私はopengl-tutorial.orgで学習しており、QTも使用しています。マウスを動かすと、MVPマトリックスが更新され、正常に機能します。しかし、Altキーを押すまで、画面に変更が表示されません。理由はわかりませんが、QTまたはOpenGLの問題ですか?
InitGL関数:
programId = this->createPorgram(":/glsl/VertexShader.glsl",":/glsl/FragmentShader.glsl");
if(programId==-1){
emit blewUpApplication();
return;
}
glClearColor(0.0,0.0,0.0,1.0);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE); // Enables multisampling for a better look
//glEnable(GL_BLEND); // Enable textures with alpha channel and alpha channels colors
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Bla bla bla, the rest does not matters.
PaintGL関数:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clears the screen and paint the bg with the color specified on glClearColor
float currT = float(tmr.elapsed() / 1000.0f);
if((currT-lastTime)>=1.0f){
lastTime+=1.0f;
}
deltaTime = (float)(currT-lastTime);
glm::mat4 Project = this->getMatrixProjection();
glm::mat4 View = this->getMatrixView();
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Project * View * Model;
glUseProgram(programId);
GLuint MatrixId = glGetUniformLocation(programId,"MVP");
glUniformMatrix4fv(MatrixId,1,GL_FALSE,glm::value_ptr(MVP));
glActiveTexture(cursor_texture);
glBindTexture(GL_TEXTURE_2D,cursor_texture);
glUniform1i(glGetUniformLocation(programId,"textura"),cursor_texture);
// Draw or triangles
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,trianglebuffer[0]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glBindBuffer(GL_ARRAY_BUFFER,trianglebuffer[1]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,(void*)0);
glDrawArrays(GL_TRIANGLES,0,12*3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
マウス移動機能:
mousepos[0] = evt->x();
mousepos[1] = evt->y();
horzAn += mouseSpeed * deltaTime * float(this->width()/2 - mousepos[0]);
vertAn += mouseSpeed * deltaTime * float(this->height()/2 - mousepos[1]);
CmDirect = glm::vec3(cos(horzAn) * sin(vertAn), sin(vertAn), cos(horzAn) * cos(vertAn));
glm::vec3 RgtVc = glm::vec3(sin(horzAn - 3.14f/2.0f),0,cos(horzAn - 3.14f/2.0f));
UpVc = glm::cross(RgtVc,CmDirect);
Proj = glm::perspective(Zoom,4.0f/3.0f,0.1f,100.0f);
Vw = glm::lookAt(PosCm,PosCm+CmDirect,UpVc);
this->cursor().setPos(suppose_x,suppose_y);
シェーダー:
// Fragment
#version 330 core
out vec3 color;
in vec2 thcoord;
in vec2 UV;
uniform sampler2D d_textura;
void main(){
color = texture(d_textura,thcoord).rgb;
}
// Vertex
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 tcoord;
out vec2 thcoord;
uniform mat4 MVP;
void main(){
vec4 v = vec4(vertexPosition_modelspace,1);
thcoord=tcoord;
gl_Position = MVP * v;
}
Altキーを押すと効果が変わるため、行列演算がうまく機能していることがわかります(1回だけ発生します)。