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OpengGL Shader Program fails

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  • L Offline
    L Offline
    ludde
    wrote on last edited by
    #2

    The code above will not work. Not because of anything to do with OpenGL or Qt, but because of C++. You are creating an object on the stack, program, which will be destroyed when you exit the function. So pprogram will point to a shader program that has already been destroyed.

    If you need to have access to the program from more than one place, you should probably create it using new, and keep a pointer to it in a member variable.

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    • S Offline
      S Offline
      sasmaster
      wrote on last edited by
      #3

      Yes you are right .I found this mistake.I removed the pointer and tried to work with the shader program variable directly.Now the program runs with no errors.But the viewport is empty.It could be really helpful if Qt team could put an example of OpenGL 3x setup.
      Thanks.

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      • Z Offline
        Z Offline
        ZapB
        wrote on last edited by
        #4

        Have read of this "thread":http://developer.qt.nokia.com/forums/viewthread/4856/

        Nokia Certified Qt Specialist
        Interested in hearing about Qt related work

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        • S Offline
          S Offline
          sasmaster
          wrote on last edited by
          #5

          Thanks for this thread.So it seems that in Qt 4.7 there is a bug? Anybody has an idea when it is going to be fixed?

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          • Z Offline
            Z Offline
            ZapB
            wrote on last edited by
            #6

            I've not checked but it may already be fixed in 4.7.4. If not then you may need to build a 4.8.0 pre-release and try that. What version are you using?

            Nokia Certified Qt Specialist
            Interested in hearing about Qt related work

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            • S Offline
              S Offline
              sasmaster
              wrote on last edited by
              #7

              I am using 4.7.4. ...And I am getting an empty screen in GL

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              • Z Offline
                Z Offline
                ZapB
                wrote on last edited by
                #8

                As long as you specify to use the CompatibilityProfile it should work anyway. Maybe the bug is elsewhere is your code? Can you provide a small compilable example please?

                Nokia Certified Qt Specialist
                Interested in hearing about Qt related work

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                • S Offline
                  S Offline
                  sasmaster
                  wrote on last edited by
                  #9

                  Here it is .Pretty same as of the guy in the above mentioned thread:
                  Window class ,calls the OpenGLWrapper widget:
                  @
                  Window::Window()
                  {
                  QGLFormat fmt;
                  fmt.setVersion(3,3);
                  fmt.setProfile(QGLFormat::CompatibilityProfile);
                  fmt.setSampleBuffers(true);
                  glWidget=new OpenGLWrapper(fmt);

                  .....

                  @
                  OpenGLWrapper:
                  @

                  #include<QtGui>

                  #include<math.h>
                  #include<QGLShaderProgram>
                  #include "openglwrapper.h"
                  #include "GL/glext.h"
                  #include "qtlogo.h"

                  #ifndef GL_MULTISAMPLE
                  #define GL_MULTISAMPLE 0x809D
                  #endif
                  bool OpenGLWrapper::USE_SHADERS = 1;
                  static GLfloat const triangleVertices[] = {
                  60.0f, 10.0f, 0.0f,
                  110.0f, 110.0f, 0.0f,
                  10.0f, 110.0f, 0.0f
                  };
                  OpenGLWrapper::OpenGLWrapper(const QGLFormat & format,QWidget *parent):QGLWidget(format,parent),mShaderProgram(this)
                  {

                  logo=0;
                  xRot=0;
                  yRot=0;
                  zRot=0;
                  qtGreen = QColor::fromCmykF(0.10, 0.78, 1.0, 0.0);
                  qtPurple = QColor::fromCmykF(0.39, 0.39, 0.0, 0.0);
                  

                  }

                  void OpenGLWrapper::initShaderProgram(){

                  mShaderProgram.addShaderFromSourceCode(QGLShader::Vertex,
                  "#version 330\n"
                  "in highp vec4 vertex;\n"
                  "in mediump mat4 matrix;\n"
                  "void main(void)\n"
                  "{\n"
                  " gl_Position = matrix * vertex;\n"
                  "}");
                  mShaderProgram.addShaderFromSourceCode(QGLShader::Fragment,
                  "#version 330\n"
                  "uniform mediump vec4 color;\n"
                  "out mediump vec4 out_color;\n"
                  "void main(void)\n"
                  "{\n"
                  " out_color = color;\n"
                  "}");
                  bool linked= mShaderProgram.link();
                  bool binded= mShaderProgram.bind();
                  if(linked&&binded){
                  qDebug()<<binded<<"and"<<linked;
                  }

                  }

                  QSize OpenGLWrapper::minimumSizeHint()const{
                  return QSize(50,50);
                  }
                  QSize OpenGLWrapper::sizeHint()const{
                  return QSize(400,400);
                  }
                  static void qNormalizeAngle(int &angle){
                  while (angle < 0)
                  angle += 360 * 16;
                  while (angle > 360 * 16)
                  angle -= 360 * 16;
                  }

                  void OpenGLWrapper::setXRotation(int angle){
                  qNormalizeAngle(angle);
                  if(angle!=xRot){
                  xRot=angle;
                  emit xRotationChanged(angle);
                  updateGL();
                  }
                  }
                  void OpenGLWrapper::setYRotation(int angle)
                  {
                  qNormalizeAngle(angle);
                  if (angle != yRot) {
                  yRot = angle;
                  emit yRotationChanged(angle);
                  updateGL();
                  }
                  }

                  void OpenGLWrapper::setZRotation(int angle)
                  {
                  qNormalizeAngle(angle);
                  if (angle != zRot) {
                  zRot = angle;
                  emit zRotationChanged(angle);
                  updateGL();
                  }

                  }
                  void OpenGLWrapper::initializeGL()
                  {
                  qglClearColor(qtPurple.dark());

                  logo = new QtLogo(this, 64);
                  logo->setColor(qtGreen.lighter());
                  
                  glEnable(GL_DEPTH_TEST);
                  glEnable(GL_CULL_FACE);
                  glShadeModel(GL_SMOOTH);
                  glEnable(GL_LIGHTING);
                  glEnable(GL_LIGHT0);
                  glEnable(GL_MULTISAMPLE);
                  static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
                  glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
                  initShaderProgram();
                  
                  
                     printGLString();
                  

                  }

                  void OpenGLWrapper::paintGL()
                  {
                  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                  QMatrix4x4 pmvMatrix;
                  pmvMatrix.ortho(rect());
                  int vertexLocation = mShaderProgram.attributeLocation("vertex");
                  int matrixLocation = mShaderProgram.attributeLocation("matrix");
                  int colorLocation = mShaderProgram.uniformLocation("color");

                  mShaderProgram.enableAttributeArray(vertexLocation);
                  mShaderProgram.setAttributeArray(vertexLocation, triangleVertices,3);
                  mShaderProgram.setUniformValue(matrixLocation, pmvMatrix);
                  mShaderProgram.setUniformValue(colorLocation,QColor(0, 255, 0, 255));

                  glDrawArrays(GL_TRIANGLES, 0, 3);
                  

                  mShaderProgram.disableAttributeArray(vertexLocation);

                  }
                  void OpenGLWrapper::printGLString()
                  {
                  const char* version = reinterpret_cast<const char *>(glGetString(GL_VERSION));
                  qDebug() << "GL_VERSION:" << version;

                  }

                  void OpenGLWrapper::resizeGL(int width, int height)
                  {
                  int side = qMin(width, height);
                  glViewport((width - side) / 2, (height - side) / 2, side, side);

                  glMatrixMode(GL_PROJECTION);
                  glLoadIdentity();
                  

                  #ifdef QT_OPENGL_ES_1
                  glOrthof(-0.5, +0.5, -0.5, +0.5, 4.0, 15.0);
                  #else
                  glOrtho(-0.5, +0.5, -0.5, +0.5, 4.0, 15.0);
                  #endif
                  glMatrixMode(GL_MODELVIEW);
                  }

                  void OpenGLWrapper::mousePressEvent(QMouseEvent *event)
                  {
                  lastPos = event->pos();
                  }

                  void OpenGLWrapper::mouseMoveEvent(QMouseEvent *event)
                  {
                  int dx = event->x() - lastPos.x();
                  int dy = event->y() - lastPos.y();

                  if (event->buttons() & Qt::LeftButton) {
                      setXRotation(xRot + 8 * dy);
                      setYRotation(yRot + 8 * dx);
                  } else if (event->buttons() & Qt::RightButton) {
                      setXRotation(xRot + 8 * dy);
                      setZRotation(zRot + 8 * dx);
                  }
                  lastPos = event->pos();
                  

                  }

                  OpenGLWrapper::~OpenGLWrapper(){

                  }

                  @

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                  • M Offline
                    M Offline
                    minimoog77
                    wrote on last edited by
                    #10

                    [quote author="sasmaster" date="1315900787"]I am trying to write a modern OpenGL (programmable pipeline) program.Qt OpenGL examples show only the fixed pipeline implementation.The documentation on how to initialize Shader Program is very poor.[/quote]

                    No, it's not poor. You should learn how to setup rendering pipeline in OpenGL. This is not Qt fault.

                    BTW, did you bind attribute location?

                    And usually there is error report from graphic driver why something failed.

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                    • S Offline
                      S Offline
                      sasmaster
                      wrote on last edited by
                      #11

                      The code I am using here to pass attributes into shaders is taken from the "not poor" "docs":http://doc.qt.nokia.com/latest/qglshaderprogram.html of Qt.

                      Regarding the attributes location binding ,I think this does this work in Qt :
                      @
                      int vertexLocation = mShaderProgram.attributeLocation("vertex");
                      int matrixLocation = mShaderProgram.attributeLocation("matrix");
                      int colorLocation = mShaderProgram.uniformLocation("color");

                      @
                      Yes this is slightly different from how it is done in "raw" OpenGL .May be you can point me where I am wrong ? Also the Dude from here http://developer.qt.nokia.com/forums/viewthread/4856/ does it the same way.

                      I am getting no shader program errors either .Everything compiles and runs OK .But the display is empty.

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                      • A Offline
                        A Offline
                        AndrewJacob
                        wrote on last edited by
                        #12

                        What is the reason of getting empty screen in GL ?

                        [url=http://www.rtaflooring.com]Bamboo Flooring[/url]

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                        • S Offline
                          S Offline
                          sasmaster
                          wrote on last edited by
                          #13

                          That is the question of this post :)

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                          • A Offline
                            A Offline
                            AndrewJacob
                            wrote on last edited by
                            #14

                            Yes it is but what is the code about ?

                            [url=http://www.rtaflooring.com]Bamboo Flooring[/url]

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                            • S Offline
                              S Offline
                              sasmaster
                              wrote on last edited by
                              #15

                              Triangle.

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                              • M Offline
                                M Offline
                                minimoog77
                                wrote on last edited by
                                #16

                                [quote author="sasmaster" date="1316083047"]
                                I am getting no shader program errors either .Everything compiles and runs OK .But the display is empty.[/quote]

                                Sorry for lateness, I am looking at your code, first question, why did you enable GL_LIGHTING/GL_LIGHT? That's fixed pipeline stuff.

                                Second look, GL_MODELVIEW and GL_PROJECTION matrices, you don't have that also in programmable pipeline. You have to do it yourself in vertex shader. Yes, there is option to set the matrices and access them in shader, but all of the multiplying you have to do it yourself.

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                                • S Offline
                                  S Offline
                                  sasmaster
                                  wrote on last edited by
                                  #17

                                  Those are remnants from my previous trials.I don't think those influence the modern pipeline as I am using a compatibility mode .So those should be discarded by the OpenGL. Regarding the matrices ,you can see that I load a orthogonal projection matrix into the vertex shader on each render loop. Still nothing works.If anybody could put a full example on how to write a OpenGL 3x in Qt it could be really helpful to many people I believe :)

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                                  • M Offline
                                    M Offline
                                    minimoog77
                                    wrote on last edited by
                                    #18

                                    Hey, I have example, http://minimoog.wordpress.com/2010/05/10/transfverteksi/ Oh, I am sorry it's in my native language (if it is for somebody interesting I would translate/write in english) but code is simple for understanding http://dl.dropbox.com/u/6108964/QtGL2.zip

                                    BR.

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                                    • S Offline
                                      S Offline
                                      sasmaster
                                      wrote on last edited by
                                      #19

                                      He He ,very resembles Russian which I know :) .Is it wrapped with Qt? Thanks a lot .I will check it out!

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                                      • M Offline
                                        M Offline
                                        minimoog77
                                        wrote on last edited by
                                        #20

                                        Also you can use it for learning basic usage of VBO. :)

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                                        • S Offline
                                          S Offline
                                          sasmaster
                                          wrote on last edited by
                                          #21

                                          I can see you didn't define the format and it actually works ?Another question ,are those inclosed GLEW headers and sources used in your program?

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