Can't link QOpenGLWidget into a Form
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wrote on 6 Jun 2019, 09:25 last edited by
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:
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:
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.
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; }
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Hi,
You are just replacing a pointer. That won't automagically replace the original widget by yours.
You should rather use the promote feature.
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Hi,
You are just replacing a pointer. That won't automagically replace the original widget by yours.
You should rather use the promote feature.
wrote on 7 Jun 2019, 11:57 last edited by JesusM 6 Jul 2019, 11:58@SGaist ok now I added a promote to my class glwindow which is the QopenglWidget class and my app crashes.
It says :
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
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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.
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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.
wrote on 11 Jun 2019, 07:20 last edited by JesusM 6 Nov 2019, 07:23@SGaist How an I add my OpenGLWIdget to the UI instead of adding an empty one?. I am adding the widgets from here:
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.
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@SGaist How an I add my OpenGLWIdget to the UI instead of adding an empty one?. I am adding the widgets from here:
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.
@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).
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@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).
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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.
wrote on 11 Jun 2019, 08:10 last edited by@SGaist ok, It works but it creates the widget at the bottom:
and I need to have it on the left side, as I had it before creating it manually:
This is my hierarchy (with the empty QOpenGLWidget):
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. -
@SGaist ok, It works but it creates the widget at the bottom:
and I need to have it on the left side, as I had it before creating it manually:
This is my hierarchy (with the empty QOpenGLWidget):
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.@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.
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@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.
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@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.
@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.
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@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.
wrote on 11 Jun 2019, 09:09 last edited by JesusM 6 Nov 2019, 09:10@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.
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@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.
@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
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@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
wrote on 11 Jun 2019, 09:50 last edited by@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);
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wrote on 11 Jun 2019, 12:52 last edited by
7/15