Using-QOpenGLFunctions-and-QOpenGLContext: Difference between revisions

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This simple examle demonstrates to using QOpenGLFunctions and QOpenGLContext.<br />OpenGL 3.3 Core Profile support require for compile and run this demo.According to recent Qt 5.2.0<br /><code><br /> //////////// FOR BUILD///////////
This simple examle demonstrates to using QOpenGLFunctions and QOpenGLContext.
OpenGL 3.3 Core Profile support require for compile and run this demo.According to recent Qt 5.2.0
<code>
//////////// FOR BUILD///////////


//g++ -fPIC -I/usr/include/qt -I/usr/include/qt/QtGui -I/usr/include/qt/QtCore main.cpp -lQt5Gui -lQt5Core -lGL <s>lpthread
//g++ -fPIC -I/usr/include/qt -I/usr/include/qt/QtGui -I/usr/include/qt/QtCore main.cpp -lQt5Gui -lQt5Core -lGL -lpthread
<br />#include &lt;QGuiApplication&amp;gt;<br />#include &lt;QOpenGLContext&amp;gt;<br />#include &lt;QWindow&amp;gt;<br />#include &lt;QOpenGLFunctions_3_3_Core&amp;gt;<br />#include &lt;stdio.h&amp;gt;
<br />class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core{
<br /> public:<br /> explicit OpenGLWindow();<br /> ~OpenGLWindow();<br /> virtual void render();<br /> bool isWindowInitialized;<br /> void exposeEvent(QExposeEvent *event);<br /> bool event(QEvent '''event);
<br /> private:<br /> QOpenGLContext''' ctx;<br /> QSurfaceFormat* fmt;<br /> bool isGLInitialized;<br /> GLuint VertexArrayID;<br /> GLuint buffer1;<br /> GLuint ProgramID;<br />};
<br />bool OpenGLWindow::event(QEvent *event)<br />{<br /> switch (event</s>&gt;type()) {<br /> case QEvent::UpdateRequest:<br /> render();<br /> return true;<br /> case QEvent::Close:<br /> glDisableVertexAttribArray(0);<br /> glDeleteBuffers(1, &amp;buffer1);<br /> glDeleteVertexArrays(1, &amp;VertexArrayID);<br /> glDeleteProgram(ProgramID);<br /> return QWindow::event(event);<br /> case QEvent::Resize:<br /> if(isWindowInitialized &amp;&amp; isGLInitialized)glViewport(0,0,width(),height());<br /> return QWindow::event(event);<br /> default:<br /> return QWindow::event(event);<br /> }<br />}


void OpenGLWindow::exposeEvent(QExposeEvent *event)<br />{<br /> Q_UNUSED(event);<br /> if (isExposed())render();<br />}
#include <QGuiApplication>
#include <QOpenGLContext>
#include <QWindow>
#include <QOpenGLFunctions_3_3_Core>
#include <stdio.h>


OpenGLWindow::OpenGLWindow()<br /> :ctx(new QOpenGLContext)<br /> ,fmt(new QSurfaceFormat)<br /> ,isGLInitialized(0)<br />{<br /> setSurfaceType(OpenGLSurface);<br /> fmt-&gt;setRenderableType(QSurfaceFormat::OpenGL);<br /> fmt-&gt;setVersion(3,3);<br /> resize(640,480);<br /> fmt-&gt;setProfile&amp;amp;#40;QSurfaceFormat::CoreProfile&amp;amp;#41;;<br /> setFormat(*fmt);<br /> ctx-&gt;setFormat('''fmt);<br /> ctx-&gt;create();<br />}
class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core{
<br />OpenGLWindow::~OpenGLWindow()<br />{}
<br />void OpenGLWindow::render(){
<br /> if([[Image:isWindowInitialized || |]]isExposed())return;
<br /> if(!isGLInitialized){
<br /> ctx-&gt;makeCurrent(this);<br /> initializeOpenGLFunctions();
<br /> GLuint vsID = glCreateShader(GL_VERTEX_SHADER);<br /> GLuint fsID = glCreateShader(GL_FRAGMENT_SHADER);
<br /> const char''' vs=&quot;#version 330 coren layout(location = 0) in vec3 vertexPosition_modelspace;void main(){ gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0;}&quot;;


const char* fs=&quot;#version 330 coren out vec3 color; void main(){ color = vec3(1,0,0);}&quot;;
public:
explicit OpenGLWindow();
~OpenGLWindow();
virtual void render();
bool isWindowInitialized;
void exposeEvent(QExposeEvent *event);
bool event(QEvent '''event);


glShaderSource(vsID, 1, &amp;vs , NULL);<br /> glCompileShader(vsID);<br /> GLint isCompiled = 0;<br /> glGetShaderiv(vsID, GL_COMPILE_STATUS, &amp;isCompiled);
private:
QOpenGLContext''' ctx;
QSurfaceFormat* fmt;
bool isGLInitialized;
GLuint VertexArrayID;
GLuint buffer1;
GLuint ProgramID;
};  


if(isCompiled == GL_FALSE){<br /> GLint maxLength = 0;<br /> glGetShaderiv(vsID, GL_INFO_LOG_LENGTH, &amp;maxLength);<br /> char info[maxLength];<br /> glGetShaderInfoLog(vsID, maxLength, &amp;maxLength, info);<br /> printf(&quot;%s&amp;quot;,info);}
bool OpenGLWindow::event(QEvent *event)
{
switch (event->type()) {
case QEvent::UpdateRequest:
render();
return true;
case QEvent::Close:
glDisableVertexAttribArray(0);
glDeleteBuffers(1, &amp;buffer1);
glDeleteVertexArrays(1, &amp;VertexArrayID);
glDeleteProgram(ProgramID);
return QWindow::event(event);
case QEvent::Resize:
if(isWindowInitialized &amp;&amp; isGLInitialized)glViewport(0,0,width(),height());
return QWindow::event(event);
default:
return QWindow::event(event);
}
}


glShaderSource(fsID, 1, &amp;fs , NULL);<br /> glCompileShader(fsID);<br /> glGetShaderiv(fsID, GL_COMPILE_STATUS, &amp;isCompiled);
void OpenGLWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
if (isExposed())render();
}


if(isCompiled == GL_FALSE){<br /> GLint maxLength = 0;<br /> glGetShaderiv(fsID, GL_INFO_LOG_LENGTH, &amp;maxLength);<br /> char info[maxLength];<br /> glGetShaderInfoLog(fsID, maxLength, &amp;maxLength, info);<br /> printf(&quot;%s&amp;quot;,info);}
OpenGLWindow::OpenGLWindow()
:ctx(new QOpenGLContext)
,fmt(new QSurfaceFormat)
,isGLInitialized(0)
{
setSurfaceType(OpenGLSurface);
fmt->setRenderableType(QSurfaceFormat::OpenGL);
fmt->setVersion(3,3);
resize(640,480);
fmt->setProfile(QSurfaceFormat::CoreProfile);
setFormat(*fmt);
ctx->setFormat('''fmt);
ctx->create();
}


GLuint ProgramID = glCreateProgram();<br /> glAttachShader(ProgramID, vsID);<br /> glAttachShader(ProgramID, fsID);<br /> glLinkProgram(ProgramID);<br /> glDeleteShader(vsID);<br /> glDeleteShader(fsID);
OpenGLWindow::~OpenGLWindow()
{}


static const GLfloat data1[] = {<br /> –1.0f, –1.0f, 0.0f,<br /> 1.0f, <s>1.0f, 0.0f,<br /> 0.0f, 1.0f, 0.0f,<br /> };
void OpenGLWindow::render(){
<br /> glGenVertexArrays(1, &amp;VertexArrayID);<br /> glBindVertexArray(VertexArrayID);<br /> glGenBuffers(1, &amp;buffer1);<br /> glBindBuffer(GL_ARRAY_BUFFER,buffer1);<br /> glBufferData(GL_ARRAY_BUFFER, sizeof(data1),data1, GL_STATIC_DRAW);<br /> glEnableVertexAttribArray(0);<br /> glVertexAttribPointer(0 ,3 ,GL_FLOAT ,GL_FALSE,0 ,(void*)0 );<br /> glClearColor(0.0f, 0.0f, 0.4f,1.0f);<br /> glUseProgram(ProgramID);<br /> glViewport(0,0,width(),height());<br /> isGLInitialized=true;<br /> }
<br /> if(isExposed()){<br /> glClear( GL_COLOR_BUFFER_BIT );<br /> glDrawArrays(GL_TRIANGLES, 0, 3);<br /> ctx</s>&gt;swapBuffers(this);<br /> }<br />}


int main(int argc, char *'''argv)<br />{<br /> QGuiApplication app(argc, argv);<br /> OpenGLWindow''' win = new OpenGLWindow();<br /> win-&gt;show();<br /> win-&gt;isWindowInitialized=true;<br /> return app.exec&amp;amp;#40;&amp;#41;;<br />}<br /></code><br />This demo tested on kernel 3.12.8 mesa 10.0.2 xorg 1.15 and intel ivy bridge graphics.Worked perfectly.
if([[Image:isWindowInitialized || |]]isExposed())return;
 
if(!isGLInitialized){
 
ctx->makeCurrent(this);
initializeOpenGLFunctions();
 
GLuint vsID = glCreateShader(GL_VERTEX_SHADER);
GLuint fsID = glCreateShader(GL_FRAGMENT_SHADER);
 
const char''' vs="#version 330 coren layout(location = 0) in vec3 vertexPosition_modelspace;void main(){ gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0;}";
 
const char* fs="#version 330 coren out vec3 color; void main(){ color = vec3(1,0,0);}";
 
glShaderSource(vsID, 1, &amp;vs , NULL);
glCompileShader(vsID);
GLint isCompiled = 0;
glGetShaderiv(vsID, GL_COMPILE_STATUS, &amp;isCompiled);
 
if(isCompiled == GL_FALSE){
GLint maxLength = 0;
glGetShaderiv(vsID, GL_INFO_LOG_LENGTH, &amp;maxLength);
char info[maxLength];
glGetShaderInfoLog(vsID, maxLength, &amp;maxLength, info);
printf("%s",info);}
 
glShaderSource(fsID, 1, &amp;fs , NULL);
glCompileShader(fsID);
glGetShaderiv(fsID, GL_COMPILE_STATUS, &amp;isCompiled);
 
if(isCompiled == GL_FALSE){
GLint maxLength = 0;
glGetShaderiv(fsID, GL_INFO_LOG_LENGTH, &amp;maxLength);
char info[maxLength];
glGetShaderInfoLog(fsID, maxLength, &amp;maxLength, info);
printf("%s",info);}
 
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, vsID);
glAttachShader(ProgramID, fsID);
glLinkProgram(ProgramID);
glDeleteShader(vsID);
glDeleteShader(fsID);
 
static const GLfloat data1[] = {
–1.0f, –1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
 
glGenVertexArrays(1, &amp;VertexArrayID);
glBindVertexArray(VertexArrayID);
glGenBuffers(1, &amp;buffer1);
glBindBuffer(GL_ARRAY_BUFFER,buffer1);
glBufferData(GL_ARRAY_BUFFER, sizeof(data1),data1, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0 ,3 ,GL_FLOAT ,GL_FALSE,0 ,(void*)0 );
glClearColor(0.0f, 0.0f, 0.4f,1.0f);
glUseProgram(ProgramID);
glViewport(0,0,width(),height());
isGLInitialized=true;
}
 
if(isExposed()){
glClear( GL_COLOR_BUFFER_BIT );
glDrawArrays(GL_TRIANGLES, 0, 3);
ctx->swapBuffers(this);
}
}
 
int main(int argc, char *'''argv)
{
QGuiApplication app(argc, argv);
OpenGLWindow''' win = new OpenGLWindow();
win->show();
win->isWindowInitialized=true;
return app.exec();
}
</code>
This demo tested on kernel 3.12.8 mesa 10.0.2 xorg 1.15 and intel ivy bridge graphics.Worked perfectly.

Revision as of 10:06, 25 February 2015

This simple examle demonstrates to using QOpenGLFunctions and QOpenGLContext. OpenGL 3.3 Core Profile support require for compile and run this demo.According to recent Qt 5.2.0

 //////////// FOR BUILD///////////

//g++ -fPIC -I/usr/include/qt -I/usr/include/qt/QtGui -I/usr/include/qt/QtCore main.cpp -lQt5Gui -lQt5Core -lGL -lpthread

#include <QGuiApplication>
#include <QOpenGLContext>
#include <QWindow>
#include <QOpenGLFunctions_3_3_Core>
#include <stdio.h>

class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core{

 public:
 explicit OpenGLWindow();
 ~OpenGLWindow();
 virtual void render();
 bool isWindowInitialized;
 void exposeEvent(QExposeEvent *event);
 bool event(QEvent '''event);

 private:
 QOpenGLContext''' ctx;
 QSurfaceFormat* fmt;
 bool isGLInitialized;
 GLuint VertexArrayID;
 GLuint buffer1;
 GLuint ProgramID;
}; 

bool OpenGLWindow::event(QEvent *event)
{
 switch (event->type()) {
 case QEvent::UpdateRequest:
 render();
 return true;
 case QEvent::Close:
 glDisableVertexAttribArray(0);
 glDeleteBuffers(1, &amp;buffer1);
 glDeleteVertexArrays(1, &amp;VertexArrayID);
 glDeleteProgram(ProgramID);
 return QWindow::event(event);
 case QEvent::Resize:
 if(isWindowInitialized &amp;&amp; isGLInitialized)glViewport(0,0,width(),height());
 return QWindow::event(event);
 default:
 return QWindow::event(event);
 }
}

void OpenGLWindow::exposeEvent(QExposeEvent *event)
{
 Q_UNUSED(event);
 if (isExposed())render();
}

OpenGLWindow::OpenGLWindow()
 :ctx(new QOpenGLContext)
 ,fmt(new QSurfaceFormat)
 ,isGLInitialized(0)
{
 setSurfaceType(OpenGLSurface);
 fmt->setRenderableType(QSurfaceFormat::OpenGL);
 fmt->setVersion(3,3);
 resize(640,480);
 fmt->setProfile(QSurfaceFormat::CoreProfile);
 setFormat(*fmt);
 ctx->setFormat('''fmt);
 ctx->create();
}

OpenGLWindow::~OpenGLWindow()
{}

void OpenGLWindow::render(){

 if([[Image:isWindowInitialized || |]]isExposed())return;

 if(!isGLInitialized){

 ctx->makeCurrent(this);
 initializeOpenGLFunctions();

 GLuint vsID = glCreateShader(GL_VERTEX_SHADER);
 GLuint fsID = glCreateShader(GL_FRAGMENT_SHADER);

 const char''' vs="#version 330 coren layout(location = 0) in vec3 vertexPosition_modelspace;void main(){ gl_Position.xyz = vertexPosition_modelspace; gl_Position.w = 1.0;}";

const char* fs="#version 330 coren out vec3 color; void main(){ color = vec3(1,0,0);}";

glShaderSource(vsID, 1, &amp;vs , NULL);
 glCompileShader(vsID);
 GLint isCompiled = 0;
 glGetShaderiv(vsID, GL_COMPILE_STATUS, &amp;isCompiled);

if(isCompiled == GL_FALSE){
 GLint maxLength = 0;
 glGetShaderiv(vsID, GL_INFO_LOG_LENGTH, &amp;maxLength);
 char info[maxLength];
 glGetShaderInfoLog(vsID, maxLength, &amp;maxLength, info);
 printf("%s",info);}

glShaderSource(fsID, 1, &amp;fs , NULL);
 glCompileShader(fsID);
 glGetShaderiv(fsID, GL_COMPILE_STATUS, &amp;isCompiled);

if(isCompiled == GL_FALSE){
 GLint maxLength = 0;
 glGetShaderiv(fsID, GL_INFO_LOG_LENGTH, &amp;maxLength);
 char info[maxLength];
 glGetShaderInfoLog(fsID, maxLength, &amp;maxLength, info);
 printf("%s",info);}

GLuint ProgramID = glCreateProgram();
 glAttachShader(ProgramID, vsID);
 glAttachShader(ProgramID, fsID);
 glLinkProgram(ProgramID);
 glDeleteShader(vsID);
 glDeleteShader(fsID);

static const GLfloat data1[] = {
 1.0f, 1.0f, 0.0f,
 1.0f, -1.0f, 0.0f,
 0.0f, 1.0f, 0.0f,
 };

 glGenVertexArrays(1, &amp;VertexArrayID);
 glBindVertexArray(VertexArrayID);
 glGenBuffers(1, &amp;buffer1);
 glBindBuffer(GL_ARRAY_BUFFER,buffer1);
 glBufferData(GL_ARRAY_BUFFER, sizeof(data1),data1, GL_STATIC_DRAW);
 glEnableVertexAttribArray(0);
 glVertexAttribPointer(0 ,3 ,GL_FLOAT ,GL_FALSE,0 ,(void*)0 );
 glClearColor(0.0f, 0.0f, 0.4f,1.0f);
 glUseProgram(ProgramID);
 glViewport(0,0,width(),height());
 isGLInitialized=true;
 }

 if(isExposed()){
 glClear( GL_COLOR_BUFFER_BIT );
 glDrawArrays(GL_TRIANGLES, 0, 3);
 ctx->swapBuffers(this);
 }
}

int main(int argc, char *'''argv)
{
 QGuiApplication app(argc, argv);
 OpenGLWindow''' win = new OpenGLWindow();
 win->show();
 win->isWindowInitialized=true;
 return app.exec();
}

This demo tested on kernel 3.12.8 mesa 10.0.2 xorg 1.15 and intel ivy bridge graphics.Worked perfectly.