I'm trying to implement a minimum viable example for running a OpenGL2.1 compatible pipeline with a QOpenGLWidget. In this example, I'm trying to create a plane that is parallel to the xy-plane in view-space (with an orthographic projection matrix). I also want to use the color output variable of the vertex shader in the fragment shader.
When I run my code I get a Segfault when calling glDrawElements. I'm not an OpenGL expert and always struggle setting it up properly so maybe someone can tell me what I'm missing here.
CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(OpenGLExample)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
find_package(Qt6 REQUIRED COMPONENTS Widgets OpenGLWidgets)
set(CMAKE_AUTOMOC ON)
add_executable(MainApp main.cpp)
target_link_libraries(MainApp PRIVATE Qt6::Widgets Qt6::OpenGLWidgets)
main.cpp
#include <QApplication>
#include <QOpenGLWidget>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShader>
#include <QOpenGLShaderProgram>
#include <QVector3D>
#include <QOpenGLContext>
namespace {
const QString vertexShader = ( "#version 120\n"
"attribute vec3 pos;\n"
"varying vec3 color;\n"
"uniform mat4 mvp_mat;\n"
"void main(){\n"
" gl_Position = mvp_mat * vec4(pos, 1);\n"
" color = (vec3(pos.x, pos.y, 0) 1) / 2;\n"
"}" );
const QString fragmentShader = ( "#version 120\n"
"varying vec3 color;\n"
"void main() {\n"
" gl_FragColor = vec4(color, 1);\n"
"}" );
}
class OpenGLTestWidget: public QOpenGLWidget {
Q_OBJECT
public:
OpenGLTestWidget(QWidget* parent = nullptr)
: QOpenGLWidget(parent)
, vertexData({QVector3D(-0.5f, -0.5f, -0.5f),
QVector3D(0.5f, -0.5f, -0.5f),
QVector3D(0.5f, 0.5f, -0.5f),
QVector3D(-0.5f, 0.5f, -0.5f)})
{
modelMatrix.setToIdentity();
viewMatrix.setToIdentity();
projectionMatrix.setToIdentity();
projectionMatrix.ortho(-1.0, 1.0, -1.0, 1.0, 0, 1);
}
virtual ~OpenGLTestWidget() {
cleanup();
}
protected:
void initializeGL() override {
vao.create(); // added in edit
vao.bind(); // added in edit
vbo.create();
vbo.bind();
vbo.allocate(vertexData.data(), sizeof(QVector3D) * vertexData.size());
program = new QOpenGLShaderProgram(this);
program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader);
program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader);
program->link();
program->bind();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLTestWidget::cleanup);
}
void paintGL() override {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const QMatrix4x4 mpvMatrix = projectionMatrix * viewMatrix * modelMatrix;
program->setUniformValue("mpv_mat", mpvMatrix);
const int vertexLocation = program->attributeLocation("pos");
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, 0, 3, sizeof(QVector3D));
// glDrawElements(GL_TRIANGLE_FAN, vertexData.size(), GL_UNSIGNED_SHORT, nullptr); // <-- ERROR
glDrawArrays(GL_TRIANGLE_FAN, 0, vertexData.size()); // <-- no segfault but nothing renders
}
private:
QOpenGLVertexArrayObject vao; // added in edit
QOpenGLBuffer vbo;
QOpenGLShaderProgram* program;
std::array<QVector3D, 4> vertexData;
QMatrix4x4 modelMatrix;
QMatrix4x4 viewMatrix;
QMatrix4x4 projectionMatrix;
void cleanup(){
makeCurrent();
delete program;
vbo.destroy();
vao.destroy(); // added in edit
doneCurrent();
disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &OpenGLTestWidget::cleanup);
}
};
#include "main.moc"
int main(int argc, char* argv[]) {
QApplication a(argc, argv);
OpenGLTestWidget test;
test.show();
return a.exec();
}
CodePudding user response:
The Vertex Array Object is missing. Add the member variable
QOpenGLVertexArrayObject vao;
and call
vao.create(); vao.bind();
before binding the VBO.
The uniform names for the model-view-projection matrix do not match.
program->setUniformValue("mpv_mat", mpvMatrix);
needs to be
program->setUniformValue("mvp_mat", mpvMatrix);
The draw call
glDrawElements
is for indexed rendering. Instead, useglDrawArrays(GL_TRIANGLE_FAN, 0, vertexData.size());
Unsolicited advise: You may want to set up a QOpenGLDebugLogger. In this case, it wouldn't have mattered that much, but it can be useful in tracking down these kind of bugs.