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);