I have a 5 megapixel texture that I am having trouble updating. The texture is displayed on a rectangle not dissimilar to a video stream.
The OpenGL commands execute quickly, but the real texture update rate is sub optimal, perhaps only 3 actual frames per second. There is some change, but not much change when using a smaller texture (500x500).
The machine has a NVIDIA gtx 570
My initial efforts were to use glTexSubImage2D and glBufferSubData, but these performed slightly worse than the memory mapped scheme.
Is there any way to force the graphics card to update the texture? How is video streaming software written?
Render Loop
void glStream::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
program1.bind();
program1.setUniformValue("texture", 0);
program1.enableAttributeArray(vertexAttr1);
program1.enableAttributeArray(vertexTexr1);
program1.setAttributeArray(vertexAttr1, vertices.constData());
program1.setAttributeArray(vertexTexr1, texCoords.constData());
//
glECheck();
glBindTexture(GL_TEXTURE_2D, textures[0]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,pbos[0]);
void* memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,GL_WRITE_ONLY);
device->fillBuffer((unsigned char *)memory,heightGL,widthGL); // takes 2ms (not long)
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,widthGL,heightGL,GL_LUMINANCE,GL_UNSIGNED_BYTE, NULL);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,0);
glBindTexture(GL_TEXTURE_2D,0);
//
program1.disableAttributeArray(vertexTexr1);
program1.disableAttributeArray(vertexAttr1);
program1.release();
glECheck();//no errors
}
Texture Reservation
void glStream::reserveTextures()
{
assert(numGLFrames>0);
assert(glGenBuffers);
displayBuff = (GLubyte*) calloc(numGLFrames*widthGL*heightGL,sizeof(GLubyte));//GL_RGB8
memset(displayBuff,100,numGLFrames*widthGL*heightGL*sizeof(GLubyte));
glGenBuffers(1,&pbos[0]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[0]);
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB,
numGLFrames*widthGL*heightGL*sizeof(GLubyte),
&displayBuff[0], GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glGenTextures(1,&textures[0]);
glBindTexture(GL_TEXTURE_2D,textures[0]);
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,
widthGL,heightGL,0,GL_LUMINANCE,GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
glBindTexture(GL_TEXTURE_2D,0);
}
Initialization
void glStream::initializeGL()
{
GLenum err = glewInit();
if (GLEW_OK != err)
{
const char * emssage = (const char*)glewGetErrorString(err);
QMessageBox::information(0, "OpenGL 3.x Context Example",
emssage);
exit(20);
}
glDisable(GL_DEPTH_TEST);
QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this);
const char *vsrc1 =
"attribute vec2 coord2d; \n"
"attribute mediump vec4 texCoord;\n"
"varying mediump vec4 texc;\n"
"void main() \n"
"{ \n"
" gl_Position = vec4(coord2d, 0.0, 1.0); \n"
" texc = texCoord;\n"
"} \n";
vshader1->compileSourceCode(vsrc1);
QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
const char *fsrc1 =
"uniform sampler2D texture;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(texture, texc.st);\n"
"}\n";
fshader1->compileSourceCode(fsrc1);
program1.addShader(vshader1);
program1.addShader(fshader1);
program1.link();
vertexAttr1 = program1.attributeLocation( "coord2d");
vertexTexr1 = program1.attributeLocation( "texCoord");
// Create the vertex buffer.
vertices.clear();
float u=1;
#define AVEC -u,u
#define BVEC -u,-u
#define CVEC u,u
#define DVEC u,-u
vertices << QVector2D(AVEC);vertices << QVector2D(BVEC);
vertices << QVector2D(CVEC);vertices << QVector2D(BVEC);
vertices << QVector2D(DVEC);vertices << QVector2D(CVEC);
// Create the texture vertex buffer
#define TAVEC 0,1
#define TBVEC 0,0
#define TCVEC 1,1
#define TDVEC 1,0
texCoords << QVector2D(TAVEC);texCoords << QVector2D(TBVEC);
texCoords << QVector2D(TCVEC);texCoords << QVector2D(TBVEC);
texCoords << QVector2D(TDVEC);texCoords << QVector2D(TCVEC);
glECheck();
reserveTextures();
}
Edit 1
I am confident that fill buffer comes up with a new texture because in some other part of the code I write this texture to a file and it is indeed different. Its a sad day when my File IO is faster then a OpenGL texture.
Edit 2
I tried out FRAPS and I verified that the render loop is going at ~18 FPS, but the visible updates are slower (maybe 3 FPS). What could account for such a discrepancy?
The PBO is much larger than the texture, in the call to glBufferData:
numGLFrames*widthGL*heightGL*sizeof(GLubyte)
You're allocating a PBO large enough for multiple textures (frames), but only ever reading/writing one frame's worth of data.
If you make the PBO the same size as the texture and use glTexImage2D instead of glTexSubImage2D, is it much faster?
Related
Learning to display images using QOpenGLWidget. However, I've met some problems.
How can I pass the GLuint texture variable (the actual texture loaded from the image) into the shader scripts? Like how to bind GLuint texture to uniform sampler2D texture? Maybe I am just not realising I already did that.
What's the difference between attribute vec4 vertexColorIn and uniform sampler2D texture? I think the color comes from the texture.
Can I use glTexCoord2f() and glVertex2f() instead of glVertexAttribPointer() and glVertexAttribPointer()? It's because they seem better to me.
I am still not clear on the concept about how openGL displays an image, although I've done many researches. I'm not quit sure what I'm doing wrong. The image is NOT showing up.
MyGLWiget.cpp
shader scipts:
#define STR(x) #x
#define VS_LOCATION 0
#define FS_LOCATION 1
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 vertexColorIn;
varying vec4 vertexColorOut;
void main(void)
{
gl_Position = position;
vertexColorOut = vertexColorIn;
}
);
const char* fragmentShader = STR(
varying vec4 vertexColorOut;
uniform sampler2D texture;
void main(void)
{
??? = texture2D(???, textureOut).r // no clue how to use it
gl_FragColor = vertexColorOut;
}
);
loading an Image texture:
void MyGLWiget::loadTexture(const char* file_path)
{
img_data = SOIL_load_image(file_path, &width, &height, &channels, SOIL_LOAD_RGB);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data);
SOIL_free_image_data(img_data);
}
initialization:
void MyGLWiget::initializeGL()
{
initializeOpenGLFunctions();
program.addShaderFromSourceCode(QGLShader::Vertex, vertextShader);
program.bindAttributeLocation("position", VS_LOCATION);
program.addShaderFromSourceCode(QGLShader::Fragment, fragmentShader);
program.bindAttributeLocation("vertexColorIn", FS_LOCATION);
program.link();
program.bind();
static const GLfloat ver[] = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
glVertexAttribPointer(VS_LOCATION, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(VS_LOCATION);
glVertexAttribPointer(FS_LOCATION, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(FS_LOCATION);
program.setUniformValue("texture", texture);
//texture = program.uniformLocation("texture");
}
paintGL:
I'm really confused with this part. I have no idea what should I use to make it to draw an image.
void MyGLWiget::paintGL()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, img_data);
glUniform1i(texture, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 1);
}
How can I pass the GLuint texture variable (the actual texture loaded from the image) into the shader scripts? Like how to bind GLuint texture to uniform sampler2D texture? Maybe I am just not realising I already did that.
This binds the texture to texture unit 0:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
This is invalid because texture is not a uniform location, so remove this line:
glUniform1i(texture, 0); // <-- invalid
This is invalid too, because the uniform texture should be set to the number of the texture unit:
program.setUniformValue("texture", texture); // <-- invalid
So replace it with:
program.setUniformValue("texture", 0); // <-- sampler2D texture uses GL_TEXTURE0
Note: I'm assuming here that setUniformValue works correctly.
What's the difference between attribute vec4 vertexColorIn and uniform sampler2D texture? I think the color comes from the texture.
vertexColorIn comes from the VAO and is different for each vertex. texture is the sampler that samples from the texture that's bound to the texture unit that you set above.
In your code you don't need a vertex color, but you do need texture coordinates. So your shaders should look like:
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 texcoordIn;
varying vec4 texcoordOut;
void main(void)
{
gl_Position = position;
texcoordOut = texcoordIn;
}
);
const char* fragmentShader = STR(
varying vec4 texcoordOut;
uniform sampler2D texture;
void main(void)
{
gl_FragColor = texture2D(texture, texcoordOut);
}
);
Can I use glTexCoord2f() and glVertex2f() instead of glVertexAttribPointer() and glVertexAttribPointer()? It's because they seem better to me.
glTexCoord2f and glVertex2f are legacy functions that were removed in OpenGL 3, and are available only in the compatibility profile. You shall not use them.
This lines are in the wrong place:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
They shall go after you bound the texture:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data);
// sets the filtering for the bound texture:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
Since the question is tagged opengl-4: you don't need to set any uniforms in this case. You can specify the locations and the bindings directly in the shaders:
const char* vertextShader =
"#version 450 core\n" STR(
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 texcoordIn;
layout(location = 0) out vec4 texcoordOut;
void main(void)
{
gl_Position = position;
texcoordOut = texcoordIn;
}
);
const char* fragmentShader =
"#version 450 core\n" STR(
layout(location = 0) in vec4 texcoord;
layout(binding = 0) uniform sampler2D TEX;
layout(location = 0) out vec4 OUT;
void main(void)
{
OUT = texture(TEX, texcoord);
}
);
a few edits
const char* vertextShader = STR(
attribute vec4 position;
attribute vec4 vertexColorIn;
varying vec4 vertexColorOut;
out vec2 TexCoord;//--->add
void main(void)
{
gl_Position = position;
vertexColorOut = vertexColorIn;
TexCoord = vec2(aPos.x/2.0+0.5, 0.5-aPos.y/2.0);//a hack,ideally you need to pass the UV coordinates for proper texture mapping.UVs need to be passed in as a uniform or an attribute depending on preference.
}
);
const char* fragmentShader = STR(
varying vec4 vertexColorOut;
uniform sampler2D texture;
in vec2 TexCoord; //---->add
void main(void)
{
gl_FragColor = texture2D(texture,TexCoord) //( no clue how to use it) -->here is the change
//gl_FragColor = vertexColorOut;
}
);
I am building simple "hello triangle" program to start with OpenGL-ES 2.0 developement, I am stuck with this tricky error. It displays that I can not link shaders. I have tested shader compilation on RenderMonkey and it is OK. But in my actual application it fails to link.
void COpenGLWidget::initializeGL()
{
const size_t nMaxLength = 255;
glClearColor(1.0f, 0.0f, 0.0, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
char lpszVertexBuffer[][nMaxLength] =
{
"uniform mat4 g_MatViewProjection;\n",
"attribute vec4 rm_Vertex;\n",
"void main(void)\n",
"{\n",
"gl_Position = rm_Vertex;\n",
"}"
};
char lpszFragmentBuffer[][nMaxLength] =
{
"precision mediump float; \n",
"void main(void)\n",
"{\n",
"gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0 );\n",
"}\n"
};
m_nVertexShader = glCreateShader(GL_VERTEX_SHADER);
m_nPixelShader = glCreateShader(GL_FRAGMENT_SHADER);
int iVertexShaderLength = 6;
int iPixelShaderLength = 5;
glShaderSource(m_nVertexShader, 1, (const char**)lpszVertexBuffer, &iVertexShaderLength);
glShaderSource(m_nPixelShader, 1, (const char**)lpszFragmentBuffer, &iPixelShaderLength);
glCompileShader(m_nVertexShader);
int iIsOk = 0;
glGetShaderiv(m_nVertexShader, GL_COMPILE_STATUS, &iIsOk);
if(!iIsOk)
{
GLint infoLen = 0;
glGetShaderiv(m_nVertexShader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(m_nVertexShader, infoLen, NULL, infoLog);
QMessageBox::warning(this, QString("Error"),
QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);
free(infoLog);
}
glDeleteShader(m_nVertexShader);
return;
}
glCompileShader(m_nPixelShader);
glGetShaderiv(m_nPixelShader, GL_COMPILE_STATUS, &iIsOk);
if(!iIsOk)
{
GLint infoLen = 0;
glGetShaderiv(m_nPixelShader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(m_nPixelShader, infoLen, NULL, infoLog);
QMessageBox::warning(this, QString("Error"),
QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);
free(infoLog);
}
glDeleteShader(m_nPixelShader);
return;
}
m_nProgram = glCreateProgram();
glAttachShader(m_nProgram, m_nVertexShader);
glAttachShader(m_nProgram, m_nPixelShader);
glBindAttribLocation(m_nProgram, 0, "rm_Vertex");
glLinkProgram(m_nProgram);
glGetProgramiv(m_nProgram, GL_LINK_STATUS, &iIsOk);
// Fail to pass status validation
if(!iIsOk)
{
GLint infoLen = 0;
glGetProgramiv(m_nProgram, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char*)malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(m_nProgram, infoLen, NULL, infoLog);
QMessageBox::warning(this, QString("Error"),
QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);
free(infoLog);
}
glDeleteProgram(m_nProgram);
return;
}
glUseProgram(m_nProgram);
connect(&m_Timer, SIGNAL(timeout()), this, SLOT(update()));
m_Timer.start(1);
}
You got the data structurs for the shader source code totally wrong. glShaderSource accepts an array of pointers to char*, so a sequence of strings. You store your shader source code in a 2-dimensional array char. Contrary to a somewhat common myth, arrays are not pointers in C/C++.
Furthermore, you are telling the GL that there is a single line with the length of 6 characters (5 for the fragment shader, respectively). The shader compiler only sees the very first part of your source code, and hence reports that it can't find a main function.
It is unclear why you even try to split your shader sources into several strings. You do not get any benefit from doing that as along as you don't recombine the different bits and pieces. I suggest you just use a singe string, so something line
const char *source=
"uniform mat4 g_MatViewProjection;\n"
"attribute vec4 rm_Vertex;\n"
"void main(void)\n"
"{\n"
"gl_Position = rm_Vertex;\n"
"}";
In C/C++, you can concatenate strings by simply writing them after each other, and this also works across lines.
THen, you can simply use the address of your source pointer and feed it into the GL:
glShaderSource(shaderName, 1, &source, NULL);
There is also no need to pre-calculate any lenghts, the GL will handle 0-terminated C strings just as well.
If you really want to go the route of different source strings, I strongly recommend you learn the basics of arrays, pointers, arrays of pointers and multidimensional arrays first.
I have a very large QGraphicsScene that can contain a very large number of graphics. I'm using a QGLWidget as the viewport so that I can leverage OpenGL to try to improve how some things get rendered. I have created a custom QGraphicsItem that I can use to draw several quads with the same texture in one render call rather than having hundreds or thousands of different QGraphicsItems in the scene that really all get drawn the same way, just in different locations. In my custom QGraphicsItem's paint() method, I called beginNativePainting() and endNativePainting() and do all of my OpenGL calls between them.
I want to use shader programs so that I can manipulate the vertices somewhat within the vertex shader, so I copied Qt's OpenGL Textures Example which uses a shader program to draw 6 textured quads. That example works just fine as is, but when I try to use the same approach within a QGraphicsItem's paint() method, all of my quads just get drawn white. My best guess is that my fragment shader just isn't getting used. I've even tried hardcoding the color within the fragment shader and nothing changes.
Here's the source code of my custom QGraphicsItem class.
class BatchGraphics : public QGraphicsPixmapItem
{
enum {PROGRAM_VERTEX_ATTRIBUTE = 0,
PROGRAM_TEXCOORD_ATTRIBUTE = 1};
public:
BatchGraphics()
: _program(0),
_texture(0),
_dirty(false)
{
}
// Returns the custom bounding rect for this item which encompasses all quads
QRectF boundingRect() const
{
return _boundingRect;
}
// Add a quad to the batch. Only the center point is necessary
void addQuad(int id, float x, float y)
{
_quads.insert(id, QPointF(x, y));
updateBoundingRect();
_dirty = true;
}
// Remove a quad from the batch.
void removeQuad(int id)
{
if (_quads.contains(id))
{
_quads.remove(id);
updateBoundingRect();
_dirty = true;
}
}
// Return the number of quads in the batch
int count() {return _quads.count();}
// Paint the batch using a custom implementation.
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
// If the item is dirty (has been modified, update the geometry)
if (_dirty) {
updateGeometry();
}
if (_program)
{
painter->beginNativePainting();
// Enable GL states
//glEnable(GL_TEXTURE_2D);
// Set the MVP matrix
_program->setUniformValue("matrix", painter->transform());
// Enable and set the vertex and texture attributes
_program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
_program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
_program->setAttributeArray(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, _vertices.constData(), 3, 5*sizeof(GLfloat));
_program->setAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, _vertices.constData()+2, 2, 5*sizeof(GLfloat));
// Bind the texture
_texture->bind();
// Draw the arrays
glDrawArrays(GL_TRIANGLES, 0, _quads.count()*6); // 6 vertices per quad
painter->endNativePainting();
}
}
private:
// Initialize the shader and texture
void initialize()
{
// Create the OpenGL texture
_texture = new QOpenGLTexture(pixmap().toImage());
// Vertex Shader
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc =
"attribute highp vec4 vertex;\n"
"attribute mediump vec4 texCoord;\n"
"varying mediump vec4 texc;\n"
"uniform mediump mat4 matrix;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
vshader->compileSourceCode(vsrc);
// Fragment Shader
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc =
"uniform sampler2D texture;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(texture, texc.st);\n"
"}\n";
fshader->compileSourceCode(fsrc);
// Program
_program = new QOpenGLShaderProgram;
_program->addShader(vshader);
_program->addShader(fshader);
_program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
_program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
_program->link();
_program->bind();
_program->setUniformValue("texture", 0);
}
// Update the vertex array. Calls initialize the first time.
void updateGeometry()
{
if (_program == 0) {
initialize();
}
_vertices.clear();
// Half pixmap size
QPointF s = QPointF(pixmap().width()/2, pixmap().height()/2);
// Build vertex data for each quad
foreach (const QPointF& point, _quads)
{
// Top Left
_vertices << point.x()-s.x(); // x
_vertices << point.y()-s.y(); // y
_vertices << 1; // z
_vertices << 0; // tu
_vertices << 1; // tv
// Top Right
_vertices << point.x()+s.x(); // x
_vertices << point.y()-s.y(); // y
_vertices << 1; // z
_vertices << 1; // tu
_vertices << 1; // tv
// Bottom Left
_vertices << point.x()-s.x(); // x
_vertices << point.y()+s.y(); // y
_vertices << 1; // z
_vertices << 0; // tu
_vertices << 0; // tv
// Top Right
_vertices << point.x()+s.x(); // x
_vertices << point.y()-s.y(); // y
_vertices << 1; // z
_vertices << 1; // tu
_vertices << 1; // tv
// Bottom Left
_vertices << point.x()-s.x(); // x
_vertices << point.y()+s.y(); // y
_vertices << 1; // z
_vertices << 0; // tu
_vertices << 0; // tv
// Bottom Right
_vertices << point.x()+s.x(); // x
_vertices << point.y()+s.y(); // y
_vertices << 1; // z
_vertices << 1; // tu
_vertices << 0; // tv
}
_dirty = false;
}
private:
// Updates the bounding rect based on the quads in the batch.
void updateBoundingRect()
{
prepareGeometryChange();
double left = 9999;
double right = -9999;
double top = 9999;
double bottom = -9999;
double w = pixmap().width()/2;
double h = pixmap().width()/2;
foreach (const QPointF& p, _quads)
{
left = qMin(left, p.x()-w);
right = qMax(right, p.x()+w);
top = qMin(top, p.y()-h);
bottom = qMax(bottom, p.y()+h);
}
_boundingRect = QRectF(left, top, (right-left), (bottom-top));
}
private:
QOpenGLShaderProgram* _program;
QOpenGLTexture* _texture;
QRectF _boundingRect;
QMap<int, QPointF> _quads;
QVector<GLfloat> _vertices;
bool _dirty;
};
I understand the basics of the render pipeline and how to use shaders, but as far as dependencies between things and other OpenGL methods that must be called when using certain features I'm pretty clueless on. I can get the quads to be rendered with the texture using a fixed function pipeline approach, but that's old school and like I said, I want to be able to manipulate the vertices in the vertex shader once I get this working.
I'm not doing anything special when creating the QGLWidget, and its QGLFormat ends up being 2.0. I'v also tried calling glEnable(GL_TEXTURE_2D), but that just makes the quads get rendered black instead of white. I've also tried binding the program each time paint() is called, thinking perhaps Qt is binding a different shader somewhere else behind the scenes, but that just causes NOTHING to appear.
Can anyone provide any help please? I can't figure out why this approach works fine in Qt's Textures example but not when I try to do it inside of a QGraphicsItem.
I finally figured it out after looking at Qt's source code and what happens when beginNativePainting(). First, I DID have to bind my shader each time paint() was called, and second I had to get the correct MVP matrix.
I was trying to just pass the QPainter's transform to my shader to act as the modelview projection matrix, but the transform was only the modelview matrix. I needed to get the projection matrix as well, which Qt sets when beginNativePainting() is called.
I got the project and modelview matrices from OpenGL directly and combined them to pass to my shader after binding my texture and presto! It worked!
Here are the relevant changes I had to make:
painter->beginNativePainting();
// Enable GL states
//glEnable(GL_TEXTURE_2D);
// === Begin New Code ======
// Bind my program
_program->bind();
QMatrix4x4 proj;
glGetFloatv(GL_PROJECTION_MATRIX, proj.data());
QMatrix4x4 model;
glGetFloatv(GL_MODELVIEW_MATRIX, model.data());
// Set the MVP matrix
_program->setUniformValue("matrix", proj * model);
// === End New Code ======
// Enable and set the vertex and texture attributes
_program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
_program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
_program->setAttributeArray(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, _vertices.constData(), 3, 5*sizeof(GLfloat));
_program->setAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, _vertices.constData()+2, 2, 5*sizeof(GLfloat));
I'm trying to render a QImage using OpenGL wrapper classes of Qt5 and shader programs. I have the following shaders and a 3.3 core context. I'm also using a VAO for the attributes. However, I keep getting a blank red frame (red is the background clear color that I set). I'm not sure if it is a problem with the MVP matrices or something else. Using a fragment shader which sets the output color to a certain fixed color (black) still resulted in a red frame. I'm totally lost here.
EDIT-1: I also noticed that attempting to get the location of texRGB uniform from the QOpenGLShaderProgram results in -1. But I'm not sure if that has anything to do with the problem I'm having. Uniforms defined in the vertex shader for the MVP matrices have the locations 0 and 1.
Vertex Shader
#version 330
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inTexCoord;
out vec2 vTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
void main(void)
{
gl_Position = projectionMatrix * modelViewMatrix * vec4(inPosition, 1.0);
// pass the input texture coordinates to fragment shader
vTexCoord = inTexCoord;
}
Fragment Shader
#version 330
uniform sampler2DRect texRGB;
in vec2 vTexCoord;
out vec4 fColor;
void main(void)
{
vec3 rgb = texture2DRect(texRGB, vTexCoord.st).rgb;
fColor = vec4(rgb, 0.0);
}
OGLWindow.h
#include <QOpenGLWindow>
#include <QOpenGLFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLTexture>
#include <QDebug>
#include <QString>
class OGLWindow : public QOpenGLWindow, protected QOpenGLFunctions
{
public:
OGLWindow();
~OGLWindow();
// OpenGL Events
void initializeGL();
void resizeGL(int width, int height);
void paintGL();
// a method for cleanup
void teardownGL();
private:
bool isInitialized;
// OpenGL state information
QOpenGLBuffer m_vbo_position;
QOpenGLBuffer m_vbo_index;
QOpenGLBuffer m_vbo_tex_coord;
QOpenGLVertexArrayObject m_object;
QOpenGLShaderProgram* m_program;
QImage m_image;
QOpenGLTexture* m_texture;
QMatrix4x4 m_projection_matrix;
QMatrix4x4 m_model_view_matrix;
};
OGLWindow.cpp
#include "OGLWindow.h"
// vertex data
static const QVector3D vertextData[] = {
QVector3D(-1.0f, -1.0f, 0.0f),
QVector3D( 1.0f, -1.0f, 0.0f),
QVector3D( 1.0f, 1.0f, 0.0f),
QVector3D(-1.0f, 1.0f, 0.0f)
};
// indices
static const GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
OGLWindow::OGLWindow() :
m_vbo_position (QOpenGLBuffer::VertexBuffer),
m_vbo_tex_coord (QOpenGLBuffer::VertexBuffer),
m_vbo_index (QOpenGLBuffer::IndexBuffer),
m_program (nullptr),
m_texture (nullptr),
isInitialized (false)
{
}
OGLWindow::~OGLWindow()
{
makeCurrent();
teardownGL();
}
void OGLWindow::initializeGL()
{
qDebug() << "initializeGL()";
initializeOpenGLFunctions();
isInitialized = true;
QColor backgroundColor(Qt::red);
glClearColor(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0f);
// load texture image
m_image = QImage(":/images/cube.png");
m_texture = new QOpenGLTexture(QOpenGLTexture::TargetRectangle);
// set bilinear filtering mode for texture magnification and minification
m_texture->setMinificationFilter(QOpenGLTexture::Nearest);
m_texture->setMagnificationFilter(QOpenGLTexture::Nearest);
// set the wrap mode
m_texture->setWrapMode(QOpenGLTexture::ClampToEdge);
m_texture->setData(m_image.mirrored(), QOpenGLTexture::MipMapGeneration::DontGenerateMipMaps);
int imgWidth = m_image.width();
int imgHeight = m_image.height();
m_projection_matrix.setToIdentity();
m_projection_matrix.ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
// m_projection_matrix.ortho(0.0, (float) width(), (float) height(), 0.0f, -1.0f, 1.0f);
m_model_view_matrix.setToIdentity();
glViewport(0, 0, width(), height());
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl");
m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl");
m_program->link();
m_program->bind();
// texture coordinates
static const QVector2D textureData[] = {
QVector2D(0.0f, 0.0f),
QVector2D((float) imgWidth, 0.0f),
QVector2D((float) imgWidth, (float) imgHeight),
QVector2D(0.0f, (float) imgHeight)
};
// create Vertex Array Object (VAO)
m_object.create();
m_object.bind();
// create position VBO
m_vbo_position.create();
m_vbo_position.bind();
m_vbo_position.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vbo_position.allocate(vertextData, 4 * sizeof(QVector3D));
// create texture coordinates VBO
m_vbo_tex_coord.create();
m_vbo_tex_coord.bind();
m_vbo_tex_coord.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vbo_tex_coord.allocate(textureData, 4 * sizeof(QVector2D));
// create the index buffer
m_vbo_index.create();
m_vbo_index.bind();
m_vbo_index.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vbo_index.allocate(indices, 6 * sizeof(GLushort));
// enable the two attributes that we have and set their buffers
m_program->enableAttributeArray(0);
m_program->enableAttributeArray(1);
m_program->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(QVector3D));
m_program->setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D));
// Set modelview-projection matrix
m_program->setUniformValue("projectionMatrix", m_projection_matrix);
m_program->setUniformValue("modelViewMatrix", m_model_view_matrix);
// use texture unit 0 which contains our frame
m_program->setUniformValue("texRGB", 0);
// release (unbind) all
m_object.release();
m_vbo_position.release();
m_vbo_tex_coord.release();
m_vbo_index.release();
m_program->release();
}
void OGLWindow::resizeGL(int width, int height)
{
qDebug() << "resizeGL(): width =" << width << ", height=" << height;
if (isInitialized) {
// avoid division by zero
if (height == 0) {
height = 1;
}
m_projection_matrix.setToIdentity();
m_projection_matrix.perspective(60.0, (float) width / (float) height, -1, 1);
glViewport(0, 0, width, height);
}
}
void OGLWindow::paintGL()
{
// clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render using our shader
m_program->bind();
{
m_texture->bind();
m_object.bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0) );
m_object.release();
}
m_program->release();
}
void OGLWindow::teardownGL()
{
// actually destroy our OpenGL information
m_object.destroy();
m_vbo_position.destroy();
m_vbo_color.destroy();
delete m_program;
}
EDIT-2: I'm creating the context as follows:
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(3,3);
This line in your fragment shader code is invalid:
vec3 rgb = texture2DRect(texRGB, vTexCoord.st).rgb;
texture2DRect() is not a built-in function.
Since you're using the GLSL 3.30 core profile (core is the default for the version unless compatibility is specified), you should be using the overloaded texture() function, which replaces the older type specific functions like texture2D() in the core profile.
Functions like texture2D() are still supported in GLSL 3.30 core unless a forward compatible core profile context is used. So depending on how the context is created, you can still use those functions.
However, sampler2DRect was only added as a sampler type in GLSL 1.40 as part of adding rectangular textures to the standard in OpenGL 3.1. At the time, the legacy sampling functions were already marked as deprecated, and only the new texture() function was defined for rectangular textures. This means that texture2DRect() does not exist in any GLSL version.
The correct call is:
vec3 rgb = texture(texRGB, vTexCoord.st).rgb;
Another part of your code that can prevent it from rendering anything is this projection matrix:
m_projection_matrix.perspective(60.0, (float) width / (float) height, -1, 1);
The near and far planes for a standard projection matrix both need to be positive. This call will set up a projection transformation with a "camera" on the origin, looking down the negative z-axis. The near and far values are distances from the origin. A valid call could look like this:
m_projection_matrix.perspective(60.0, (float) width / (float) height, 1.0f, 10.0f);
You will then also need to set the model matrix to transform the coordinates of the object into this range on the negative z-axis. You could for example apply a translation by (0.0f, 0.0f, -5.0f).
Or, if you just want to see something, the quad should also become visible if you simply use the identity matrix for the projection.
I am using Qt5 and QGLWidget class to render a live stream of pixels. I am having some performance problems and want to setup a pixel buffer to perform asynchronous data transfer.
I am trying to bind a texture the old fashioned way but it render as a blank. When I go back to my Qt5 code everything works.
Does anybody know how to get the standard OpenGL version to work?
Working
void glStream::reserveTextures()
{
displayBuff = (GLubyte*) calloc(numGLFrames*widthGL*heightGL,
sizeof(GLubyte));
QImage mySurface(&displayBuff[displayStart],widthGL,heightGL,
QImage::Format_Indexed8);
textures[0]=bindTexture(mySurface,GL_TEXTURE_2D,GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D,0);
glECheck();//no errors
}
Not Working
void glStream::reserveTextures()
{
displayBuff = (GLubyte*) calloc(numGLFrames*widthGL*heightGL,sizeof(GLubyte));
glGenTextures(1,&textures[0]);
glBindTexture(GL_TEXTURE_2D,textures[0]);
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,widthGL,heightGL,0,GL_LUMINANCE,
GL_UNSIGNED_BYTE,&displayBuff[displayStart]);
glBindTexture(GL_TEXTURE_2D,0);
glECheck();//no errors
}
Update Function
glECheck();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
program1.bind();
program1.setUniformValue("texture", 0);
program1.enableAttributeArray(vertexAttr1);
program1.enableAttributeArray(vertexTexr1);
program1.setAttributeArray(vertexAttr1, vertices.constData());
program1.setAttributeArray(vertexTexr1, texCoords.constData());
glBindTexture(GL_TEXTURE_2D, textures[0]);
glECheck();
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glBindTexture(GL_TEXTURE_2D,0);
program1.disableAttributeArray(vertexTexr1);
program1.disableAttributeArray(vertexAttr1);
program1.release();
glECheck();
Shader
QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
const char *fsrc1 =
"uniform sampler2D texture;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(texture, texc.st);\n"
"}\n";
fshader1->compileSourceCode(fsrc1);
program1.addShader(fshader1);
It would appear that you need a few other settings enabled to display a texture.
void glStream::reserveTextures()
{
displayBuff = (GLubyte*) calloc(numGLFrames*widthGL*heightGL,sizeof(GLubyte));
glGenTextures(1,&textures[0]);
glBindTexture(GL_TEXTURE_2D,textures[0]);
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,widthGL,heightGL,0,GL_LUMINANCE,
GL_UNSIGNED_BYTE,&displayBuff[displayStart]);
//This is the magic inside Qt5's implementation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D,0);
glECheck();//no errors
}