I am currently using QtOpenGL for my program. My program plots dots in the 3D space. These dots could be any number between one to several thousand. I am using the function, 'glusphere', for drawing the sphere to represent each dot.
With this, each frame is created and I need to display each frames as an animation using QTimer. This animation should be controlled by fps.For example, if fps=30, I would put t=1000/30 for QTimer's setInterval(t).Whether fps=10 or 30, I found that fps does not change my program much.
I looked for a problem by setting fps to 0 and observed how much the rendering time takes by using setInterval(0). The following is the results:
n = number of spheres
when n=10: 28ms => about 30ms
when n=100: 87ms => about 90ms
when n=150: 137ms => about 140ms
when n=1000: 598ms => about 600ms => 0.6sec
From the results above, the rendering time of each frame linearly increases with the number of spheres. The following is a part of my code:
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent)
{
setFormat(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer));
scale=1.0;
rot_x=0;
rot_y=0;
rot_z=0;
trans_x=0;
trans_y=0;
trans_z=0;
isloaded=false;
isplayed=false;
currentFrame=1;
sphereNum=1;
myTimer=new QTimer(this);
//fps=60;
myTimer->setInterval(0);
//myTimer->setInterval();
connect(myTimer, SIGNAL(timeout()), this, SLOT(timerEvent()));
}
void GLWidget::initializeGL()
{
qglClearColor(QColor(Qt::black));
glEnable(GL_DEPTH_TEST);
srand((unsigned)time(NULL));
//QGLFormat::setDoubleBuffer(true);
//qDebug() << "initGL context: " << this->context();
}
void GLWidget::timerEvent()
{
static QTime current_time, last_time;
int elapsed_time;
last_time=current_time;
current_time=QTime::currentTime();
elapsed_time=(current_time.second()*1000 + current_time.msec())-(last_time.second()*1000 + last_time.msec());
//qDebug() << "Timer elapsed time: " << elapsed_time;
if(isloaded && isplayed) {
if(currentFrame<markerData.frameSize) currentFrame++;
makeCurrent();
updateGL();
}
if(currentFrame==markerData.frameSize) {
isplayed=false;
myTimer->stop();
currentFrame=1;
}
}
void GLWidget::drawSphere(GLfloat x, GLfloat y, GLfloat z, GLfloat radius)
{
qglColor(Qt::yellow);
glPushMatrix();
glTranslatef(x, y, z);
gluSphere(p, radius, 10, 10);
//gluCylinder(p, 10, 10, 10, 4, 4);
glPopMatrix();
}
void GLWidget::drawMarkers() {
int markerIndex;
glPushMatrix();
/*for(int i=0; i<markerData.rowSize; i++) {
markerIndex=(currentFrame-1)*markerData.rowSize+i;
//qDebug() << markerIndex;
drawSphere(markerData.markerSet[markerIndex].x, markerData.markerSet[markerIndex].y, markerData.markerSet[markerIndex].z, 10);
}*/
for(int i=0; i<sphereNum; i++) {
markerIndex=rand()%1000;
drawSphere(markerIndex, markerIndex, markerIndex, 10);
}
glPopMatrix();
}
void GLWidget::drawText(double x, double y, double z, QString txt)
{
glDisable(GL_DEPTH_TEST);
qglColor(Qt::white);
renderText(x, y, z, txt, QFont("Arial", 12, QFont::Bold, false) );
glEnable(GL_DEPTH_TEST);
}
void GLWidget::paintGL()
{
static QTime current_time, last_time;
int elapsed_time;
float paint_fps;
//if file data is loaded
if(isloaded)
{
//calculate elapsed time drown 1 frame per second
//elapsed time is millisecond
last_time=current_time;
current_time=QTime::currentTime();
elapsed_time=(current_time.second()*1000 + current_time.msec())-(last_time.second()*1000 + last_time.msec());
paint_fps=1000/elapsed_time;
//qDebug() << "elapsed time: " << elapsed_time << " fps: " << paint_fps;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-20.0f);
glRotatef(30.0, 0.0, 1.0, 0.0);
glRotatef(15.0, 1.0, 0.0, 0.0);
glRotatef(rot_x, 1.0, 0.0, 0.0);
glRotatef(rot_y, 0.0, 1.0, 0.0);
glRotatef(rot_z, 0.0, 0.0, 1.0);
glScalef(scale, scale, scale);
glTranslatef(trans_x, trans_y, trans_z);
//draw elapsed time(ms)
glPushMatrix();
drawText(100, -300, 100, QString::number(elapsed_time) + "ms");
glPopMatrix();
//draw 3-axis
glBegin(GL_LINES);
qglColor(Qt::red);
glVertex3f(0, 0, 0);
glVertex3f(3000, 0, 0);
glEnd();
glBegin(GL_LINES);
qglColor(Qt::green);
glVertex3f(0, 0, 0);
glVertex3f(0, 3000, 0);
glEnd();
glBegin(GL_LINES);
qglColor(Qt::blue);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 3000);
glEnd();
//draw spheres
p=gluNewQuadric();
drawMarkers();
gluDeleteQuadric(p);
//swapBuffers
if(doubleBuffer()) {
swapBuffers();
makeCurrent();
}
}
}
To clarify:
Rendering time for each frame changes depending on the number of spheres.
The number of spheres should not change the rendering time
Even though it draw 1000 spheres, it spends half second
Do you think the problem is using glusphere?
If there is another way to draw the sphere, could it be possible to do it more than 100 fps?
Could someone please explain where the bottleneck is that is creating this slow rendering?
Related
So i think this is the part of my code that has the error. I think im not sending my array correctly or its something different when trying to add my vertex vectors.
void tetrahedron(GLfloat vertice[6][3])
{
glTranslatef(0.3f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0, 1.0, 0.0);
glRotatef(45.0f, 0.0, 0.0, 1.0);
//Cara1
glBegin(GL_QUADS);
glColor3f(0.1, 0.0, 0.9);
GLfloat temp[3];
temp = vertice[2] + vertice[5] + vertice[0];
glVertex3fv(temp);
glVertex3fv(temp);
glVertex3fv(temp);
glEnd();
}
The error is C2110: '+': cannot add two pointers
in: temp = vertice[2] + vertice[5] + vertice[0];
void octahedron(GLfloat vertice[6][3])
{
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(45.0f, 0.0, 1.0, 0.0);
glRotatef(45.0f, 0.0, 0.0, 1.0);
}
nothing special there
In the next function is where i create my array that im trying to send to octahedron and tetrahedron:
void display(void) // Creamos la funcion donde se dibuja
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Limiamos pantalla y Depth Buffer
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // Reinicializamos la actual matriz Modelview
GLfloat vertice[6][3] = {
{0.0, 0.5, 0.0}, //arriba
{ 0.0,-0.5,0.0 }, //abajo
{ 0.5,0.0,0.0 }, //izq
{ -0.5,0.0,0.0 }, //der
{ 0.0,0.0,0.5 }, //frontal
{ 0.0,0.0,-0.5 }, //trasero
};
octahedron(vertice);
tetrahedron(vertice);
glFlush();
}
Found my problem, it was that i forgot how to add arrays in general. Solved with a for and stuff:
GLfloat temp[3];
int i;
//cara 1
for ( i = 0; i < 3; i++); {
temp[i]= (vertice[2][i]) + (vertice[5][i]) + (vertice[0][i]);
}
As soon as I set glEnable(GL_DEPTH_TEST) in the following code, nothing except for the clear color gets drawn on screen.
window.cpp
void Window::initializeGL() {
makeCurrent();
initializeOpenGLFunctions();
glClearColor(0.0f, 0.03f, 0.2f, 1.0f);
Shaders::initShaders();
glEnable(GL_DEPTH_TEST);
currentLevel.addTiles();
viewMatrix.setToIdentity();
viewMatrix.translate(0.0f, 0.0f, -8.0f);
viewMatrix.rotate(45.0f, -1.0f, 0.0f, 0.0f);
}
void Window::resizeGL(int width, int height) {
const float fov = 45.0f,
zNear = 0.0f,
zFar = 1000.0f;
projectionMatrix.setToIdentity();
projectionMatrix.perspective(fov, width / float(height), zNear, zFar);
}
void Window::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
currentLevel.setProjectionMatrix(projectionMatrix);
currentLevel.setViewMatrix(viewMatrix);
currentLevel.draw();
}
tile.cpp:
// Constructor with custom shader
Tile::Tile(QVector3D v1, QVector3D v2, QVector3D v3, QVector3D v4, QOpenGLShaderProgram* shaderProgram) :
vbo(QOpenGLBuffer::VertexBuffer),
cbo(QOpenGLBuffer::VertexBuffer),
ibo(QOpenGLBuffer::IndexBuffer) {
// Calculate surface normal & second set of vertices
QVector3D surfaceNormal = QVector3D::normal(v1, v2, v3);
QVector3D v1_n = v1 - surfaceNormal;
QVector3D v2_n = v2 - surfaceNormal;
QVector3D v3_n = v3 - surfaceNormal;
QVector3D v4_n = v4 - surfaceNormal;
// Set up rectangular mesh from given corner vectors
vertices = {
v1, v2, v3, v4,
v1_n, v2_n, v3_n, v4_n
};
colors = {
color1, color1, color2, color2,
color1, color1, color2, color2
};
indices = {
// Face 1
0, 1, 2,
2, 3, 0,
// Face 2
0, 4, 5,
5, 1, 0,
// Face 3
4, 5, 6,
6, 7, 4
};
this->shaderProgram = shaderProgram;
cacheShaderLocations();
createBuffers();
}
Tile::~Tile() {
vbo.destroy();
vao.destroy();
ibo.destroy();
}
// Cache Uniform Locations for shaders
void Tile::cacheShaderLocations() {
positionLocation = shaderProgram->attributeLocation("position");
colorLocation = shaderProgram->attributeLocation("color");
modelLocation = shaderProgram->uniformLocation("model");
viewLocation = shaderProgram->uniformLocation("view");
projectionLocation = shaderProgram->uniformLocation("projection");
}
// Create buffers
void Tile::createBuffers() {
// Vertex Buffer Object
vbo.create();
vbo.bind();
vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
vbo.allocate(vertices.constData(), vertices.size() * sizeof(QVector3D));
vbo.release();
// Color Buffer Object
cbo.create();
cbo.bind();
cbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
cbo.allocate(colors.constData(), colors.size() * sizeof(QVector3D));
cbo.release();
// Index Buffer Object
ibo.create();
ibo.bind();
ibo.setUsagePattern(QOpenGLBuffer::StaticDraw);
ibo.allocate(indices.constData(), indices.size() * sizeof(GLushort));
ibo.release();
// Vertex Array Object
vao.create();
// Setup buffer attributes
shaderProgram->bind();
vao.bind();
vbo.bind();
shaderProgram->enableAttributeArray(positionLocation);
shaderProgram->setAttributeBuffer(positionLocation, GL_FLOAT, 0, 3, 0);
cbo.bind();
shaderProgram->enableAttributeArray(colorLocation);
shaderProgram->setAttributeBuffer(colorLocation, GL_FLOAT, 0, 3, 0);
ibo.bind();
vao.release();
// Release buffers & shader program
vbo.release();
cbo.release();
ibo.release();
shaderProgram->release();
}
void Tile::draw() {
shaderProgram->bind();
// Send uniforms to shader
shaderProgram->setUniformValue(projectionLocation, projectionMatrix);
shaderProgram->setUniformValue(viewLocation, viewMatrix);
shaderProgram->setUniformValue(modelLocation, modelMatrix);
// Draw vertices
vao.bind();
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, 0);
vao.release();
shaderProgram->release();
}
As for the depth buffer itself, according to the Qt documentation it's enabled by default. In the main.cpp I set the surface format/context like this:
// Set OpenGL Version information
QSurfaceFormat format;
format.setDepthBufferSize(24);
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(3,3);
I really have no clue why nothing gets drawn when I try to use depth testing so I would greatly appreciate any help.
I use OpenGL shader for apply median filter to image. Input image I copy to in_fbo buffer. All work fine.
QGLFramebufferObject *in_fbo, *out_fbo;
painter.begin(in_fbo); //Copy QImage to QGLFramebufferObject
painter.drawImage(0,0,image_in,0,0,width,height);
painter.end();
out_fbo->bind();
glViewport( 0, 0, nWidth, nHeight );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0, nWidth, 0.0, nHeight, -1.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable( GL_TEXTURE_2D );
out_fbo->drawTexture( QPointF(0.0,0.0), in_fbo->texture( ), GL_TEXTURE_2D );
But in shader code I need divide position of vertex by width and height of image, because texture coordinates are normalized to a range between 0 and 1.
How correctly calculate texture coordinates?
//vertex shader
varying vec2 pos;
void main( void )
{
pos = gl_Vertex.xy;
gl_Position = ftransform( );
}
//fragment shader
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D texture0;
uniform int imgWidth;
uniform int imgHeight;
uniform int len;
varying vec2 pos;
#define MAX_LEN (100)
void main(){
float v[ MAX_LEN ];
for (int i = 0; i < len; i++) {
vec2 posi = pos + float(i);
posi.x = posi.x / float( imgWidth );
posi.y = posi.y / float( imgHeight );
v[i] = texture2D(texture0, posi).r;
}
//
//.... Calculating new value
//
gl_FragColor = vec4( m, m, m, 1.0 );
}
Before I did it in OpenFrameworks. But shader for texture in OF does not work for texture in Qt. I suppose because OF create textures with textureTarget = GL_TEXTURE_RECTANGLE_ARB. Now the result of applying shader above isn't correct. It isn't identical with result of the old shader (there are few pixels with different colors). I don't know how modify shader above :(.
Old shaders:
//vertex
#version 120
#extension GL_ARB_texture_rectangle : enable
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}
//fragment
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D texture0;
uniform int len;
void main(){
vec2 pos = gl_TexCoord[0].xy;
pos.x = int( pos.x );
pos.y = int( pos.y );
float v[ MAX_LEN ];
for (int i=0; i<len; i++) {
vec2 posi = pos + i;
posi.x = int( posi.x + 0.5 ) + 0.5;
posi.y = int( posi.y + 0.5 ) + 0.5;
v[i] = texture2D(texture0, posi).r;
}
//
//.... Calculating new value
//
gl_FragColor = vec4( m, m, m, 1.0 );
}
OpenGL code from OpenFrameworks lib
texData.width = w;
texData.height = h;
texData.tex_w = w;
texData.tex_h = h;
texData.textureTarget = GL_TEXTURE_RECTANGLE_ARB;
texData.bFlipTexture = true;
texData.glType = GL_RGBA;
// create & setup FBO
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
// Create the render buffer for depth
glGenRenderbuffersEXT(1, &depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, texData.tex_w, texData.tex_h);
// create & setup texture
glGenTextures(1, (GLuint *)(&texData.textureID)); // could be more then one, but for now, just one
glBindTexture(texData.textureTarget, (GLuint)(texData.textureID));
glTexParameterf(texData.textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texData.textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(texData.textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(texData.textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(texData.textureTarget, 0, texData.glType, texData.tex_w, texData.tex_h, 0, texData.glType, GL_UNSIGNED_BYTE, 0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// attach it to the FBO so we can render to it
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texData.textureTarget, (GLuint)texData.textureID, 0);
I do not think you actually want to use the texture's dimensions to do this. From the sounds of things this is a simple fullscreen image filter and you really just want fragment coordinates mapped into the range [0.0,1.0]. If this is the case, then gl_FragCoord.xy / viewport.xy, where viewport is a 2D uniform that defines the width and height of your viewport ought to work for your texture coordinates (in the fragment shader).
vec2 texCoord = vec2 (transformed_pos.x, transformed_pos.y) / transformed_pos.w * vec2 (0.5, 0.5) + vec2 (1.0, 1.0) may also work using the same principle -- clip-space coordinates transformed into NDC and then mapped to texture-space. This approach will not properly account for texel centers ((0.5, 0.5) rather than (0.0, 0.0)), however and can present problems when texture filtering is enabled and the wrap mode is not GL_CLAMP_TO_EDGE.
I'm trying to wrap my head around how to use VAOs appropriately for instanced rendering (specifically in Qt 5.2, using OpenGL 3.3). My understanding is that VAOs save the state of the VBOs and associated attributes so that you don't need to worry about binding and enabling everything at drawing time, you just bind the VAO. But with instancing, you often have multiple VBOs. How do you get around needing to bind them all? Or do I just need to use a single VBO for both my per vertex data and my per instance data?
I've been looking at a couple tutorials, for example: http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html
It looks to me like what he does is use a VAO for his per vertex data and NOT for his per instance data. I've tried doing the same thing with my Qt-based code, and it's not working for me (probably because I don't entirely understand how that works... shouldn't his instance data still need to be bound when drawing happens?)
Some dummy code... this is a bit silly, I'm just drawing a single instance of two triangles, with a perspective matrix as a per instance attribute.
glwindow.cpp:
#include "glwindow.h"
#include <QColor>
#include <QMatrix4x4>
#include <QVector>
#include <QVector3D>
#include <QVector4D>
#include <QDebug>
GLWindow::GLWindow(QWindow *parent)
: QWindow(parent)
, _vbo(QOpenGLBuffer::VertexBuffer)
, _matbo(QOpenGLBuffer::VertexBuffer)
, _context(0)
{
setSurfaceType(QWindow::OpenGLSurface);
}
GLWindow::~GLWindow()
{}
void GLWindow::initGL()
{
setupShaders();
_program->bind();
_positionAttr = _program->attributeLocation("position");
_colourAttr = _program->attributeLocation("colour");
_matrixAttr = _program->attributeLocation("matrix");
QVector<QVector3D> triangles;
triangles << QVector3D(-0.5, 0.5, 1) << QVector3D(-0.5, -0.5, 1) << QVector3D(0.5, -0.5, 1);
triangles << QVector3D(0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(0.5, -0.5, 0.5);
QVector<QVector3D> colours;
colours << QVector3D(1, 0, 0) << QVector3D(0, 1, 0) << QVector3D(0, 0, 1);
colours << QVector3D(1, 1, 1) << QVector3D(1, 1, 1) << QVector3D(1, 1, 1);
_vao.create();
_vao.bind();
_vbo.create();
_vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_vbo.bind();
size_t positionSize = triangles.size() * sizeof(QVector3D);
size_t colourSize = colours.size() * sizeof(QVector3D);
_vbo.allocate(positionSize + colourSize);
_vbo.bind();
_vbo.write(0, triangles.constData(), positionSize);
_vbo.write(positionSize, colours.constData(), colourSize);
_colourOffset = positionSize;
_program->setAttributeBuffer(_positionAttr, GL_FLOAT, 0, 3, 0);
_program->setAttributeBuffer(_colourAttr, GL_FLOAT, _colourOffset, 3, 0);
_program->enableAttributeArray(_positionAttr);
_program->enableAttributeArray(_colourAttr);
_vao.release();
_matbo.create();
_matbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_matbo.bind();
_matbo.allocate(4 * sizeof(QVector4D));
_program->setAttributeBuffer(_matrixAttr, GL_FLOAT, 0, 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_matrixAttr);
_func330->glVertexAttribDivisor(_matrixAttr, 1);
_matbo.release();
_program->release();
resizeGL(width(), height());
}
void GLWindow::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
}
void GLWindow::paintGL()
{
if (! _context) // not yet initialized
return;
_context->makeCurrent(this);
QColor background(Qt::black);
glClearColor(background.redF(), background.greenF(), background.blueF(), 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
_program->bind();
_matbo.bind();
_matbo.write(0, matrix.constData(), 4 * sizeof(QVector4D));
_vao.bind();
glEnable(GL_DEPTH_TEST);
_func330->glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
_vao.release();
_program->release();
_context->swapBuffers(this);
_context->doneCurrent();
}
void GLWindow::setupShaders()
{
QString vShaderSrc("#version 330\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec4 colour;\n"
"layout(location = 2) in mat4 matrix;\n"
"smooth out vec4 col;\n"
"void main() {\n"
" col = colour;\n"
" gl_Position = matrix * position;\n"
"}\n");
QString fShaderSrc("#version 330\n"
"smooth in vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n");
_program = new QOpenGLShaderProgram(this);
_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vShaderSrc);
_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fShaderSrc);
_program->link();
}
void GLWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
if (isExposed())
{
if (! _context)
{
_context = new QOpenGLContext(this);
QSurfaceFormat format(requestedFormat());
format.setVersion(3,3);
format.setDepthBufferSize(24);
_context->setFormat(format);
_context->create();
_context->makeCurrent(this);
initializeOpenGLFunctions();
_func330 = _context->versionFunctions<QOpenGLFunctions_3_3_Core>();
if (_func330)
_func330->initializeOpenGLFunctions();
else
{
qWarning() << "Could not obtain required OpenGL context version";
exit(1);
}
initGL();
}
paintGL();
}
}
glwindow.h:
#ifndef GL_WINDOW_H
#define GL_WINDOW_H
#include <QExposeEvent>
#include <QSurfaceFormat>
#include <QWindow>
#include <QOpenGLBuffer>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
class GLWindow : public QWindow, protected QOpenGLFunctions
{
Q_OBJECT
public:
GLWindow(QWindow * = 0);
virtual ~GLWindow();
void initGL();
void paintGL();
void resizeGL(int, int);
protected:
virtual void exposeEvent(QExposeEvent *);
private:
void setupShaders();
QOpenGLBuffer _vbo;
QOpenGLBuffer _matbo;
QOpenGLContext *_context;
QOpenGLShaderProgram *_program;
QOpenGLVertexArrayObject _vao;
QOpenGLFunctions_3_3_Core *_func330;
GLuint _positionAttr;
GLuint _colourAttr;
GLuint _matrixAttr;
size_t _colourOffset;
} ;
#endif
glbuffertest.cpp:
#include <QGuiApplication>
#include <QSurfaceFormat>
#include "glwindow.h"
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
GLWindow window;
window.resize(400, 400);
window.show();
return app.exec();
}
glbuffertest.pro:
######################################################################
# Automatically generated by qmake (3.0) Fri May 16 09:49:41 2014
######################################################################
TEMPLATE = app
TARGET = glbuffertest
INCLUDEPATH += .
CONFIG += qt debug
# Input
SOURCES += glbuffertest.cpp glwindow.cpp
HEADERS += glwindow.h
UPDATE:
I've tried getting rid of my _matbo buffer and instead putting the matrix data into the same VBO as the position and colour attributes, but it's not working for me. My initGL function now looks like:
void GLWindow::initGL()
{
setupShaders();
_program->bind();
_positionAttr = _program->attributeLocation("position");
_colourAttr = _program->attributeLocation("colour");
_matrixAttr = _program->attributeLocation("matrix");
QVector<QVector3D> triangles;
triangles << QVector3D(-0.5, 0.5, 1) << QVector3D(-0.5, -0.5, 1) << QVector3D(0.5, -0.5, 1);
triangles << QVector3D(0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(0.5, -0.5, 0.5);
QVector<QVector3D> colours;
colours << QVector3D(1, 0, 0) << QVector3D(0, 1, 0) << QVector3D(0, 0, 1);
colours << QVector3D(1, 1, 1) << QVector3D(1, 1, 1) << QVector3D(1, 1, 1);
_vao.create();
_vao.bind();
_vbo.create();
_vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_vbo.bind();
size_t positionSize = triangles.size() * sizeof(QVector3D);
size_t colourSize = colours.size() * sizeof(QVector3D);
size_t matrixSize = 4 * sizeof(QVector4D);
_vbo.allocate(positionSize + colourSize + matrixSize);
_vbo.bind();
_vbo.write(0, triangles.constData(), positionSize);
_vbo.write(positionSize, colours.constData(), colourSize);
_colourOffset = positionSize;
_matrixOffset = positionSize + colourSize;
_program->setAttributeBuffer(_positionAttr, GL_FLOAT, 0, 3, 0);
_program->setAttributeBuffer(_colourAttr, GL_FLOAT, _colourOffset, 3, 0);
_program->setAttributeBuffer(_matrixAttr, GL_FLOAT, _matrixOffset, 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_positionAttr);
_program->enableAttributeArray(_colourAttr);
_program->enableAttributeArray(_matrixAttr);
_func330->glVertexAttribDivisor(_matrixAttr, 1);
_vao.release();
_program->release();
resizeGL(width(), height());
}
and paintGL:
void GLWindow::paintGL()
{
if (! _context) // not yet initialized
return;
_context->makeCurrent(this);
QColor background(Qt::black);
glClearColor(background.redF(), background.greenF(), background.blueF(), 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
_program->bind();
_vao.bind();
_vbo.write(_matrixOffset, matrix.constData(), 4 * sizeof(QVector4D));
/* I tried replacing the three preceding lines with the following, without success: */
/*
_vao.bind();
_vbo.bind();
_vbo.write(_matrixOffset, matrix.constData(), 4 * sizeof(QVector4D));
_program->bind();
_program->enableAttributeArray(_matrixAttr);
_func330->glVertexAttribDivisor(_matrixAttr, 1); */
glEnable(GL_DEPTH_TEST);
_func330->glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
_vao.release();
_program->release();
_context->swapBuffers(this);
_context->doneCurrent();
}
So it seems my instancing problems are bigger than just having the wrong buffer bound at the wrong time. What else am I doing wrong?
I think you must create one VBO for positions and one VBO for colors (or use interleaved data with a stride). VAO allows you to use multiple VBO, one per attribute.
vao.create();
vao.bind();
// prepare your shader program
// ...
// prepare your VBOs : one VBO for pos, one VBO for colors, one for normals,...
// example for position
vertexPositionBuffer.create();
vertexPositionBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
vertexPositionBuffer.bind();
// if your store the points using QVector<QVector3D>
vertexPositionBuffer.allocate(vertices.constData(), vertices.size() * sizeof(QVector3D));
vertexPositionBuffer.release();
// do the same for colors or other attributes
// ...
// after all buffers are created
shaderProgram.bind();
// Bind the position buffer
vertexPositionBuffer.bind();
shaderProgram.enableAttributeArray("vertexPosition");
shaderProgram.setAttributeBuffer("vertexPosition", GL_FLOAT, 0, 3);
vertexPositionBuffer.release();
// do the same for all other buffers
// ...
shaderProgram.release();
// release vao
vao.release();
and in your paintGL function:
// update your matrices
// bind your shader program
// set you uniform variables
// then
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
vao.release();
// release your shader program
I've got it. The main problems were that:
I had to loop through all four columns of my mat4 attribute, setting and enabling each of them, and calling glVertexAttribDivisor() on each.
I had completely messed up the call to QOpenGLShaderProgram::setAttributeBuffer() for my mat4 attribute.
Essentially, you have to treat a mat4 as four separate vec4 attributes (one for each column). This doesn't affect how you copy QMatrix4x4 data to a QOpenGLBuffer object in the slightest, just how you tell the shader program to deal with the data. This is well described in both the tutorial I linked to in my original question and in The OpenGL Programming Guide's instancing tutorial, I just didn't get it. So, going back to the first attempt at glwindow.cpp above, I've changed very little and things now work:
#include "glwindow.h"
#include <QColor>
#include <QMatrix4x4>
#include <QVector>
#include <QVector3D>
#include <QVector4D>
#include <QDebug>
GLWindow::GLWindow(QWindow *parent)
: QWindow(parent)
, _vbo(QOpenGLBuffer::VertexBuffer)
, _matbo(QOpenGLBuffer::VertexBuffer)
, _context(0)
{
setSurfaceType(QWindow::OpenGLSurface);
}
GLWindow::~GLWindow()
{}
void GLWindow::initGL()
{
setupShaders();
_program->bind();
_positionAttr = _program->attributeLocation("position");
_colourAttr = _program->attributeLocation("colour");
_matrixAttr = _program->attributeLocation("matrix");
QVector<QVector3D> triangles;
triangles << QVector3D(-0.5, 0.5, 1) << QVector3D(-0.5, -0.5, 1) << QVector3D(0.5, -0.5, 1);
triangles << QVector3D(0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(0.5, -0.5, 0.5);
QVector<QVector3D> colours;
colours << QVector3D(1, 0, 0) << QVector3D(0, 1, 0) << QVector3D(0, 0, 1);
colours << QVector3D(1, 1, 1) << QVector3D(1, 1, 1) << QVector3D(1, 1, 1);
_vao.create();
_vao.bind();
_vbo.create();
_vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_vbo.bind();
size_t positionSize = triangles.size() * sizeof(QVector3D);
size_t colourSize = colours.size() * sizeof(QVector3D);
_vbo.allocate(positionSize + colourSize);
_vbo.bind();
_vbo.write(0, triangles.constData(), positionSize);
_vbo.write(positionSize, colours.constData(), colourSize);
_colourOffset = positionSize;
_program->setAttributeBuffer(_positionAttr, GL_FLOAT, 0, 3, 0);
_program->setAttributeBuffer(_colourAttr, GL_FLOAT, _colourOffset, 3, 0);
_program->enableAttributeArray(_positionAttr);
_program->enableAttributeArray(_colourAttr);
_matbo.create();
_matbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_matbo.bind();
_matbo.allocate(4 * sizeof(QVector4D));
// This is completely wrong
/*_program->setAttributeBuffer(_matrixAttr, GL_FLOAT, 0, 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_matrixAttr);
_func330->glVertexAttribDivisor(_matrixAttr, 1);
*/
// The right way to set up a mat4 attribute for instancing
for (unsigned i = 0; i < 4; i++)
{
_program->setAttributeBuffer(_matrixAttr + i, GL_FLOAT, i * sizeof(QVector4D), 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_matrixAttr + i);
_func330->glVertexAttribDivisor(_matrixAttr + i, 1);
}
_matbo.release();
_vao.release();
_program->release();
resizeGL(width(), height());
}
void GLWindow::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
}
void GLWindow::paintGL()
{
if (! _context) // not yet initialized
return;
_context->makeCurrent(this);
QColor background(Qt::black);
glClearColor(background.redF(), background.greenF(), background.blueF(), 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
_program->bind();
_vao.bind();
_matbo.bind();
_matbo.write(0, matrix.constData(), 4 * sizeof(QVector4D));
glEnable(GL_DEPTH_TEST);
_func330->glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
_vao.release();
_program->release();
_context->swapBuffers(this);
_context->doneCurrent();
}
void GLWindow::setupShaders()
{
QString vShaderSrc("#version 330\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec4 colour;\n"
"layout(location = 2) in mat4 matrix;\n"
"smooth out vec4 col;\n"
"void main() {\n"
" col = colour;\n"
" gl_Position = matrix * position;\n"
"}\n");
QString fShaderSrc("#version 330\n"
"smooth in vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n");
_program = new QOpenGLShaderProgram(this);
_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vShaderSrc);
_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fShaderSrc);
_program->link();
}
void GLWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
if (isExposed())
{
if (! _context)
{
_context = new QOpenGLContext(this);
QSurfaceFormat format(requestedFormat());
format.setVersion(3,3);
format.setDepthBufferSize(24);
_context->setFormat(format);
_context->create();
_context->makeCurrent(this);
initializeOpenGLFunctions();
_func330 = _context->versionFunctions<QOpenGLFunctions_3_3_Core>();
if (_func330)
_func330->initializeOpenGLFunctions();
else
{
qWarning() << "Could not obtain required OpenGL context version";
exit(1);
}
initGL();
}
paintGL();
}
}
Note that I also moved the binding of _matbo and setting up of the mat4 attribute so that it's all done before releasing the VAO. I was initially very confused over how many VBOs were allowed and when they needed to be bound. There's no problem having multiple VBOs inside a single VAO, it's just that the right one needs to be bound to be written to, and the right one needs to be bound before calling QOpenGLShaderProgram::setAttributeBuffer(). It doesn't matter which buffer is bound when glDraw*() is called (I trust someone will comment if I'm wrong about that).
I would like to apply a texture to a grid in 3d space using Processing, I've tried declaring a PImage and setting the .jpg file with loadimage with no results..
PImage tex;
void setup() {
size(800, 600, P3D);
tex=loadImage("ground104");
noCursor();
}
void draw()
{
directionalLight(255, 255, 255, 0, 0, -1);
background(180);
drawPlane();
}
void drawPlane()
{ //lights();
int s = 10000;
int ss = 500;
fill(0, 200, 20); stroke(200); for(int i = 0; i < s; i += ss) {
stroke(0,100,0);
strokeWeight(3);
beginShape(QUAD_STRIP);
for(int j = 0; j <= s; j += ss)
{
texture(tex);
vertex(j, i, 0);
vertex(j, i + ss, 0);
}
endShape(); } noStroke(); }
Do you have any advice?
Thanks!
looks like you need a file extension like .jpg. You can troubleshoot by running the code from the reference page:
http://www.processing.org/reference/texture_
size(100, 100, P3D);
noStroke();
PImage img = loadImage("laDefense.jpg");
beginShape();
texture(img);
vertex(10, 20, 0, 0);
vertex(80, 5, 100, 0);
vertex(95, 90, 100, 100);
vertex(40, 95, 0, 100);
endShape();
and replace laDefense.jpg with your image name. Also, it needs to be placed in the data directory in the sketch directory. If it works, then your problem is elsewhere. I am not sure what your plan is in the sketch, but you might find peasycam useful for troubleshooting in 3d.
http://mrfeinberg.com/peasycam/
another technique is to increment a float by 0.01 per frame and call a RotateX(), Y or Z or all of the above at the beginning of your draw() method / loop.
Thank you for your reply!
I've changed my code to this and now you can run it and see what I get (first download the grass.jpg from https://www.dropbox.com/s/fsda0tih67q8tll/grass.jpg?m). I'm close but I wonder why the grid is green when it was supposed to be a grass land...
PImage tex;
void setup()
{
size(800, 600, P3D);
tex=loadImage("grass.jpg");
noCursor();
}
void draw()
{
translate(width/2 , height/2 , 0); // center of screen
rotateX(QUARTER_PI * 1.0); // move camera up
rotateZ(QUARTER_PI * 1.8);
//rotateZ(camZ.val + offset); // rotate around turret
rotateZ(map(mouseX, mouseY, width, 2.5, -2.5));
translate(-1000, 0, -1000);
directionalLight(255, 255, 255, 0, 0, -1);
background(180);
drawPlane();
}
void drawPlane()
{ //lights();
int s = 10000;
int ss = 500;
fill(0, 200, 20); stroke(200); for(int i = 0; i < s; i += ss) {
stroke(0,100,0);
strokeWeight(3);
beginShape(QUAD_STRIP);
for(int j = 0; j <= s; j += ss)
{
texture(tex);
vertex(j, i, 0);
vertex(j, i + ss, 0);
}
endShape();
}
noStroke();
}