配置GoogleTest
采用TDD(Test-Driven-Development)方式开发引擎,使用GoogleTest进行程序测试,便于开发过程中发现错误。
GoogleTest
- 
下载:Github
 - 
环境搭建
- 拷贝googletest目录中的src与include中gtest文件夹,放置于Middleware/gtest
 - 建立新项目engineTester,将gtest/src/gtest-all.cc添加至项目中(此cpp为所有程序代码的集合)
 - 添加myMain.cpp,编译成功
 
 - 
使用方法
- 新建MyTempTestFile.cpp,包含gtest/test.h
 
 
#include <gtest/gtest.h>
TEST(MyTestSuiteName, MyTestName) {
   int a = 1, b = 2, c = a + b;
   EXPECT_EQ(c, 3);
   EXPECT_TRUE(c == 3);
}

初步编写Vector2D
//Vector2D.h
namespace Math {
	struct Vector2D {
		float x;
		float y;
		explicit Vector2D(const float& x = 0.0f, const float& y = 0.0f) :x(x), y(y) {}
	};
	inline Vector2D operator + (const Vector2D& a, const Vector2D& b);
	inline Vector2D operator * (const Vector2D& a, const float& b);
	inline Vector2D operator * (const float& a, const Vector2D& b);
	#include "Vector2D.inl"
}
//Vector2D.inl
Vector2D operator + (const Vector2D& a, const Vector2D& b) {
	return Vector2D(a.x + b.x, a.y + b.y);
}
Vector2D operator * (const Vector2D & a, const float& b) {
	return Vector2D(a.x * b, a.y * b);
}
Vector2D operator *(const float& a, const Vector2D & b) {
	return Vector2D(a * b.x, a * b.y);
}
实现openGL多帧绘制
- 
QTimer && Q_OBJECT
- QTimer主要实现设定时间或立即触发某一个槽,这里用来触发myUpdate
 - connect(&myTimer,SIGNAL(timeout()),this,SLOT(myUpdate));
 - 这里需要myUpdate是一个槽信号,所以需要加private slots:
 - 当对象需要信号槽时,需要令其为Q_OBJECT,在类内添加Q_OBJECT宏
 - 此时还需要利用QT程序中的moc.exe对Q_OBJECT程序进行重新编译
 - 查找到moc.exe后执行" moc.exe MyGlWindow.h > MyGlWindow_moc.cpp"到项目中
 - 最后编译成功,循环绘制
 
 
#ifndef SANDBOX_MY_GL_WINDOW
#define SANDBOX_MY_GL_WINDOW
#include <QtOpenGL/qgl.h>
#include <QtCore/qtimer.h>
class MyGlWindow : public QGLWidget
{
	Q_OBJECT
	QTimer myTimer;
protected:
	void initializeGL();
	void paintGL();
	void resizeGL(int, int);
private slots:
	void myUpdate();
};
#endif
简易的图形移动
- glBufferData不传递verts内容,只开辟verts大小内存,并设置为GL_DYNAMIC_DRAW
 - 在每次绘制前对verts进行矢量位移,通过glBufferSubData传递修改后的verts
 - update中设置移动速度,迭代位移矢量,重绘图像
 
#include <GL/glew.h>
#include "MyGlWindow.h"
#include <cassert>
#include <Math/Vector2D.h>
using Math::Vector2D;
namespace {
	Vector2D verts[] = {
			Vector2D(+0.1f,-0.1f),
			Vector2D(+0.0f,+0.1f),
			Vector2D(-0.1f,-0.1f),
	};
	Vector2D shipPosition(0.0f, 0.0f);
	const int VERTS_NUM = sizeof(verts) / sizeof(*verts);
}
void MyGlWindow::initializeGL() {
	GLenum errorCode = glewInit();
	assert(errorCode == 0);
	GLuint myBufferID;
	glGenBuffers(1, &myBufferID);
	glBindBuffer(GL_ARRAY_BUFFER, myBufferID);
	
	glBufferData(GL_ARRAY_BUFFER, sizeof verts, NULL,
		GL_DYNAMIC_DRAW);
	connect(&myTimer, SIGNAL(timeout()), this, SLOT(myUpdate()));
	myTimer.start(0);
}
void MyGlWindow::paintGL() {
	glClear(GL_COLOR_BUFFER_BIT);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
	glBufferData(GL_ARRAY_BUFFER, sizeof verts, verts, GL_DYNAMIC_DRAW);
	Vector2D transVerts[VERTS_NUM];
	for (int i = 0; i < VERTS_NUM; i++)
		transVerts[i] = verts[i] + shipPosition;
	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof transVerts, transVerts);
	glDrawArrays(GL_TRIANGLES, 0, 3);
}
void MyGlWindow::myUpdate() {
	Vector2D velocity(0.001f,0.001f);
	shipPosition = shipPosition + velocity;
	repaint();
}
void MyGlWindow::resizeGL(int w, int h) {
	glViewport(0, 0, w, h);
}
项目目录

来源:CSDN
作者:peter_819
链接:https://blog.csdn.net/peter_819/article/details/104187724