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Using certain OpenGL functions on Linux...

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  • T Offline
    T Offline
    tmason101
    wrote on 18 Jan 2015, 21:52 last edited by
    #1

    Hello,

    The following code block below works on Windows (in VC++ 2013) because I have included GL/glew.h but using QT Creator on Linux it undefines the include so the functions in bold below are not available.

    What can I do to be able to use the OpenGL functions glGetUniformBlockIndex(), glUniformBlockBinding(), and glBindBufferBase() under Linux like how I use these functions under Windows?

    Thank you for your time.
    @
    void QTOpenGLWindow::loadShaderUniforms() {

    glUseProgram(MainOpenGLShaderProgramID);

    MatricesUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "Matrices");
    glUniformBlockBinding(MainOpenGLShaderProgramID, MatricesUniformBlockID, 1);
    glGenBuffers(1, &MatricesUniformBufferID);
    glBindBuffer(GL_UNIFORM_BUFFER, MatricesUniformBufferID);
    glBindBufferBase(GL_UNIFORM_BUFFER, 1, MatricesUniformBufferID);
    GLsizeiptr TotalBufferSize = sizeof(glm::mat4) + sizeof(glm::mat4);
    TotalBufferSize += sizeof(glm::mat3);

    glBufferData(GL_UNIFORM_BUFFER, TotalBufferSize, NULL, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, NULL);

    LightsUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "Lights");
    glUniformBlockBinding(MainOpenGLShaderProgramID, LightsUniformBlockID, 2);
    glGenBuffers(1, &LightsUniformBufferID);
    glBindBuffer(GL_UNIFORM_BUFFER, LightsUniformBufferID);
    glBindBufferBase(GL_UNIFORM_BUFFER, 2, LightsUniformBufferID);

    GLfloat LightDirection[3] = { -4.0f, -3.0f, -3.0f };

    glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDirection), &LightDirection, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, NULL);

    MaterialsUniformBlockID = glGetUniformBlockIndex(MainOpenGLShaderProgramID, "Materials");
    glUniformBlockBinding(MainOpenGLShaderProgramID, MaterialsUniformBlockID, 3);
    glGenBuffers(1, &MaterialsUniformBufferID);
    glBindBuffer(GL_UNIFORM_BUFFER, MaterialsUniformBufferID);
    glBindBufferBase(GL_UNIFORM_BUFFER, 3, MaterialsUniformBufferID);

    GLfloat Material[18];

    //Diffuse
    Material[0] = 0.5f;
    Material[1] = 0.0f;
    Material[2] = 0.0f;
    Material[3] = 1.0f;

    //Ambient
    Material[4] = 0.2f;
    Material[5] = 0.2f;
    Material[6] = 0.2f;
    Material[7] = 1.0f;

    //Specular
    Material[8] = 1.0f;
    Material[9] = 1.0f;
    Material[10] = 1.0f;
    Material[11] = 1.0f;

    //Emissive
    Material[12] = 0.0f;
    Material[13] = 0.0f;
    Material[14] = 0.0f;
    Material[15] = 1.0f;

    //Shininess
    Material[16] = 5.0f;

    //Texture Count
    Material[17] = 0.0f;

    glBufferData(GL_UNIFORM_BUFFER, sizeof(Material), &Material, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_UNIFORM_BUFFER, NULL);

    }@

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    • C Offline
      C Offline
      Chris Kawa
      Lifetime Qt Champion
      wrote on 19 Jan 2015, 11:26 last edited by
      #2

      Combining glew with Qt is a wasted effort as it duplicates functionality. The way to work with OpenGL in Qt is to make your GL class inherit e.g. QOpenGLFunctions_3_3_Core (or whichever version and profile you want to target), call initializeOpenGLFunctions() in the GL initialization function and then all the above GL calls become available in the class scope.

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      18 Jan 2015, 21:52

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