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Can't link QOpenGLWidget into a Form

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  • J Offline
    J Offline
    JesusM
    wrote on last edited by
    #1

    Hi guys, I have an application that uses QOpenGLWidget to show a scene.
    Now, I want to add an interface to it so I created a Form and I added to it a QOpenGLWidget element:
    0_1559812653219_Captura2.PNG

    Now I am trying to link the QOpenGLWidget I had created to this QOpenGlWidget that is into the Form but I cant. It shows a black screen.

    This is the main class where I initialized the QOpenGLWidget:

    int main(int argc, char *argv[])
    {
        QApplication app(argc, argv);
    
        QSurfaceFormat format;
        format.setDepthBufferSize(24);
        format.setStencilBufferSize(8);
        format.setVersion(4, 1);
        format.setProfile(QSurfaceFormat::CoreProfile);
        QSurfaceFormat::setDefaultFormat(format);
    
        glwindow *ventana = new glwindow();
        ventana->setFormat(format);
        ventana->show();
        std::cout<<"Ventana lanzada"<<std::endl;
        ventana->setMouseTracking(true);
        ventana->installEventFilter(ventana);
    

    That shows me a window like this:
    0_1559812840644_Captura3.PNG

    Now I added code to link this window to the frame I have created:
    int main(int argc, char *argv[])
    {
    QApplication app(argc, argv);

    QSurfaceFormat format;
    format.setDepthBufferSize(24);
    format.setStencilBufferSize(8);
    format.setVersion(4, 1);
    format.setProfile(QSurfaceFormat::CoreProfile);
    QSurfaceFormat::setDefaultFormat(format);
    
    glwindow *ventana = new glwindow();
    ventana->setFormat(format);
    ventana->show();
    std::cout<<"Ventana lanzada"<<std::endl;
    Form *ui = new Form();
    ui->setQOpenGLWindow(ventana);
    ui->show();
    ventana->setMouseTracking(true);
    ventana->installEventFilter(ventana);
    

    and this is the result. On the left there is the form and on the right there is the window that I shown you before.
    0_1559812990376_Captura.PNG
    The black screen is a QOpenGLWidget that should show what is in the right window.
    What is happening?
    I leave here the form classes too:

    #ifndef FORM_H
    #define FORM_H
    
    #include <QWidget>
    #include "glwindow.h"
    
    namespace Ui {
    class Form;
    }
    
    class Form : public QWidget
    {
        Q_OBJECT
    
    public:
        explicit Form(QWidget *parent = nullptr);
        void setQOpenGLWindow(glwindow *window);
        ~Form();
    
    private:
        Ui::Form *ui;
    };
    
    #endif // FORM_H
    
    
    #include "form.h"
    #include "ui_form.h"
    
    Form::Form(QWidget *parent) :
        QWidget(parent),
        ui(new Ui::Form)
    {
        ui->setupUi(this);
    
    }
    
    void Form::setQOpenGLWindow(glwindow *window)
    {
        ui->openGLWidget = window;
    }
    Form::~Form()
    {
        delete ui;
    }
    
    
    1 Reply Last reply
    0
    • SGaistS Offline
      SGaistS Offline
      SGaist
      Lifetime Qt Champion
      wrote on last edited by
      #2

      Hi,

      You are just replacing a pointer. That won't automagically replace the original widget by yours.

      You should rather use the promote feature.

      Interested in AI ? www.idiap.ch
      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

      J 1 Reply Last reply
      1
      • SGaistS SGaist

        Hi,

        You are just replacing a pointer. That won't automagically replace the original widget by yours.

        You should rather use the promote feature.

        J Offline
        J Offline
        JesusM
        wrote on last edited by JesusM
        #3

        @SGaist ok now I added a promote to my class glwindow which is the QopenglWidget class and my app crashes.
        It says :
        0_1559908685844_Captura.PNG
        This is my glwindow.cpp:

        #include "glwindow.h"
        
        glwindow::glwindow(QWidget *parent): QOpenGLWidget (parent)
        {
        
        }
        glwindow::~glwindow()
        {
        
        }
        
        void glwindow::initializeGL()
            {
                // Set up the rendering context, load shaders and other resources, etc.:
               initializeOpenGLFunctions();
               printContextInformation();
               glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        
               // - Le decimos a OpenGL que tenga en cuenta la profundidad a la hora de dibujar.
               // No tiene por qué ejecutarse en cada paso por el ciclo de eventos.
               glEnable(GL_DEPTH_TEST);
               glDepthFunc(GL_LEQUAL);
            }
        
        void glwindow::paintGL()
        {
               // Draw the scene:
               glClear(GL_COLOR_BUFFER_BIT);
               renderer::getInstance()->dibujar();
        
        }
        
         void glwindow::resizeGL(int w, int h)
         {
             renderer::getInstance()->redimensionarAreaDibujo(w,h);
             window_refresh();
         }
        
         bool glwindow::eventFilter(QObject *obj, QEvent *event)
         {
        
           if (event->type() == QEvent::KeyPress)
           {
             QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
        
             if(keyEvent->key()==Qt::Key_Escape)
             {
                 this->close();
             }
             if(keyEvent->key()==Qt::Key_P)
             {
                 renderer::getInstance()->setModoDibujo(0);
             }
             if(keyEvent->key()==Qt::Key_W)
             {
                 renderer::getInstance()->setModoDibujo(1);
             }
             if(keyEvent->key()==Qt::Key_T)
             {
                 renderer::getInstance()->setModoDibujo(2);
             }
             if(keyEvent->key()==Qt::Key_A)
             {
                 renderer::getInstance()->setModoDibujo(3);
             }
             if(keyEvent->key()==Qt::Key_Z)
             {
                 renderer::getInstance()->setModoDibujo(4);
             }
             if(keyEvent->key()==Qt::Key_X)
             {
                 renderer::getInstance()->setModoDibujo(5);
             }
             if(keyEvent->key()==Qt::Key_C)
             {
                 renderer::getInstance()->setModoDibujo(6);
             }
             if(keyEvent->key()==Qt::Key_V)
             {
                 renderer::getInstance()->setModoDibujo(7);
             }
             if(keyEvent->key()==Qt::Key_J)
             {
                 renderer::getInstance()->setModoTextura(false);
             }
             if(keyEvent->key()==Qt::Key_K)
             {
                 renderer::getInstance()->setModoTextura(true);
             }
             if(keyEvent->key()==Qt::Key_1)
             {
                 renderer::getInstance()->camaraSiguiente();
             }
             if(keyEvent->key()==Qt::Key_2)
             {
                 renderer::getInstance()->camaraAnterior();
             }
             if(keyEvent->key()==Qt::Key_N)
             {
                 float posX, posY, posZ,lookX,lookY,lookZ,fovX;
                 std::cout << "Proceso de creacion de una nueva camara virtual" << std::endl;
                 std::cout << "Por favor, especifique su posicion en los ejes: " << std::endl;
                 std::cout << "Eje X: ";
                 std::cin >> posX;
                 std::cout << std::endl;
                 std::cout << "Eje Y: ";
                 std::cout << std::endl;
                 std::cin >> posY;
                 std::cout << "Eje Z: ";
                 std::cin >> posZ;
                 std::cout << std::endl;
                 std::cout << "Especifique hacia donde desea mirar: " << std::endl;
                 std::cout << "Eje X: ";
                 std::cin >> lookX;
                 std::cout << std::endl;
                 std::cout << "Eje Y: ";
                 std::cin >> lookY;
                 std::cout << std::endl;
                 std::cout << "Eje Z: ";
                 std::cin >> lookZ;
                 std::cout << std::endl;
                 std::cout << "Por ultimo especifique su angulo de vision: " << std::endl;
                 std::cout << "Angulo de vision: ";
                 std::cin >> fovX;
                 renderer::getInstance()->crearCamara(QVector3D(posX, posY, posZ), QVector3D(lookX, lookY, lookZ), fovX);
             }
             if(keyEvent->key()==Qt::Key_Alt)
             {
                 pan = true;
             }
             if(keyEvent->key()==Qt::Key_Control)
             {
                 tilt=true;
             }
             if(keyEvent->key()==Qt::Key_Right)
             {
                 renderer::getInstance()->moverCamara(TRUCK, 0.3f);
             }
             if(keyEvent->key()==Qt::Key_Left)
             {
                 renderer::getInstance()->moverCamara(TRUCK, -0.3f);
             }
             if(keyEvent->key()==Qt::Key_Up)
             {
                 renderer::getInstance()->moverCamara(CRANE, -0.3f);
             }
             if(keyEvent->key()==Qt::Key_Down)
             {
                 renderer::getInstance()->moverCamara(BOOM, 0.3f);
             }
             if(keyEvent->key()==Qt::Key_F1)
             {
                 renderer::getInstance()->moverCamara(DOLLY, -0.3f);
             }
             if(keyEvent->key()==Qt::Key_F2)
             {
                 renderer::getInstance()->moverCamara(DOLLY, 0.3f);
                 std::cout<<"Realizando DOLLY"<<std::endl;
             }
        
             window_refresh();
             return true;
           }
           if (event->type() == QEvent::KeyRelease)
           {
                  pan = false;
                  tilt = false;
                  window_refresh();
                  return true;
           }
           if(event->type() == QEvent::MouseButtonPress)
           {
                arrastrar = true;
                window_refresh();
                return true;
           }
           if(event->type() == QEvent::MouseButtonRelease)
           {
                arrastrar = false;
                window_refresh();
                return true;
           }
           if(event->type() == QEvent::Wheel)
           {
               QWheelEvent* wheelEvent = static_cast<QWheelEvent*>(event);
               if(wheelEvent->delta()> 0)
               {
                   renderer::getInstance()->modificarZoom(-2);
               }else
               {
                   renderer::getInstance()->modificarZoom(2);
               }
        
               window_refresh();
               return true;
           }
           if(event->type() == QEvent::MouseMove)
           {
               QMouseEvent* mouseEvent = static_cast<QMouseEvent*>(event);
               int xpos = mouseEvent->x();
               int ypos = mouseEvent->y();
               if (arrastrar)
                    {
                        if (pan)
                        {
                            renderer::getInstance()->moverCamara(PAN, (posX - xpos)/2);
                            posX = xpos;
                            posY = ypos;
        
                        }
                        else if (tilt)
                        {
                            renderer::getInstance()->moverCamara(TILT, (posY - ypos)/2);
                            posX = xpos;
                            posY = ypos;
        
                        }
                        else
                        {
                            renderer::getInstance()->moverCamara(ORBIT_HORIZONTAL, (xpos - posX));
                            renderer::getInstance()->moverCamara(ORBIT_VERTICAL, ((ypos - posY) / 2));
                            posX = xpos;
                            posY = ypos;
                        }
                    }
                    else {
                        posX = xpos;
                        posY = ypos;
                    }
               window_refresh();
               return true;
           }
        
           return QObject::eventFilter(obj, event);
         }
        
         void glwindow::window_refresh()
         {
             renderer::getInstance()->refreshCallback();
             update();
         }
        
         void glwindow::printContextInformation()
         {
           QString glType;
           QString glVersion;
           QString glProfile;
        
           // Get Version Information
           glType = (context()->isOpenGLES()) ? "OpenGL ES" : "OpenGL";
           glVersion = reinterpret_cast<const char*>(glGetString(GL_VERSION));
        
           // Get Profile Information
         #define CASE(c) case QSurfaceFormat::c: glProfile = #c; break
           switch (format().profile())
           {
             CASE(NoProfile);
             CASE(CoreProfile);
             CASE(CompatibilityProfile);
           }
         #undef CASE
        
           // qPrintable() will print our QString w/o quotes around it.
           qDebug() << qPrintable(glType) << qPrintable(glVersion) << "(" << qPrintable(glProfile) << ")";
         }
        
        

        and this is the code of the binding:

        bool shaderProgram::use() {
            // Antes de activar un shader program para su uso, hay que comprobar
             // si se ha creado bien y se ha enlazado bien
            if ((handler) && (linked)) {
                shaderP->bind();
                return true;
            }
            else {
                std::cout << "Cannot use shader program";
                return false;
            }
        }
        

        Without the promote added it works in a different window as you can see in my first post but now I think I have to d something with the context but I dont know what.

        Thanks

        1 Reply Last reply
        0
        • SGaistS Offline
          SGaistS Offline
          SGaist
          Lifetime Qt Champion
          wrote on last edited by
          #4

          In that case, let's take another way. Put a layout in your UI and add your OpenGL widget to it. This will likely be simpler in the short run.

          Interested in AI ? www.idiap.ch
          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

          J 2 Replies Last reply
          0
          • SGaistS SGaist

            In that case, let's take another way. Put a layout in your UI and add your OpenGL widget to it. This will likely be simpler in the short run.

            J Offline
            J Offline
            JesusM
            wrote on last edited by JesusM
            #5

            @SGaist How an I add my OpenGLWIdget to the UI instead of adding an empty one?. I am adding the widgets from here:
            0_1560237605948_Captura.PNG

            It has to be something with the context, I was not using any function related with the context when I hadn't the UI but It seems that now I need to use it and I don't know how.

            jsulmJ 1 Reply Last reply
            0
            • J JesusM

              @SGaist How an I add my OpenGLWIdget to the UI instead of adding an empty one?. I am adding the widgets from here:
              0_1560237605948_Captura.PNG

              It has to be something with the context, I was not using any function related with the context when I hadn't the UI but It seems that now I need to use it and I don't know how.

              jsulmJ Offline
              jsulmJ Offline
              jsulm
              Lifetime Qt Champion
              wrote on last edited by
              #6

              @JesusM said in Can't link QOpenGLWidget into a Form:

              How an I add my OpenGLWIdget to the UI instead of adding an empty one?

              @SGaist suggested to do it in your code manually (not using Designer).

              https://forum.qt.io/topic/113070/qt-code-of-conduct

              J 1 Reply Last reply
              1
              • jsulmJ jsulm

                @JesusM said in Can't link QOpenGLWidget into a Form:

                How an I add my OpenGLWIdget to the UI instead of adding an empty one?

                @SGaist suggested to do it in your code manually (not using Designer).

                J Offline
                J Offline
                JesusM
                wrote on last edited by
                #7

                @jsulm ok I will try it now.

                1 Reply Last reply
                0
                • SGaistS SGaist

                  In that case, let's take another way. Put a layout in your UI and add your OpenGL widget to it. This will likely be simpler in the short run.

                  J Offline
                  J Offline
                  JesusM
                  wrote on last edited by
                  #8

                  @SGaist ok, It works but it creates the widget at the bottom:
                  0_1560240438164_Captura.PNG

                  and I need to have it on the left side, as I had it before creating it manually:
                  0_1560240464315_captura2.PNG
                  This is my hierarchy (with the empty QOpenGLWidget):
                  0_1560240518121_Captura3.PNG
                  I added the widget to the centralWidget which has a grid layout. With the Qt Designer I just needed to drag my widget to the left margin to move it to the left but now I can't do it as I created the widget by code.

                  jsulmJ 1 Reply Last reply
                  0
                  • J JesusM

                    @SGaist ok, It works but it creates the widget at the bottom:
                    0_1560240438164_Captura.PNG

                    and I need to have it on the left side, as I had it before creating it manually:
                    0_1560240464315_captura2.PNG
                    This is my hierarchy (with the empty QOpenGLWidget):
                    0_1560240518121_Captura3.PNG
                    I added the widget to the centralWidget which has a grid layout. With the Qt Designer I just needed to drag my widget to the left margin to move it to the left but now I can't do it as I created the widget by code.

                    jsulmJ Offline
                    jsulmJ Offline
                    jsulm
                    Lifetime Qt Champion
                    wrote on last edited by
                    #9

                    @JesusM said in Can't link QOpenGLWidget into a Form:

                    I added the widget to the centralWidget

                    You should add it to the layout at desired position.

                    https://forum.qt.io/topic/113070/qt-code-of-conduct

                    J 1 Reply Last reply
                    0
                    • jsulmJ jsulm

                      @JesusM said in Can't link QOpenGLWidget into a Form:

                      I added the widget to the centralWidget

                      You should add it to the layout at desired position.

                      J Offline
                      J Offline
                      JesusM
                      wrote on last edited by
                      #10

                      @jsulm this is the layout where I want to add it. I had the QOpenGLWidget in that layout and it was ok as you can see in the second image.

                      jsulmJ 1 Reply Last reply
                      0
                      • J JesusM

                        @jsulm this is the layout where I want to add it. I had the QOpenGLWidget in that layout and it was ok as you can see in the second image.

                        jsulmJ Offline
                        jsulmJ Offline
                        jsulm
                        Lifetime Qt Champion
                        wrote on last edited by
                        #11

                        @JesusM I'm a bit lost now. You should remove that QOpenGLWidget you added in the Designer and instead add one via code and insert it in same layout.

                        https://forum.qt.io/topic/113070/qt-code-of-conduct

                        J 1 Reply Last reply
                        1
                        • jsulmJ jsulm

                          @JesusM I'm a bit lost now. You should remove that QOpenGLWidget you added in the Designer and instead add one via code and insert it in same layout.

                          J Offline
                          J Offline
                          JesusM
                          wrote on last edited by JesusM
                          #12

                          @jsulm I think I didn't explain myself well, sorry. The hierarchy that I posted is before I added the QOpenGLWidget by code, just to show you where I had it added. When I added it by code I removed that component from the Qt Designer so, now, my hierarchy in the Qt Designer hasn't got that component.

                          I added this code to the constructor of my UI to add the QOpenGLWidget:

                          QSurfaceFormat format;
                              format.setDepthBufferSize(24);
                              format.setStencilBufferSize(8);
                              format.setVersion(4, 1);
                              format.setProfile(QSurfaceFormat::CoreProfile);
                              QSurfaceFormat::setDefaultFormat(format);
                          
                              glwindow *ventana = new glwindow();
                              ventana->setFormat(format);
                              ventana->show();
                              ventana->setMouseTracking(true);
                              ventana->installEventFilter(ventana);
                              std::cout<<"Ventana lanzada"<<std::endl;
                              ui->gridLayout->addWidget(ventana);
                          

                          This code add the QOpenGLWidget but at the bottom of the grid layout.

                          jsulmJ 1 Reply Last reply
                          0
                          • J JesusM

                            @jsulm I think I didn't explain myself well, sorry. The hierarchy that I posted is before I added the QOpenGLWidget by code, just to show you where I had it added. When I added it by code I removed that component from the Qt Designer so, now, my hierarchy in the Qt Designer hasn't got that component.

                            I added this code to the constructor of my UI to add the QOpenGLWidget:

                            QSurfaceFormat format;
                                format.setDepthBufferSize(24);
                                format.setStencilBufferSize(8);
                                format.setVersion(4, 1);
                                format.setProfile(QSurfaceFormat::CoreProfile);
                                QSurfaceFormat::setDefaultFormat(format);
                            
                                glwindow *ventana = new glwindow();
                                ventana->setFormat(format);
                                ventana->show();
                                ventana->setMouseTracking(true);
                                ventana->installEventFilter(ventana);
                                std::cout<<"Ventana lanzada"<<std::endl;
                                ui->gridLayout->addWidget(ventana);
                            

                            This code add the QOpenGLWidget but at the bottom of the grid layout.

                            jsulmJ Offline
                            jsulmJ Offline
                            jsulm
                            Lifetime Qt Champion
                            wrote on last edited by
                            #13

                            @JesusM said in Can't link QOpenGLWidget into a Form:

                            ui->gridLayout->addWidget(ventana);

                            You don't specify where exactly you want this widget to be in the layout. Take a look at https://doc.qt.io/qt-5/qgridlayout.html#addWidget

                            https://forum.qt.io/topic/113070/qt-code-of-conduct

                            J 1 Reply Last reply
                            0
                            • jsulmJ jsulm

                              @JesusM said in Can't link QOpenGLWidget into a Form:

                              ui->gridLayout->addWidget(ventana);

                              You don't specify where exactly you want this widget to be in the layout. Take a look at https://doc.qt.io/qt-5/qgridlayout.html#addWidget

                              J Offline
                              J Offline
                              JesusM
                              wrote on last edited by
                              #14

                              @jsulm all the values I have tried make my program crash. I think I don't understand well how to use the addWidget function.
                              I tried all of this:

                              ui->gridLayout->addWidget(ventana,0,0); // This doesn't crash but the widget is still at the bottom;
                                  ui->gridLayout->addWidget(ventana,1,0); //Same here
                              //From here all make my program crash.
                                  ui->gridLayout->addWidget(ventana,0,1);
                                  ui->gridLayout->addWidget(ventana,1,1);
                                  ui->gridLayout->addWidget(ventana,0,0, Qt::AlignLeft);
                                  ui->gridLayout->addWidget(ventana,0,1, Qt::AlignLeft);
                                  ui->gridLayout->addWidget(ventana,1,0, Qt::AlignLeft);
                                  ui->gridLayout->addWidget(ventana,1,1, Qt::AlignLeft);
                              
                              1 Reply Last reply
                              0
                              • J Offline
                                J Offline
                                JesusM
                                wrote on last edited by
                                #15

                                I found the solution. I had to set the QSizePolicy of my widget and then place the widget at the top-left side:

                                    ventana->setSizePolicy(QSizePolicy::MinimumExpanding,QSizePolicy::Expanding);
                                    ui->gridLayout->addWidget(ventana,0,0);
                                

                                0_1560257501850_Captura.PNG

                                Thanks all for helping :)

                                1 Reply Last reply
                                0

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