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Qt's OpenGL vertex binding funcs problem

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #8

    My laptop has two video cards: integrated on CPU and discrete GeForce. Qt uses the first one by default:

    qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
    qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
    qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
    

    Output:

    OpenGL version: 3.1.0 - Build 9.17.10.4459
    GLSL version:  1.40 - Intel Build 9.17.10.4459
    Vendor:  Intel
    

    I am not expert in Qt but it is very interesting that the QOpenGLFunctions_3_3_Core.h header file is not available for me. I see it here:

    image.png

    But I don't see it here:

    image.png

    Even QOpenGLFunctions_3_1.h is not in the list.

    1 Reply Last reply
    0
    • BondrusiekB Offline
      BondrusiekB Offline
      Bondrusiek
      wrote on last edited by
      #9

      Hmm, you can try run it and see result. Maybe compilation sees a OpenGL version and blocks some header files:

      #include <QApplication>
      
      int main(int argc, char *argv[])
      {
          QApplication a(argc, argv);
          QSurfaceFormat fmt;
          fmt.setDepthBufferSize(24);
      
          // Request OpenGL 3.3 core or OpenGL ES 3.0.
          if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
              qDebug("Requesting 3.3 core context");
              fmt.setVersion(3, 3);
              fmt.setProfile(QSurfaceFormat::CoreProfile);
          } else {
              qDebug("Requesting 3.0 context");
              fmt.setVersion(3, 0);
          }
      
          QSurfaceFormat::setDefaultFormat(fmt);
      
          return a.exec();
      }
      
      1 Reply Last reply
      0
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #10

        Output:

        Requesting 3.3 core context
        OpenGL version: 3.1.0 - Build 9.17.10.4459
        GLSL version:  1.40 - Intel Build 9.17.10.4459
        Vendor:  Intel
        

        main.cpp

        #include <QtGui/QOpenGLContext>
        #include <QtGui/QOpenGLFunctions>
        #include <QtGui/QSurfaceFormat>
        #include <QtWidgets/QApplication>
        #include <QtOpenGL/QOpenGLWindow>
        
        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
        {
            void initializeGL() override
            {
                initializeOpenGLFunctions();
        
                qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
            }
        };
        
        int main(int argc, char *argv[])
        {
            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
            QApplication app(argc, argv);
            QSurfaceFormat fmt;
            fmt.setDepthBufferSize(24);
        
            // Request OpenGL 3.3 core or OpenGL ES 3.0.
            if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
            {
                qDebug("Requesting 3.3 core context");
                fmt.setVersion(3, 3);
                fmt.setProfile(QSurfaceFormat::CoreProfile);
            }
            else
            {
                qDebug("Requesting 3.0 context");
                fmt.setVersion(3, 0);
            }
        
            OpenGLWindow w;
            w.setFormat(fmt);
            w.show();
            return app.exec();
        }
        
        1 Reply Last reply
        0
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by
          #11

          I can activate the discrete GeForce (or Radeon) card by adding this code:

          #ifdef _WIN32
          #include <windows.h>
          extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
          extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
          #endif
          

          Output:

          Requesting 3.3 core context
          OpenGL version: 3.3.0 NVIDIA 391.35
          GLSL version:  3.30 NVIDIA via Cg compiler
          Vendor:  NVIDIA Corporation
          

          main.cpp

          #ifdef _WIN32
          #include <windows.h>
          extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
          extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
          #endif
          
          #include <QtGui/QOpenGLContext>
          #include <QtGui/QOpenGLFunctions>
          #include <QtGui/QSurfaceFormat>
          #include <QtWidgets/QApplication>
          #include <QtOpenGL/QOpenGLWindow>
          
          class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
          {
              void initializeGL() override
              {
                  initializeOpenGLFunctions();
          
                  qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                  qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                  qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
              }
          };
          
          int main(int argc, char *argv[])
          {
              QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
              QApplication app(argc, argv);
              QSurfaceFormat fmt;
              fmt.setDepthBufferSize(24);
          
              // Request OpenGL 3.3 core or OpenGL ES 3.0.
              if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
              {
                  qDebug("Requesting 3.3 core context");
                  fmt.setVersion(3, 3);
                  fmt.setProfile(QSurfaceFormat::CoreProfile);
              }
              else
              {
                  qDebug("Requesting 3.0 context");
                  fmt.setVersion(3, 0);
              }
          
              OpenGLWindow w;
              w.setFormat(fmt);
              w.show();
              return app.exec();
          }
          
          1 Reply Last reply
          0
          • BondrusiekB Offline
            BondrusiekB Offline
            Bondrusiek
            wrote on last edited by
            #12

            So you have a card that supports OpenGL 3.3. It's strange that Qt doesn't see this header files. If I had anything to suggest, you can update Qt via MaintenanceTool and update the graphics card drivers.

            8Observer88 1 Reply Last reply
            0
            • BondrusiekB Bondrusiek

              So you have a card that supports OpenGL 3.3. It's strange that Qt doesn't see this header files. If I had anything to suggest, you can update Qt via MaintenanceTool and update the graphics card drivers.

              8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #13

              @Bondrusiek said in Qt's OpenGL vertex binding funcs problem:

              update the graphics card drivers

              I have the latest: OpenGL 4.6 for GeForce and OpenGL 3.1.0 for Intel. I cannot update OpenGL for Intel because 3.1 is maximum for my CPU.

              @Bondrusiek said in Qt's OpenGL vertex binding funcs problem:

              It's strange that Qt doesn't see this header files.

              I see them now:

              d6c5da18-9702-441a-80c6-7ff8507dc036-image.png

              1 Reply Last reply
              0
              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by
                #14

                I don't understand why but there is no the QOpenGLFunctions_3_3_Core: No such file or directory error in your first example. It crashed: debug\opengl33-test.exe crashed. But it is crashed because I have a laptop and Qt runs with the integrated video card with OpenGL 3.1. I have added these lines to the main.cpp:

                #ifdef _WIN32
                #include <windows.h>
                extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                #endif
                

                and your first example works now. I the the red triangle. But it prints the maximum version of OpenGL 4.6 on the discrete video card because setVersion(3 , 3) was not called:

                OpenGL version: 4.6.0 NVIDIA 391.35
                GLSL version:  4.60 NVIDIA
                Vendor:  NVIDIA Corporation
                
                1 Reply Last reply
                0
                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by
                  #15

                  Sorry. I have forgot to add setVersion(3, 3) to the main.cpp file. Now your first example prints correct version of OpenGL:

                  Requesting 3.3 core context
                  OpenGL version: 3.3.0 NVIDIA 391.35
                  GLSL version:  3.30 NVIDIA via Cg compiler
                  Vendor:  NVIDIA Corporation
                  

                  But I don't see a red triangle. I can fix it only by comment the QSurfaceFormat code with setting setVersion and setProfile but it uses OpenGL 4.6 now:

                  main.cpp

                  #ifdef _WIN32
                  #include <windows.h>
                  extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                  extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                  #endif
                  
                  #include "glwidget.h"
                  
                  #include <QtGui/QSurfaceFormat>
                  #include <QtWidgets/QApplication>
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication a(argc, argv);
                  
                      QSurfaceFormat fmt;
                      fmt.setDepthBufferSize(24);
                  
                      // // Request OpenGL 3.3 core or OpenGL ES 3.0.
                      // if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
                      //     qDebug("Requesting 3.3 core context");
                      //     fmt.setVersion(3, 3);
                      //     fmt.setProfile(QSurfaceFormat::CoreProfile);
                      // } else {
                      //     qDebug("Requesting 3.0 context");
                      //     fmt.setVersion(3, 0);
                      // }
                  
                      QSurfaceFormat::setDefaultFormat(fmt);
                  
                      MyGLWidget w;
                      w.show();
                      return a.exec();
                  }
                  

                  image.png

                  1 Reply Last reply
                  0
                  • BondrusiekB Offline
                    BondrusiekB Offline
                    Bondrusiek
                    wrote on last edited by
                    #16

                    Thanks for checking. As far as I know, in the case of shaders, you can also indicate what version of OpenGL you want to use.
                    #version 330 core
                    This means that you want to use 3.3 version of OpenGL. #version 460 core means set OpenGL to 4.6.

                    Perhaps the most important thing is that the second example does not render the triangle correctly for you either. Just like in my case, so I guess we can talk about a bug here.

                    1 Reply Last reply
                    0
                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on last edited by 8Observer8
                      #17

                      I believe there is no need to spend time on OpenGL 3.3 Core, especially if you have just started learning the basics of OpenGL. You can defer learning OpenGL 3.3 Core until the next iteration. Take OpenGL ES 2.0. It's much smaller. It has all the basic things you need now. It works on iOS, Android and web browser. In the near future, focus on OpenGL ES 2.0 and make demos and small games on it. It will serve you for several years, and maybe a lifetime.

                      My simple triangle example is written using OpenGL ES 2.0. It is compiled to Desktop, Mobile, and Web from one code base.

                      • Demo in the browser using QOpenGLWindow
                      • Demo in the browser using QOpenGLWidget

                      31e535b2-7f6d-4e0e-8150-00958c4c2cdb-image.png

                      main.cpp

                      #include <QtGui/QOpenGLFunctions>
                      #include <QtOpenGL/QOpenGLBuffer>
                      #include <QtOpenGL/QOpenGLShader>
                      #include <QtOpenGL/QOpenGLShaderProgram>
                      #include <QtOpenGLWidgets/QOpenGLWidget>
                      #include <QtWidgets/QApplication>
                      
                      class OpenGLWindow : public QOpenGLWidget, private QOpenGLFunctions
                      {
                      public:
                          OpenGLWindow()
                          {
                              setWindowTitle("OpenGL ES 2.0, Qt6, C++");
                              resize(350, 350);
                          }
                      
                          void initializeGL() override
                          {
                              initializeOpenGLFunctions();
                              glClearColor(48.f / 255.f, 56.f / 255.f, 65.f / 255.f, 1.f);
                      
                              QString vertShaderSrc =
                                  "attribute vec2 aPosition;\n"
                                  "void main()\n"
                                  "{\n"
                                  "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                                  "}\n";
                      
                              QString fragShaderSrc =
                                  "#ifdef GL_ES\n"
                                  "precision mediump float;\n"
                                  "#endif\n"
                                  "void main()\n"
                                  "{\n"
                                  "    gl_FragColor = vec4(0.2, 0.7, 0.3, 1.0);\n"
                                  "}\n";
                      
                              m_program.create();
                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                              m_program.link();
                              m_program.bind();
                      
                              float vertPositions[] = {
                                  -0.5f, -0.5f,
                                  0.5f, -0.5f,
                                  0.f, 0.5f
                              };
                              m_vertPosBuffer.create();
                              m_vertPosBuffer.bind();
                              m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                          }
                      
                          void paintGL() override
                          {
                              glClear(GL_COLOR_BUFFER_BIT);
                              m_program.bind();
                              m_vertPosBuffer.bind();
                              m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                              m_program.enableAttributeArray("aPosition");
                              glDrawArrays(GL_TRIANGLES, 0, 3);
                          }
                      
                      private:
                          QOpenGLShaderProgram m_program;
                          QOpenGLBuffer m_vertPosBuffer;
                      };
                      
                      int main(int argc, char *argv[])
                      {
                          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                          QApplication app(argc, argv);
                          OpenGLWindow w;
                          w.show();
                          return app.exec();
                      }
                      
                      QT += core gui openglwidgets
                      
                      win32: LIBS += -lopengl32
                      
                      CONFIG += c++17
                      
                      SOURCES += \
                          main.cpp
                      
                      1 Reply Last reply
                      1
                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #18

                        I have created the bug report: https://bugreports.qt.io/browse/QTBUG-126389

                        I have tested with QOpenGLWindow. The result is the same.

                        1 Reply Last reply
                        1
                        • 8Observer88 Offline
                          8Observer88 Offline
                          8Observer8
                          wrote on last edited by 8Observer8
                          #19

                          My bug report was closed with the comment: You need a VAO to use a Core profile.

                          I have added solution examples to the bug report:

                          • solution-qopenglwidget.zip
                          • solution-qopenglwindow.zip

                          Steps to solve the problem:

                          • Add #include <QtOpenGL/QOpenGLVertexArrayObject> inside of the glwidget.h
                          • Create the QOpenGLVertexArrayObject vao; member inside of the MyGLWidget class
                          • Create and bind vao inside of the initializeGL method:
                          void MyGLWidget::initializeGL()
                          {
                              initializeOpenGLFunctions();
                              vao.create();
                              vao.bind();
                          
                          • Delete a binding of the vbo inside of the paintGL()
                          • Add a binding of the vao inside of the paintGL()
                          • Move attributeLocation, enableAttributeArray and setAttributeBuffer inside of the initializeGL method:
                          • I don't think that you should release the shader program inside of the paintGL() method
                          • Release vao inside of the paintGL() method
                          • I think you don't need to call disableAttributeArray inside of the paintGL() method

                          So, VAO allows to bind VBO and call enableAttributeArray and setAttributeBuffer only one time. You can bind VAO only inside of the paintGL() method. Now the program works:

                          pro

                          QT += core gui openglwidgets opengl
                          
                          win32: LIBS += -lopengl32
                          
                          CONFIG += c++17
                          
                          SOURCES += \
                              main.cpp \
                              glwidget.cpp
                          
                          HEADERS += \
                              glwidget.h
                          

                          glwidget.h

                          #ifndef GLWIDGET_H
                          #define GLWIDGET_H
                          
                          #include <QOpenGLWidget>
                          #include <QOpenGLFunctions_3_3_Core>
                          #include <QOpenGLBuffer>
                          #include <QOpenGLShaderProgram>
                          #include <QtOpenGL/QOpenGLVertexArrayObject>
                          
                          class MyGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_3_Core
                          {
                              Q_OBJECT
                          
                                  public:
                                           MyGLWidget(QWidget *parent = nullptr);
                              ~MyGLWidget();
                          
                          protected:
                              void initializeGL() override;
                              void resizeGL(int w, int h) override;
                              void paintGL() override;
                          
                          private:
                              QOpenGLBuffer vbo;
                              QOpenGLVertexArrayObject vao;
                              QOpenGLShaderProgram *shaderProgram;
                          };
                          
                          #endif // GLWIDGET_H
                          

                          glwidget.cpp

                          #include "glwidget.h"
                          
                          MyGLWidget::MyGLWidget(QWidget *parent)
                              : QOpenGLWidget(parent), vbo(QOpenGLBuffer::VertexBuffer)
                          {
                              setWindowTitle("Trianlge, OpenGL 3.3 Core");
                              resize(500, 500);
                          }
                          
                          MyGLWidget::~MyGLWidget()
                          {
                              makeCurrent();
                              vao.destroy();
                              vbo.destroy();
                              delete shaderProgram;
                              doneCurrent();
                          }
                          
                          void MyGLWidget::initializeGL()
                          {
                              initializeOpenGLFunctions();
                          
                              qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                              qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                              qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                          
                              shaderProgram = new QOpenGLShaderProgram();
                              shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex,
                                  "#version 330 core\n"
                                  "layout(location = 0) in vec3 position;\n"
                                  "void main()\n"
                                  "{\n"
                                  "    gl_Position = vec4(position, 1.0);\n"
                                  "}\n"
                                  );
                              shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment,
                                  "#version 330 core\n"
                                  "out vec4 fragColor;\n"
                                  "void main()\n"
                                  "{\n"
                                  "    fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                                  "}\n"
                                  );
                              shaderProgram->link();
                              shaderProgram->bind();
                          
                              vao.create();
                              vao.bind();
                              vbo.create();
                              vbo.bind();
                          
                              GLfloat vertices[] = {
                                  0.0f,  0.5f, 0.0f, // Top vertex
                                  -0.5f, -0.5f, 0.0f, // Bottom left vertex
                                  0.5f, -0.5f, 0.0f  // Bottom right vertex
                              };
                          
                              vbo.allocate(vertices, sizeof(vertices));
                          
                              int posLocation = shaderProgram->attributeLocation("position");
                              shaderProgram->enableAttributeArray(posLocation);
                              shaderProgram->setAttributeBuffer(posLocation, GL_FLOAT, 0, 3);
                          
                              vao.release();
                          }
                          
                          void MyGLWidget::resizeGL(int w, int h)
                          {
                              glViewport(0, 0, w, h);
                          }
                          
                          void MyGLWidget::paintGL()
                          {
                              glClear(GL_COLOR_BUFFER_BIT);
                          
                              shaderProgram->bind();
                              vao.bind();
                          
                              glDrawArrays(GL_TRIANGLES, 0, 3);
                          
                              vao.release();
                          }
                          

                          main.cpp

                          #ifdef _WIN32
                          #include <windows.h>
                          extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                          extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                          #endif
                          
                          #include "glwidget.h"
                          
                          #include <QtGui/QSurfaceFormat>
                          #include <QtWidgets/QApplication>
                          
                          int main(int argc, char *argv[])
                          {
                              QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                              QApplication a(argc, argv);
                          
                              QSurfaceFormat fmt;
                              fmt.setDepthBufferSize(24);
                          
                              // Request OpenGL 3.3 core or OpenGL ES 3.0.
                              if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
                                  qDebug("Requesting 3.3 core context");
                                  fmt.setVersion(3, 3);
                                  fmt.setProfile(QSurfaceFormat::CoreProfile);
                              } else {
                                  qDebug("Requesting 3.0 context");
                                  fmt.setVersion(3, 0);
                              }
                          
                              QSurfaceFormat::setDefaultFormat(fmt);
                          
                              MyGLWidget w;
                              w.show();
                              return a.exec();
                          }
                          
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                          0
                          • 8Observer88 Offline
                            8Observer88 Offline
                            8Observer8
                            wrote on last edited by 8Observer8
                            #20

                            I think it is a solution. You can mark it as a solution:

                            image.png

                            1 Reply Last reply
                            1
                            • BondrusiekB Bondrusiek has marked this topic as solved on

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