【发布时间】:2014-05-07 14:26:56
【问题描述】:
应用程序编译并运行,没有编译器错误,但是没有显示 Q 标志。 我采用了 QT Logo OpenGL 示例http://qt.developpez.com/doc/4.7/opengl-hellogl/ 并尝试在 QT 版本 5.2.1 (MSVC 2010, 32bit) 中编译。我知道 OpenGL 在版本 5 中的使用方式与旧版本 4 相比有所变化。我已经修改了工作 GL 示例中的一些代码,但它仍然无法正常工作。我敢打赌,QtLogo 中存在问题,因为我没有更改这些文件中的任何内容。所以我对成为 OpenGL 的新手感到非常困惑。 我希望提供了一个下降问题陈述。回答这个问题将帮助许多其他人解开 QT OpenGL 变化的奥秘。好郁闷啊。
1) QT 5.2.1 版(MSVC 2010,32 位)- 随 Qt 5.2.1 一起安装,用于 Windows 32 位(MinGW 4.8,OpenGL,634 MB)安装程序 2) Windows 7,尝试 32bit 和 64bit 3) 英特尔 CPU(使用两台不同的基于英特尔的计算机) 4) 该应用程序在 QT 版本 4 中可以正常工作
5) 代码可供下载http://1drv.ms/1g88ScS
代码如下:
hellogl.pro
# HELLOGL
#VPATH += ../shared
#INCLUDEPATH += ../shared
QT += core gui opengl
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = hellogl
TEMPLATE = app
SOURCES += main.cpp \
window.cpp \
glwidget.cpp \
qtlogo.cpp
HEADERS += window.h \
glwidget.h \
qtlogo.h
FORMS += window.ui
GLWIDGET.H
// glwidget.h
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QGLWidget>
class QtLogo;
class GLWidget : public QGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QWidget *parent = 0);
~GLWidget();
QSize minimumSizeHint() const;
QSize sizeHint() const;
public slots:
void setXRotation(int angle);
void setYRotation(int angle);
void setZRotation(int angle);
signals:
void xRotationChanged(int angle);
void yRotationChanged(int angle);
void zRotationChanged(int angle);
protected:
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent *event);
void mouseMoveEvent(QMouseEvent *event);
private:
QtLogo *logo;
int xRot;
int yRot;
int zRot;
QPoint lastPos;
QColor qtGreen;
QColor qtPurple;
};
#endif
qtlogo.h
//qtlogo.h
#ifndef QTLOGO_H
#define QTLOGO_H
//#include <QObject>
//#include <QtOpenGL>
#include <QColor>
#include <GL/gl.h>
//#include <QGLWidget>
//#include <QtWidgets>
#include <QMatrix4x4>
#include <QVector3D>
#include <qmath.h>
class Patch;
class Geometry;
//! [0]
class QtLogo : public QObject
{
public:
QtLogo(QObject *parent, int d = 64, qreal s = 1.0);
~QtLogo();
void setColor(QColor c);
void draw() const;
private:
void buildGeometry(int d, qreal s);
QList<Patch *> parts;
Geometry *geom;
};
//! [0]
#endif // QTLOGO_H
window.h
// window.h
#ifndef WINDOW_H
#define WINDOW_H
//#include <QObject>
//#include <QApplication>
//#include <QHBoxLayout>
//#include <QSpinBox>
//#include <QKeyEvent>
#include <QWidget>
#include <QSlider>
class QSlider;
class GLWidget;
namespace Ui {
class Window;
}
class Window : public QWidget
{
Q_OBJECT
public:
explicit Window(QWidget *parent = 0);
~Window();
protected:
void keyPressEvent(QKeyEvent *event);
private:
Ui::Window *ui;
QSlider *createSlider();
GLWidget *glWidget;
QSlider *xSlider;
QSlider *ySlider;
QSlider *zSlider;
};
#endif
glwidget.cpp
// glwidget.cpp
#include <math.h>
#include <QtWidgets>
#include <QtOpenGL>
#include "glwidget.h"
#include "qtlogo.h"
//#include <QColor>
/*
#ifndef GL_MULTISAMPLE
#define GL_MULTISAMPLE 0x809D
#endif
*/
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
{
logo = 0;
xRot = 0;
yRot = 0;
zRot = 0;
qtGreen = QColor::fromCmykF(0.40, 0.0, 1.0, 0.0);
qtPurple = QColor::fromCmykF(0.39, 0.39, 0.0, 0.0);
}
GLWidget::~GLWidget()
{
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50); //
}
QSize GLWidget::sizeHint() const
{
return QSize(800, 800);
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != xRot) {
xRot = angle;
emit xRotationChanged(angle);
updateGL();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != yRot) {
yRot = angle;
emit yRotationChanged(angle);
updateGL();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != zRot) {
zRot = angle;
emit zRotationChanged(angle);
updateGL();
}
}
void GLWidget::initializeGL()
{
qglClearColor(qtPurple.dark());
logo = new QtLogo(this, 64);
logo->setColor(qtGreen.dark());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_MULTISAMPLE);
static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0, 0.0, -10.0);
glRotatef(xRot / 16.0, 1.0, 0.0, 0.0);
glRotatef(yRot / 16.0, 0.0, 1.0, 0.0);
glRotatef(zRot / 16.0, 0.0, 0.0, 1.0);
logo->draw();
//logo->setColor(QColor(0,0,0));
}
void GLWidget::resizeGL(int width, int height)
{
int side = qMin(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef QT_OPENGL_ES_1
glOrthof(-0.5, +0.5, -0.5, +0.5, 4.0, 15.0);
#else
glOrtho(-0.5, +0.5, -0.5, +0.5, 4.0, 15.0);
#endif
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
lastPos = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->x() - lastPos.x();
int dy = event->y() - lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(xRot + 8 * dy);
setYRotation(yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(xRot + 8 * dy);
setZRotation(zRot + 8 * dx);
}
lastPos = event->pos();
}
main.cpp
// main.cpp
#include <QtOpenGL>
#include <QtGui>
#include <QApplication>
#include <QDesktopWidget>
#include "window.h"
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
Window window;
window.resize(window.sizeHint());
int desktopArea = QApplication::desktop()->width() *
QApplication::desktop()->height();
int widgetArea = window.width() * window.height();
if (((float)widgetArea / (float)desktopArea) < 0.75f)
window.show();
else
window.showMaximized();
return app.exec();
}
qtlogo.cpp
// qtlogo.cpp
#include "qtlogo.h"
static const qreal tee_height = 0.311126;
static const qreal cross_width = 0.25;
static const qreal bar_thickness = 0.113137;
static const qreal inside_diam = 0.20;
static const qreal outside_diam = 0.30;
static const qreal logo_depth = 0.10;
static const int num_divisions = 32;
//! [0]
struct Geometry
{
QVector<GLushort> faces;
QVector<QVector3D> vertices;
QVector<QVector3D> normals;
void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
void appendFaceted(const QVector3D &a, const QVector3D &n);
void finalize();
void loadArrays() const;
};
//! [0]
//! [1]
class Patch
{
public:
enum Smoothing { Faceted, Smooth };
Patch(Geometry *);
void setSmoothing(Smoothing s) { sm = s; }
void translate(const QVector3D &t);
void rotate(qreal deg, QVector3D axis);
void draw() const;
void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
GLushort start;
GLushort count;
GLushort initv;
GLfloat faceColor[4];
QMatrix4x4 mat;
Smoothing sm;
Geometry *geom;
};
//! [1]
static inline void qSetColor(float colorVec[], QColor c)
{
colorVec[0] = c.redF();
colorVec[1] = c.greenF();
colorVec[2] = c.blueF();
colorVec[3] = c.alphaF();
}
void Geometry::loadArrays() const
{
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glNormalPointer(GL_FLOAT, 0, normals.constData());
}
void Geometry::finalize()
{
// TODO: add vertex buffer uploading here
// Finish smoothing normals by ensuring accumulated normals are returned
// to length 1.0.
for (int i = 0; i < normals.count(); ++i)
normals[i].normalize();
}
void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
{
// Smooth normals are acheived by averaging the normals for faces meeting
// at a point. First find the point in geometry already generated
// (working backwards, since most often the points shared are between faces
// recently added).
int v = vertices.count() - 1;
for ( ; v >= from; --v)
if (qFuzzyCompare(vertices[v], a))
break;
if (v < from)
{
// The vert was not found so add it as a new one, and initialize
// its corresponding normal
v = vertices.count();
vertices.append(a);
normals.append(n);
}
else
{
// Vert found, accumulate normals into corresponding normal slot.
// Must call finalize once finished accumulating normals
normals[v] += n;
}
// In both cases (found or not) reference the vert via its index
faces.append(v);
}
void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
{
// Faceted normals are achieved by duplicating the vert for every
// normal, so that faces meeting at a vert get a sharp edge.
int v = vertices.count();
vertices.append(a);
normals.append(n);
faces.append(v);
}
Patch::Patch(Geometry *g)
: start(g->faces.count())
, count(0)
, initv(g->vertices.count())
, sm(Patch::Smooth)
, geom(g)
{
qSetColor(faceColor, QColor(Qt::darkGray));
}
void Patch::rotate(qreal deg, QVector3D axis)
{
mat.rotate(deg, axis);
}
void Patch::translate(const QVector3D &t)
{
mat.translate(t);
}
static inline void qMultMatrix(const QMatrix4x4 &mat)
{
if (sizeof(qreal) == sizeof(GLfloat))
glMultMatrixf((GLfloat*)mat.constData());
#ifndef QT_OPENGL_ES
else if (sizeof(qreal) == sizeof(GLdouble))
glMultMatrixd((GLdouble*)mat.constData());
#endif
else
{
GLfloat fmat[16];
GLfloat const *r = mat.constData();
for (int i = 0; i < 16; ++i)
fmat[i] = r[i];
glMultMatrixf(fmat);
}
}
//! [2]
void Patch::draw() const
{
glPushMatrix();
qMultMatrix(mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
const GLushort *indices = geom->faces.constData();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
glPopMatrix();
}
//! [2]
void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
{
QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
if (sm == Smooth)
{
geom->appendSmooth(a, norm, initv);
geom->appendSmooth(b, norm, initv);
geom->appendSmooth(c, norm, initv);
}
else
{
geom->appendFaceted(a, norm);
geom->appendFaceted(b, norm);
geom->appendFaceted(c, norm);
}
count += 3;
}
void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
{
QVector3D norm = QVector3D::normal(a, b, c);
if (sm == Smooth)
{
addTri(a, b, c, norm);
addTri(a, c, d, norm);
}
else
{
// If faceted share the two common verts
addTri(a, b, c, norm);
int k = geom->vertices.count();
geom->appendSmooth(a, norm, k);
geom->appendSmooth(c, norm, k);
geom->appendFaceted(d, norm);
count += 3;
}
}
static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth)
{
QVector<QVector3D> extr = verts;
for (int v = 0; v < extr.count(); ++v)
extr[v].setZ(extr[v].z() - depth);
return extr;
}
class Rectoid
{
public:
void translate(const QVector3D &t)
{
for (int i = 0; i < parts.count(); ++i)
parts[i]->translate(t);
}
void rotate(qreal deg, QVector3D axis)
{
for (int i = 0; i < parts.count(); ++i)
parts[i]->rotate(deg, axis);
}
// No special Rectoid destructor - the parts are fetched out of this member
// variable, and destroyed by the new owner
QList<Patch*> parts;
};
class RectPrism : public Rectoid
{
public:
RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
};
RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
{
enum { bl, br, tr, tl };
Patch *fb = new Patch(g);
fb->setSmoothing(Patch::Faceted);
// front face
QVector<QVector3D> r(4);
r[br].setX(width);
r[tr].setX(width);
r[tr].setY(height);
r[tl].setY(height);
QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
for (int i = 0; i < 4; ++i)
r[i] += adjToCenter;
fb->addQuad(r[bl], r[br], r[tr], r[tl]);
// back face
QVector<QVector3D> s = extrude(r, depth);
fb->addQuad(s[tl], s[tr], s[br], s[bl]);
// side faces
Patch *sides = new Patch(g);
sides->setSmoothing(Patch::Faceted);
sides->addQuad(s[bl], s[br], r[br], r[bl]);
sides->addQuad(s[br], s[tr], r[tr], r[br]);
sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
parts << fb << sides;
}
class RectTorus : public Rectoid
{
public:
RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
};
RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
{
QVector<QVector3D> inside;
QVector<QVector3D> outside;
for (int i = 0; i < k; ++i) {
qreal angle = (i * 2 * M_PI) / k;
inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
}
inside << QVector3D(0.0, iRad, 0.0);
outside << QVector3D(0.0, oRad, 0.0);
QVector<QVector3D> in_back = extrude(inside, depth);
QVector<QVector3D> out_back = extrude(outside, depth);
// Create front, back and sides as separate patches so that smooth normals
// are generated for the curving sides, but a faceted edge is created between
// sides and front/back
Patch *front = new Patch(g);
for (int i = 0; i < k; ++i)
front->addQuad(outside[i], inside[i],
inside[(i + 1) % k], outside[(i + 1) % k]);
Patch *back = new Patch(g);
for (int i = 0; i < k; ++i)
back->addQuad(in_back[i], out_back[i],
out_back[(i + 1) % k], in_back[(i + 1) % k]);
Patch *is = new Patch(g);
for (int i = 0; i < k; ++i)
is->addQuad(in_back[i], in_back[(i + 1) % k],
inside[(i + 1) % k], inside[i]);
Patch *os = new Patch(g);
for (int i = 0; i < k; ++i)
os->addQuad(out_back[(i + 1) % k], out_back[i],
outside[i], outside[(i + 1) % k]);
parts << front << back << is << os;
}
QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
: QObject(parent)
, geom(new Geometry())
{
buildGeometry(divisions, scale);
}
QtLogo::~QtLogo()
{
qDeleteAll(parts);
delete geom;
}
void QtLogo::setColor(QColor c)
{
for (int i = 0; i < parts.count(); ++i)
qSetColor(parts[i]->faceColor, c);
}
//! [3]
void QtLogo::buildGeometry(int divisions, qreal scale)
{
qreal cw = cross_width * scale;
qreal bt = bar_thickness * scale;
qreal ld = logo_depth * scale;
qreal th = tee_height *scale;
RectPrism cross(geom, cw, bt, ld);
RectPrism stem(geom, bt, th, ld);
QVector3D z(0.0, 0.0, 1.0);
cross.rotate(45.0, z);
stem.rotate(45.0, z);
qreal stem_downshift = (th + bt) / 2.0;
stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
parts << stem.parts << cross.parts << body.parts;
geom->finalize();
}
//! [3]
//! [4]
void QtLogo::draw() const
{
geom->loadArrays();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
for (int i = 0; i < parts.count(); ++i)
parts[i]->draw();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
//! [4]
window.cpp
// window.cpp
#include <QtWidgets>
#include "window.h"
#include "ui_window.h"
#include "glwidget.h"
#include <QSlider>
Window::Window(QWidget *parent) :
QWidget(parent),
ui(new Ui::Window)
{
ui->setupUi(this);
//glWidget = new GLWidget;
glWidget = ui->widget;
xSlider = createSlider();
ySlider = createSlider();
zSlider = createSlider();
connect(xSlider, SIGNAL(valueChanged(int)), glWidget, SLOT(setXRotation(int)));
connect(glWidget, SIGNAL(xRotationChanged(int)), xSlider, SLOT(setValue(int)));
connect(ySlider, SIGNAL(valueChanged(int)), glWidget, SLOT(setYRotation(int)));
connect(glWidget, SIGNAL(yRotationChanged(int)), ySlider, SLOT(setValue(int)));
connect(zSlider, SIGNAL(valueChanged(int)), glWidget, SLOT(setZRotation(int)));
connect(glWidget, SIGNAL(zRotationChanged(int)), zSlider, SLOT(setValue(int)));
QHBoxLayout *mainLayout = new QHBoxLayout;
mainLayout->addWidget(glWidget);
mainLayout->addWidget(xSlider);
mainLayout->addWidget(ySlider);
mainLayout->addWidget(zSlider);
setLayout(mainLayout);
xSlider->setValue(15 * 16);
ySlider->setValue(345 * 16);
zSlider->setValue(0 * 16);
setWindowTitle(tr("Hello GL"));
}
QSlider *Window::createSlider()
{
QSlider *slider = new QSlider(Qt::Vertical);
slider->setRange(0, 360 * 16);
slider->setSingleStep(16);
slider->setPageStep(15 * 16);
slider->setTickInterval(15 * 16);
slider->setTickPosition(QSlider::TicksRight);
return slider;
}
Window::~Window()
{
delete ui;
}
void Window::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_Escape)
close();
else
QWidget::keyPressEvent(e);
}
【问题讨论】:
-
tl;dr,但请尝试从 GPU 制造商安装最新的图形驱动程序。
-
谢谢,安装了最新的驱动程序。同样的问题。 QT5 没有 QT4 对 OpenGL 所做的一些事情。我只是不知道用 Google 搜索我的眼球后的解决方法。
-
我还在 Linux QT 中尝试了这个 QT hello world 示例,虽然应用程序运行,但没有显示 Q 徽标图形。太烦人了!