• QT-地形3D


    一、 演示效果

    请添加图片描述
    请添加图片描述

    请添加图片描述

    二、关键程序

    
    #include "ShaderProgram.h"
    
    namespace t3d::core
    {
    
    void ShaderProgram::init()
    {
        initializeOpenGLFunctions();
        loadShaders();
    }
    
    void ShaderProgram::addShader(const QString &filename, QOpenGLShader::ShaderType shaderType)
    {
        QOpenGLShader *shader = new QOpenGLShader(shaderType, mProgram.get());
        if (!shader->compileSourceFile(gDefaultPathShaders + filename))
            qDebug() << "Error compiling shader " << filename << " of type "
                     << static_cast<int>(shaderType);
    
        if (!mProgram->addShader(shader))
            qDebug() << "Error adding shader " << filename << " of type "
                     << static_cast<int>(shaderType);
    }
    
    void ShaderProgram::loadShaders()
    {
        mProgram = makeUnique<QOpenGLShaderProgram>();
        addShaders();
    
        if (mProgram->link() == false)
            qFatal("Problem linking shaders");
        else
            qDebug() << "Initialized shaders";
    
        mProgram->bind();
        queryUniformLocations();
        refreshUniformValues();
        flushQueuedUniformValueChanges();
        mProgram->release();
    }
    
    bool ShaderProgram::bind()
    {
        if (!mProgram->bind())
        {
            System::warn("Unable to bind OpenGL ShaderProgram");
            return false;
        }
    
        flushQueuedUniformValueChanges();
    
        return true;
    }
    
    void ShaderProgram::reloadShaders()
    {
        loadShaders();
    }
    
    void ShaderProgram::enqueueUniformValueChange(const GLint *uniformLocation, QVariant value)
    {
        if (mProgram && mProgram->isLinked())
        {
            mProgram->bind();
            setUniformFromQVariant(*uniformLocation, value);
            mProgram->release(); // TODO this can cause issues if used while the program was bound
                                 // externally
        }
        else
            mQueuedUniformValueChanges.append(QPair<const GLint *, QVariant>(uniformLocation, value));
    }
    
    void ShaderProgram::setUniformFromQVariant(GLint location, QVariant &value)
    {
        switch (static_cast<QMetaType::Type>(value.type()))
        {
        case QMetaType::Int:
            mProgram->setUniformValue(location, static_cast<GLint>(value.toInt()));
            break;
        case QMetaType::Double:
            mProgram->setUniformValue(location, static_cast<GLfloat>(value.toDouble()));
            break;
        case QMetaType::Float:
            mProgram->setUniformValue(location, static_cast<GLfloat>(value.toFloat()));
            break;
        default:
            qFatal("Trying to set a queued shader uniform value for an unknown type");
            // TODO this is all we support. Eventuall QOpenGLShaderProgram should support
            // setUniformValue directly from a QVariant.
        }
    }
    
    void ShaderProgram::flushQueuedUniformValueChanges()
    {
        for (auto pair : mQueuedUniformValueChanges)
        {
            setUniformFromQVariant(*pair.first, pair.second);
        }
    
        mQueuedUniformValueChanges.clear();
    }
    
    }
    
    
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    三、下载链接

    https://download.csdn.net/download/u013083044/88850945

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  • 原文地址:https://blog.csdn.net/u013083044/article/details/136178451