader);
_nProgram = linkShader(this, szVertexShader, szFragmentShader);
if(_nProgram!=0)
{
_nShaderSamplerLoc = glGetUniformLocation(_nProgram,"u_Texture");
_nShaderTextureLoc = glGetAttribLocation(_nProgram,"a_TexCoord");
_nShaderPositionLoc = glGetAttribLocation(_nProgram,"a_Position");
}
glGenBuffers(2, _pBuffers );
static const unsigned short pIndexData[] = { 0, 1, 2, 3 };
glBindBuffer(GL_ARRAY_BUFFER, _pBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(pIndexData), pIndexData, GL_STATIC_DRAW);
static const float pPosBuffer[20] = {
-1, 1, 0, 0, 0,
1, 1, 0, 1, 0,
-1, -1, 0, 0, 1,
1 -1, 0, 1, 1,
};
glBindBuffer(GL_ARRAY_BUFFER, _pBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, 20*4, pPosBuffer, GL_STATIC_DRAW);
渲染代码(DLP::Render):
if (!isExposed() || !_pContext)
return;
_pContext->makeCurrent(this);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glViewport(0,0,m_nWidth,m_nHeight);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(_nProgram);
glBindBuffer(GL_ARRAY_BUFFER, _pBuffers[0]);
// Load the vertex position
glVertexAttribPointer(_nShaderPositionLoc, 3, GL_FLOAT, false, 5 * 4, (void*)0);
glEnableVertexAttribArray(_nShaderPositionLoc);
// Load the texture coordinate
//glVertexAttribPointer(_nShaderTextureLoc, 2, GL_FLOAT, false, 5 * 4, (void*)(3 * 4));
//glEnableVertexAttribArray(_nShaderTextureLoc);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _pTexManager->getTexture(key));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(_nShaderSamplerLoc, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _pBuffers[1]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(_nShaderPositionLoc);
//glDisableVertexAttribArray(_nShaderTextureLoc);
glFinish();
_pContext->swapBuffers(this);