问题描述
所以我尝试在我的对象上贴上标签。我尝试了一个测试示例,只是在那里放了一个简单的标签。然而,当我运行程序时,所有对象都有些透明。
paintGL:
void mainWidget::paintGL(){
QPainter painter(this);
painter.beginNativePainting();
glClearColor(0.0f,0.0f,1.0f);
glViewport(0,width(),height());
projection = camera->getProjectionMatrix(60.0f,height(),0.1f,100.0f);
vec3 cameraPos(camera->getPosition());
view = camera->getViewMatrix();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
if (isLine)
glpolygonMode(GL_FRONT_AND_BACK,GL_LINE);
shaderProgram->bind();
shaderProgram->setUniformValue("Light.ambient",0.1f);
shaderProgram->setUniformValue("Light.position",QVector3D(ld[0],ld[1],ld[2]));
model = mat4(1.0f);
model = glm::translate(model,modelOrigin + cubePosModel);
setRotModel(cubeRotModel);
setMatrices(shaderProgram,true);
shaderProgram->setUniformValue("viewPosition",QVector3D(cameraPos[0],cameraPos[1],cameraPos[2]));
if (showCube)
cubeMesh->render(shaderProgram);
shaderProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_FILL);
if (isLine)
glpolygonMode(GL_FRONT_AND_BACK,GL_LINE);
view = camera->getViewMatrix();
model = mat4(1.0f);
model = glm::translate(model,modelOrigin + planePosModel);
setRotModel(planeRotModel);
shaderProgram->bind();
setMatrices(shaderProgram,cameraPos[2]));
if (showPlane)
planeMesh->render(shaderProgram);
shaderProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_LINE);
model = glm::mat4(1.0f);
model = glm::translate(model,modelOrigin + teapotPosModel);
setRotModel(teapotRotModel);
shaderProgram->bind();
setMatrices(shaderProgram,true);
if (showTeapot)
teapotMesh->render(shaderProgram);
shaderProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_FILL);
model = glm::mat4(1.0f);
model = glm::translate(model,modelOrigin + cubeLightPosModel);
model = glm::scale(model,glm::vec3(0.3f));
setRotModel(cubeLightRotModel);
lightCubeProgram->bind();
setMatrices(lightCubeProgram,false);
if (showCubeLight)
cubeMesh->render(lightCubeProgram);
lightCubeProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_LINE);
axis_vao->bind();
model = mat4(1.0f);
model = glm::translate(model,modelOrigin);
model = glm::scale(model,vec3(5.0f));
model = glm::rotate(model,glm::radians(2.0f),vec3(1,1,0));
drawAxisProgram->bind();
glm::mat4 pvm = projection * view * model;
drawAxisProgram->setUniformValue("mvpMatrix",QMatrix4x4(glm::value_ptr(pvm)).transposed());
if (showGrid)
glDrawArrays(GL_LInes,axisSize);
axis_vao->release();
drawAxisProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_FILL);
if (isLine)
glpolygonMode(GL_FRONT_AND_BACK,GL_LINE);
model = mat4(1.0f);
model = glm::translate(model,modelOrigin + vec3(0,2,-1));
shaderProgram->bind();
setMatrices(shaderProgram,true);
if (showSphere)
sphereMesh->render(shaderProgram);
shaderProgram->release();
glpolygonMode(GL_FRONT_AND_BACK,GL_FILL);
painter.endNativePainting();
painter.setPen(Qt::yellow);
painter.setFont(QFont("Helvetica",8));
painter.setRenderHints(QPainter::Antialiasing | QPainter::TextAntialiasing);
painter.drawText(200,400,"Scene Maker"); // z = pointT4.z + distOverOp / 4
painter.end();
}
我不知道为什么,但它是唯一透明的物体。此外,QPainter 的添加使茶壶的盖子有些混乱。也许这与正在进行的 glpolygonMode 乱七八糟的东西有关?
万一是 QPainter 偷偷禁用了 GL_DEPTH_TEST
(似乎是这种情况),我后来重新启用了它,但它仍然不起作用。
mainWidget
是一个 qopenglwidget
。
那么,问题是什么? 图片:
(如您所见,网格线透过茶壶显示出来,但立方体没有显示出来,使其不完全透明。)
编辑:我发现所有其他对象也是透明的。
解决方法
您的深度测试被禁用或您的上下文没有深度缓冲区。首先确保在初始化期间使用深度缓冲区设置像素格式。 QOpenGLWidget documentation 有一个例子:
QOpenGLWidget *widget = new QOpenGLWidget(parent);
QSurfaceFormat format;
format.setDepthBufferSize(24); // <--- this is what you need
format.setStencilBufferSize(8);
format.setVersion(3,2);
format.setProfile(QSurfaceFormat::CoreProfile);
widget->setFormat(format); // must be called before the widget or its parent window gets shown
接下来在您的绘图代码中启用深度测试:
glEnable(GL_DEPTH_TEST);