【发布时间】:2017-07-04 19:51:55
【问题描述】:
我正在尝试编写一个通过 OpenGL 将纹理渲染到 QML 项目中的应用程序。在网上搜索并尝试了各种事情之后,(感觉像很多猜测,我对 OpenGl 的了解非常有限)我最终通过 Valgrind 运行程序并发现了非法内存访问,这意味着我没有初始化所有需要的东西OpenGL 正确绘制。我希望有人可以查看我的粗略代码并告诉我我忘记了哪一步。
我尝试遵循并结合 QT 文档中的两个教程,这个 (http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-example.html) 显示了 QML 和 OpenGl,以及这个 (http://doc.qt.io/qt-5/qtopengl-textures-example.html) 显示了如何使用 OpenGl 和QT。我稍微改变了它,因为我的纹理只是我希望显示的二维图像。我能够成功地遵循后者,将我的纹理渲染到视口并将其绘制在屏幕上,不幸的是,当尝试集成 QML 时,事情就走下坡路了。
我的paint函数如下:
void glViewer::paint()
{
// program is type QOpenGLShaderProgram *
if (!program) initializeGL();
if (!program->bind()) std::cerr << "Error: Program failed to bind\n";
glViewport(0, 0, _viewportSize.width(), _viewportSize.height());
glClearColor(clearColor.redF(), clearColor.greenF(), clearColor.blackF(), clearColor.alphaF());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 m;
m.ortho(0.0f, 1.0f, 1.0f, 0.0f, 4.0f, 15.0f);
m.translate(0.0f, 0.0f, -10.0f);
program->setUniformValue("matrix", m);
program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
program->setAttributeBuffer(PROGRAM_VERTEX_ATTRIBUTE, GL_FLOAT, 0, 3, 5 * sizeof(GLfloat));
program->setAttributeBuffer(PROGRAM_TEXCOORD_ATTRIBUTE, GL_FLOAT, 3 * sizeof(GLfloat), 2, 5 * sizeof(GLfloat));
texture->bind();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
program->disableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
program->disableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
program->release();
// _window refers the QQuickWindow generated by the QApplication
_window->resetOpenGLState();
}
如果没有着色器程序,第一行调用 intializeGL(),我认为这就是问题所在。函数定义如下:
void glViewer::initializeGL()
{
initializeOpenGLFunctions();
texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
texture->setSize(imageDisplayResolution.x,imageDisplayResolution.y,1);
texture->setMinMagFilters(QOpenGLTexture::Nearest, QOpenGLTexture::Nearest);
texture->setWrapMode(QOpenGLTexture::ClampToBorder);
texture->setFormat(QOpenGLTexture::TextureFormat::R32F);
texture->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::Float32);
if (!texture->isStorageAllocated()) std::cerr << "Error: Failed to allocate texture!\n";
QVector<GLfloat> vertData;
// vertex position
vertData.append(0);
vertData.append(0);
vertData.append(0);
// texture coordinate
vertData.append(0);
vertData.append(0);
// vertex position
vertData.append(0);
vertData.append(1);
vertData.append(0);
// texture coordinate
vertData.append(0);
vertData.append(1);
// vertex position
vertData.append(1);
vertData.append(1);
vertData.append(0);
// texture coordinate
vertData.append(1);
vertData.append(1);
// vertex position
vertData.append(1);
vertData.append(0);
vertData.append(0);
// texture coordinate
vertData.append(1);
vertData.append(0);
vbo.create();
if (!vbo.bind()) std::cerr << "Error: VBO bind has failed\n";
vbo.allocate(vertData.constData(), vertData.count() * sizeof(GLfloat));
// Enable or disable server-side GL capabilities.
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
program = new QOpenGLShaderProgram;
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"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")) { std::cerr << "Error: Vertex shader failed to compile!\n"; }
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform sampler2D texture;\n"
"varying mediump vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(texture, texc.st).rrra;\n"
"}\n")) { std::cerr << "Error: Fragment shader failed to compile!\n"; }
// Binds the attribute name to the specified location.
program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
if (!program->link()) std::cerr << "Error: Program shaders failed to link\n";
if (!program->bind()) std::cerr << "Error: Program failed to bind\n";
program->setUniformValue("texture", 0);
}
paint() 是连接到 QQuickWindow::beforeRendering 信号的插槽。使用调试器单步执行会告诉我所有指针(纹理、程序)在调用paint() 时都不为空。所有的 OpenGL 调用都不会引发错误,程序只是在 glDrawArrays 上的 paint() 中出现段错误。
谢谢!
编辑:进一步的调试告诉我它成功地通过了一次绘画功能,它在第二次失败时失败了。但是,我从来没有看到完全绘制的纹理,只是填充了应用程序背景。
【问题讨论】: