Draw several objects in OpenGL GLSL with use of indices











up vote
-2
down vote

favorite












I'm trying to draw several triangles with use of indices in GLSL Qt. There are plenty of questions on Stackoverflow and the entire Internet about this subject but I still can't make my code work. Can someone please explain me, what I did wrong? Should I call glGenBuffers as it is called in the tutorial or it is the same thing as QOpenGLBuffer::create()?



DivisionGL.h



#ifndef DIVISIONGL_H
#define DIVISIONGL_H
//-----------------------------//
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QVector>
//-----------------------------//
class DivisionGL : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT
public:
explicit DivisionGL(QWidget* ParentP = nullptr);
~DivisionGL() override = default;
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int WidthP, int HeightP) override;
private:
QOpenGLShaderProgram ShaderProgram;
QOpenGLBuffer CoordBuffer;
QOpenGLBuffer ColorBuffer;
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer* EBO;

int u_modelToWorld;
QMatrix4x4 m_projection;
QMatrix4x4 matrix;

//----------//

void MakeShader();
void MakeTriangle();
};
//-----------------------------//
#endif


DivisionGL.cpp



#include "DivisionGL.h"
//-----------------------------//
DivisionGL::DivisionGL(QWidget* ParentP) : QOpenGLWidget(ParentP) {}
//-----------------------------//
void DivisionGL::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glClearColor(0.1, 0.1, 0.2, 1.0);

MakeShader();
MakeTriangle();

matrix.ortho(-2.0f, 2.0, -2.0f, 2.0, 2.0, -2.0f);
matrix.translate(0.0, 0.0, 1.0);
}
void DivisionGL::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

ShaderProgram.bind();
ShaderProgram.setUniformValue(u_modelToWorld, matrix);

EBO -> bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
EBO -> release();

ShaderProgram.release();
}
void DivisionGL::resizeGL(int WidthP, int HeightP) {
int side = qMin(WidthP, HeightP);
glViewport((WidthP - side) / 2, (HeightP - side) / 2, side, side);
m_projection.setToIdentity();
m_projection.perspective(45.0f, WidthP / float(HeightP), 0.0f, 1000.0f);
}
//-----------------------------//
void DivisionGL::MakeShader() {
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shaders/vShader.glsl")) {
qCritical() << QObject::tr("Could not compile vertex shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shaders/fShader.glsl")) {
qCritical() << QObject::tr("Could not compile fragment shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.link()) {
qCritical() << QObject::tr("Could not link shader program: ") << ShaderProgram.log();
}

ShaderProgram.bind();
}
void DivisionGL::MakeTriangle() {
QVector <float> VerticesL = {
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, -3.0, 0.0
};

QVector <int> IndicesL = {
0, 1, 2,
0, 4, 1
};

QVector <float> ColorsL = {
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
};

u_modelToWorld = ShaderProgram.uniformLocation("modelToWorld");

VAO.create();
VAO.bind();

CoordBuffer.create();
CoordBuffer.bind();
CoordBuffer.allocate(VerticesL.constData(), VerticesL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(0);
ShaderProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3);

ColorBuffer.create();
ColorBuffer.bind();
ColorBuffer.allocate(ColorsL.constData(), ColorsL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(1);
ShaderProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3);

EBO = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO -> create();
EBO -> bind();
EBO -> allocate(IndicesL.constData(), IndicesL.count() * sizeof(int));

VAO.release();
CoordBuffer.release();
ColorBuffer.release();
EBO -> release();
ShaderProgram.release();
}


Vertex shader



#version 450

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec4 vColor;

uniform mat4 modelToWorld;
uniform mat4 worldToView;

void main() {
gl_Position = modelToWorld * vec4(position, 1.0);
vColor = vec4(color, 1.0);
}


Fragment shader



#version 450

in vec4 vColor;
out vec4 fColor;

void main() {
fColor = vColor;
}


MainWindow.h



#ifndef MAINWINDOW_H
#define MAINWINDOW_H
//-----------------------------//
#include <QMainWindow>
#include <QOpenGLWidget>
#include <QLineEdit>
#include <QIntValidator>
#include <QPushButton>
#include <QWidget>
#include <QGridLayout>
#include <QSpacerItem>
//-----------------------------//
#include "Include/DivisionGL.h"
//-----------------------------//
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget* ParentP = nullptr);
~MainWindow() override = default;
private:
QWidget* MainWidget;
QGridLayout* MainLayout;

//----------//

QLineEdit* DivivsionLine;
QIntValidator* DivisionValidator;
QPushButton* DivisionButton;
QSpacerItem* DivideSpacer;

DivisionGL* DivisionDisplay;

//----------//

void InitMain();
};
//-----------------------------//
#endif


MainWindow.cpp



#include "MainWindow.h"
//-----------------------------//
MainWindow::MainWindow(QWidget* ParentP) : QMainWindow(ParentP) {
InitMain();

DivivsionLine = new QLineEdit;
DivivsionLine -> setFixedSize(100, 25);
DivisionValidator = new QIntValidator(1, 5);
DivivsionLine -> setValidator(DivisionValidator);

DivisionButton = new QPushButton("Divide");
DivisionButton -> setFixedSize(100, 25);

DivideSpacer = new QSpacerItem(0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding);

DivisionDisplay = new DivisionGL;
DivisionDisplay -> setMinimumSize(800, 600);

MainLayout -> addWidget(DivivsionLine, 0, 0, 1, 1);
MainLayout -> addWidget(DivisionButton, 1, 0, 1, 1);
MainLayout -> addItem(DivideSpacer, 2, 0, 1, 1);

MainLayout -> addWidget(DivisionDisplay, 0, 1, 3, 1);
}
//-----------------------------//
void MainWindow::InitMain() {
MainWidget = new QWidget;
setCentralWidget(MainWidget);

MainLayout = new QGridLayout;
MainWidget -> setLayout(MainLayout);
}


main.cpp



#include <QApplication>
//-----------------------------//
#include "MainWindow.h"
//-----------------------------//
int main(int argc, char *argv) {
QApplication a(argc, argv);

MainWindow w;
w.show();

return QApplication::exec();
}









share|improve this question
























  • Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
    – httpdigest
    2 days ago










  • @httpdigest, sorry, now I have added the whole project.
    – Андрей Садков
    2 days ago















up vote
-2
down vote

favorite












I'm trying to draw several triangles with use of indices in GLSL Qt. There are plenty of questions on Stackoverflow and the entire Internet about this subject but I still can't make my code work. Can someone please explain me, what I did wrong? Should I call glGenBuffers as it is called in the tutorial or it is the same thing as QOpenGLBuffer::create()?



DivisionGL.h



#ifndef DIVISIONGL_H
#define DIVISIONGL_H
//-----------------------------//
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QVector>
//-----------------------------//
class DivisionGL : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT
public:
explicit DivisionGL(QWidget* ParentP = nullptr);
~DivisionGL() override = default;
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int WidthP, int HeightP) override;
private:
QOpenGLShaderProgram ShaderProgram;
QOpenGLBuffer CoordBuffer;
QOpenGLBuffer ColorBuffer;
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer* EBO;

int u_modelToWorld;
QMatrix4x4 m_projection;
QMatrix4x4 matrix;

//----------//

void MakeShader();
void MakeTriangle();
};
//-----------------------------//
#endif


DivisionGL.cpp



#include "DivisionGL.h"
//-----------------------------//
DivisionGL::DivisionGL(QWidget* ParentP) : QOpenGLWidget(ParentP) {}
//-----------------------------//
void DivisionGL::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glClearColor(0.1, 0.1, 0.2, 1.0);

MakeShader();
MakeTriangle();

matrix.ortho(-2.0f, 2.0, -2.0f, 2.0, 2.0, -2.0f);
matrix.translate(0.0, 0.0, 1.0);
}
void DivisionGL::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

ShaderProgram.bind();
ShaderProgram.setUniformValue(u_modelToWorld, matrix);

EBO -> bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
EBO -> release();

ShaderProgram.release();
}
void DivisionGL::resizeGL(int WidthP, int HeightP) {
int side = qMin(WidthP, HeightP);
glViewport((WidthP - side) / 2, (HeightP - side) / 2, side, side);
m_projection.setToIdentity();
m_projection.perspective(45.0f, WidthP / float(HeightP), 0.0f, 1000.0f);
}
//-----------------------------//
void DivisionGL::MakeShader() {
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shaders/vShader.glsl")) {
qCritical() << QObject::tr("Could not compile vertex shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shaders/fShader.glsl")) {
qCritical() << QObject::tr("Could not compile fragment shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.link()) {
qCritical() << QObject::tr("Could not link shader program: ") << ShaderProgram.log();
}

ShaderProgram.bind();
}
void DivisionGL::MakeTriangle() {
QVector <float> VerticesL = {
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, -3.0, 0.0
};

QVector <int> IndicesL = {
0, 1, 2,
0, 4, 1
};

QVector <float> ColorsL = {
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
};

u_modelToWorld = ShaderProgram.uniformLocation("modelToWorld");

VAO.create();
VAO.bind();

CoordBuffer.create();
CoordBuffer.bind();
CoordBuffer.allocate(VerticesL.constData(), VerticesL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(0);
ShaderProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3);

ColorBuffer.create();
ColorBuffer.bind();
ColorBuffer.allocate(ColorsL.constData(), ColorsL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(1);
ShaderProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3);

EBO = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO -> create();
EBO -> bind();
EBO -> allocate(IndicesL.constData(), IndicesL.count() * sizeof(int));

VAO.release();
CoordBuffer.release();
ColorBuffer.release();
EBO -> release();
ShaderProgram.release();
}


Vertex shader



#version 450

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec4 vColor;

uniform mat4 modelToWorld;
uniform mat4 worldToView;

void main() {
gl_Position = modelToWorld * vec4(position, 1.0);
vColor = vec4(color, 1.0);
}


Fragment shader



#version 450

in vec4 vColor;
out vec4 fColor;

void main() {
fColor = vColor;
}


MainWindow.h



#ifndef MAINWINDOW_H
#define MAINWINDOW_H
//-----------------------------//
#include <QMainWindow>
#include <QOpenGLWidget>
#include <QLineEdit>
#include <QIntValidator>
#include <QPushButton>
#include <QWidget>
#include <QGridLayout>
#include <QSpacerItem>
//-----------------------------//
#include "Include/DivisionGL.h"
//-----------------------------//
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget* ParentP = nullptr);
~MainWindow() override = default;
private:
QWidget* MainWidget;
QGridLayout* MainLayout;

//----------//

QLineEdit* DivivsionLine;
QIntValidator* DivisionValidator;
QPushButton* DivisionButton;
QSpacerItem* DivideSpacer;

DivisionGL* DivisionDisplay;

//----------//

void InitMain();
};
//-----------------------------//
#endif


MainWindow.cpp



#include "MainWindow.h"
//-----------------------------//
MainWindow::MainWindow(QWidget* ParentP) : QMainWindow(ParentP) {
InitMain();

DivivsionLine = new QLineEdit;
DivivsionLine -> setFixedSize(100, 25);
DivisionValidator = new QIntValidator(1, 5);
DivivsionLine -> setValidator(DivisionValidator);

DivisionButton = new QPushButton("Divide");
DivisionButton -> setFixedSize(100, 25);

DivideSpacer = new QSpacerItem(0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding);

DivisionDisplay = new DivisionGL;
DivisionDisplay -> setMinimumSize(800, 600);

MainLayout -> addWidget(DivivsionLine, 0, 0, 1, 1);
MainLayout -> addWidget(DivisionButton, 1, 0, 1, 1);
MainLayout -> addItem(DivideSpacer, 2, 0, 1, 1);

MainLayout -> addWidget(DivisionDisplay, 0, 1, 3, 1);
}
//-----------------------------//
void MainWindow::InitMain() {
MainWidget = new QWidget;
setCentralWidget(MainWidget);

MainLayout = new QGridLayout;
MainWidget -> setLayout(MainLayout);
}


main.cpp



#include <QApplication>
//-----------------------------//
#include "MainWindow.h"
//-----------------------------//
int main(int argc, char *argv) {
QApplication a(argc, argv);

MainWindow w;
w.show();

return QApplication::exec();
}









share|improve this question
























  • Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
    – httpdigest
    2 days ago










  • @httpdigest, sorry, now I have added the whole project.
    – Андрей Садков
    2 days ago













up vote
-2
down vote

favorite









up vote
-2
down vote

favorite











I'm trying to draw several triangles with use of indices in GLSL Qt. There are plenty of questions on Stackoverflow and the entire Internet about this subject but I still can't make my code work. Can someone please explain me, what I did wrong? Should I call glGenBuffers as it is called in the tutorial or it is the same thing as QOpenGLBuffer::create()?



DivisionGL.h



#ifndef DIVISIONGL_H
#define DIVISIONGL_H
//-----------------------------//
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QVector>
//-----------------------------//
class DivisionGL : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT
public:
explicit DivisionGL(QWidget* ParentP = nullptr);
~DivisionGL() override = default;
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int WidthP, int HeightP) override;
private:
QOpenGLShaderProgram ShaderProgram;
QOpenGLBuffer CoordBuffer;
QOpenGLBuffer ColorBuffer;
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer* EBO;

int u_modelToWorld;
QMatrix4x4 m_projection;
QMatrix4x4 matrix;

//----------//

void MakeShader();
void MakeTriangle();
};
//-----------------------------//
#endif


DivisionGL.cpp



#include "DivisionGL.h"
//-----------------------------//
DivisionGL::DivisionGL(QWidget* ParentP) : QOpenGLWidget(ParentP) {}
//-----------------------------//
void DivisionGL::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glClearColor(0.1, 0.1, 0.2, 1.0);

MakeShader();
MakeTriangle();

matrix.ortho(-2.0f, 2.0, -2.0f, 2.0, 2.0, -2.0f);
matrix.translate(0.0, 0.0, 1.0);
}
void DivisionGL::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

ShaderProgram.bind();
ShaderProgram.setUniformValue(u_modelToWorld, matrix);

EBO -> bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
EBO -> release();

ShaderProgram.release();
}
void DivisionGL::resizeGL(int WidthP, int HeightP) {
int side = qMin(WidthP, HeightP);
glViewport((WidthP - side) / 2, (HeightP - side) / 2, side, side);
m_projection.setToIdentity();
m_projection.perspective(45.0f, WidthP / float(HeightP), 0.0f, 1000.0f);
}
//-----------------------------//
void DivisionGL::MakeShader() {
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shaders/vShader.glsl")) {
qCritical() << QObject::tr("Could not compile vertex shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shaders/fShader.glsl")) {
qCritical() << QObject::tr("Could not compile fragment shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.link()) {
qCritical() << QObject::tr("Could not link shader program: ") << ShaderProgram.log();
}

ShaderProgram.bind();
}
void DivisionGL::MakeTriangle() {
QVector <float> VerticesL = {
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, -3.0, 0.0
};

QVector <int> IndicesL = {
0, 1, 2,
0, 4, 1
};

QVector <float> ColorsL = {
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
};

u_modelToWorld = ShaderProgram.uniformLocation("modelToWorld");

VAO.create();
VAO.bind();

CoordBuffer.create();
CoordBuffer.bind();
CoordBuffer.allocate(VerticesL.constData(), VerticesL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(0);
ShaderProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3);

ColorBuffer.create();
ColorBuffer.bind();
ColorBuffer.allocate(ColorsL.constData(), ColorsL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(1);
ShaderProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3);

EBO = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO -> create();
EBO -> bind();
EBO -> allocate(IndicesL.constData(), IndicesL.count() * sizeof(int));

VAO.release();
CoordBuffer.release();
ColorBuffer.release();
EBO -> release();
ShaderProgram.release();
}


Vertex shader



#version 450

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec4 vColor;

uniform mat4 modelToWorld;
uniform mat4 worldToView;

void main() {
gl_Position = modelToWorld * vec4(position, 1.0);
vColor = vec4(color, 1.0);
}


Fragment shader



#version 450

in vec4 vColor;
out vec4 fColor;

void main() {
fColor = vColor;
}


MainWindow.h



#ifndef MAINWINDOW_H
#define MAINWINDOW_H
//-----------------------------//
#include <QMainWindow>
#include <QOpenGLWidget>
#include <QLineEdit>
#include <QIntValidator>
#include <QPushButton>
#include <QWidget>
#include <QGridLayout>
#include <QSpacerItem>
//-----------------------------//
#include "Include/DivisionGL.h"
//-----------------------------//
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget* ParentP = nullptr);
~MainWindow() override = default;
private:
QWidget* MainWidget;
QGridLayout* MainLayout;

//----------//

QLineEdit* DivivsionLine;
QIntValidator* DivisionValidator;
QPushButton* DivisionButton;
QSpacerItem* DivideSpacer;

DivisionGL* DivisionDisplay;

//----------//

void InitMain();
};
//-----------------------------//
#endif


MainWindow.cpp



#include "MainWindow.h"
//-----------------------------//
MainWindow::MainWindow(QWidget* ParentP) : QMainWindow(ParentP) {
InitMain();

DivivsionLine = new QLineEdit;
DivivsionLine -> setFixedSize(100, 25);
DivisionValidator = new QIntValidator(1, 5);
DivivsionLine -> setValidator(DivisionValidator);

DivisionButton = new QPushButton("Divide");
DivisionButton -> setFixedSize(100, 25);

DivideSpacer = new QSpacerItem(0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding);

DivisionDisplay = new DivisionGL;
DivisionDisplay -> setMinimumSize(800, 600);

MainLayout -> addWidget(DivivsionLine, 0, 0, 1, 1);
MainLayout -> addWidget(DivisionButton, 1, 0, 1, 1);
MainLayout -> addItem(DivideSpacer, 2, 0, 1, 1);

MainLayout -> addWidget(DivisionDisplay, 0, 1, 3, 1);
}
//-----------------------------//
void MainWindow::InitMain() {
MainWidget = new QWidget;
setCentralWidget(MainWidget);

MainLayout = new QGridLayout;
MainWidget -> setLayout(MainLayout);
}


main.cpp



#include <QApplication>
//-----------------------------//
#include "MainWindow.h"
//-----------------------------//
int main(int argc, char *argv) {
QApplication a(argc, argv);

MainWindow w;
w.show();

return QApplication::exec();
}









share|improve this question















I'm trying to draw several triangles with use of indices in GLSL Qt. There are plenty of questions on Stackoverflow and the entire Internet about this subject but I still can't make my code work. Can someone please explain me, what I did wrong? Should I call glGenBuffers as it is called in the tutorial or it is the same thing as QOpenGLBuffer::create()?



DivisionGL.h



#ifndef DIVISIONGL_H
#define DIVISIONGL_H
//-----------------------------//
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QVector>
//-----------------------------//
class DivisionGL : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT
public:
explicit DivisionGL(QWidget* ParentP = nullptr);
~DivisionGL() override = default;
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int WidthP, int HeightP) override;
private:
QOpenGLShaderProgram ShaderProgram;
QOpenGLBuffer CoordBuffer;
QOpenGLBuffer ColorBuffer;
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer* EBO;

int u_modelToWorld;
QMatrix4x4 m_projection;
QMatrix4x4 matrix;

//----------//

void MakeShader();
void MakeTriangle();
};
//-----------------------------//
#endif


DivisionGL.cpp



#include "DivisionGL.h"
//-----------------------------//
DivisionGL::DivisionGL(QWidget* ParentP) : QOpenGLWidget(ParentP) {}
//-----------------------------//
void DivisionGL::initializeGL() {
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glClearColor(0.1, 0.1, 0.2, 1.0);

MakeShader();
MakeTriangle();

matrix.ortho(-2.0f, 2.0, -2.0f, 2.0, 2.0, -2.0f);
matrix.translate(0.0, 0.0, 1.0);
}
void DivisionGL::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

ShaderProgram.bind();
ShaderProgram.setUniformValue(u_modelToWorld, matrix);

EBO -> bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
EBO -> release();

ShaderProgram.release();
}
void DivisionGL::resizeGL(int WidthP, int HeightP) {
int side = qMin(WidthP, HeightP);
glViewport((WidthP - side) / 2, (HeightP - side) / 2, side, side);
m_projection.setToIdentity();
m_projection.perspective(45.0f, WidthP / float(HeightP), 0.0f, 1000.0f);
}
//-----------------------------//
void DivisionGL::MakeShader() {
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shaders/vShader.glsl")) {
qCritical() << QObject::tr("Could not compile vertex shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shaders/fShader.glsl")) {
qCritical() << QObject::tr("Could not compile fragment shader: ") << ShaderProgram.log();
}
if (!ShaderProgram.link()) {
qCritical() << QObject::tr("Could not link shader program: ") << ShaderProgram.log();
}

ShaderProgram.bind();
}
void DivisionGL::MakeTriangle() {
QVector <float> VerticesL = {
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, -3.0, 0.0
};

QVector <int> IndicesL = {
0, 1, 2,
0, 4, 1
};

QVector <float> ColorsL = {
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
};

u_modelToWorld = ShaderProgram.uniformLocation("modelToWorld");

VAO.create();
VAO.bind();

CoordBuffer.create();
CoordBuffer.bind();
CoordBuffer.allocate(VerticesL.constData(), VerticesL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(0);
ShaderProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3);

ColorBuffer.create();
ColorBuffer.bind();
ColorBuffer.allocate(ColorsL.constData(), ColorsL.count() * sizeof(float));
ShaderProgram.enableAttributeArray(1);
ShaderProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3);

EBO = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO -> create();
EBO -> bind();
EBO -> allocate(IndicesL.constData(), IndicesL.count() * sizeof(int));

VAO.release();
CoordBuffer.release();
ColorBuffer.release();
EBO -> release();
ShaderProgram.release();
}


Vertex shader



#version 450

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
out vec4 vColor;

uniform mat4 modelToWorld;
uniform mat4 worldToView;

void main() {
gl_Position = modelToWorld * vec4(position, 1.0);
vColor = vec4(color, 1.0);
}


Fragment shader



#version 450

in vec4 vColor;
out vec4 fColor;

void main() {
fColor = vColor;
}


MainWindow.h



#ifndef MAINWINDOW_H
#define MAINWINDOW_H
//-----------------------------//
#include <QMainWindow>
#include <QOpenGLWidget>
#include <QLineEdit>
#include <QIntValidator>
#include <QPushButton>
#include <QWidget>
#include <QGridLayout>
#include <QSpacerItem>
//-----------------------------//
#include "Include/DivisionGL.h"
//-----------------------------//
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget* ParentP = nullptr);
~MainWindow() override = default;
private:
QWidget* MainWidget;
QGridLayout* MainLayout;

//----------//

QLineEdit* DivivsionLine;
QIntValidator* DivisionValidator;
QPushButton* DivisionButton;
QSpacerItem* DivideSpacer;

DivisionGL* DivisionDisplay;

//----------//

void InitMain();
};
//-----------------------------//
#endif


MainWindow.cpp



#include "MainWindow.h"
//-----------------------------//
MainWindow::MainWindow(QWidget* ParentP) : QMainWindow(ParentP) {
InitMain();

DivivsionLine = new QLineEdit;
DivivsionLine -> setFixedSize(100, 25);
DivisionValidator = new QIntValidator(1, 5);
DivivsionLine -> setValidator(DivisionValidator);

DivisionButton = new QPushButton("Divide");
DivisionButton -> setFixedSize(100, 25);

DivideSpacer = new QSpacerItem(0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding);

DivisionDisplay = new DivisionGL;
DivisionDisplay -> setMinimumSize(800, 600);

MainLayout -> addWidget(DivivsionLine, 0, 0, 1, 1);
MainLayout -> addWidget(DivisionButton, 1, 0, 1, 1);
MainLayout -> addItem(DivideSpacer, 2, 0, 1, 1);

MainLayout -> addWidget(DivisionDisplay, 0, 1, 3, 1);
}
//-----------------------------//
void MainWindow::InitMain() {
MainWidget = new QWidget;
setCentralWidget(MainWidget);

MainLayout = new QGridLayout;
MainWidget -> setLayout(MainLayout);
}


main.cpp



#include <QApplication>
//-----------------------------//
#include "MainWindow.h"
//-----------------------------//
int main(int argc, char *argv) {
QApplication a(argc, argv);

MainWindow w;
w.show();

return QApplication::exec();
}






c++ opengl qt5 glsl






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 days ago

























asked 2 days ago









Андрей Садков

13




13












  • Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
    – httpdigest
    2 days ago










  • @httpdigest, sorry, now I have added the whole project.
    – Андрей Садков
    2 days ago


















  • Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
    – httpdigest
    2 days ago










  • @httpdigest, sorry, now I have added the whole project.
    – Андрей Садков
    2 days ago
















Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
– httpdigest
2 days ago




Please provide an MCVE. Currently, there are only five recognizable OpenGL function calls in your code: glEnable, glClearColor, glClear, glDrawElements, glViewport. No one can know what you are doing in all those undisclosed other methods and classes.
– httpdigest
2 days ago












@httpdigest, sorry, now I have added the whole project.
– Андрей Садков
2 days ago




@httpdigest, sorry, now I have added the whole project.
– Андрей Садков
2 days ago

















active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














 

draft saved


draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53238482%2fdraw-several-objects-in-opengl-glsl-with-use-of-indices%23new-answer', 'question_page');
}
);

Post as a guest





































active

oldest

votes













active

oldest

votes









active

oldest

votes






active

oldest

votes
















 

draft saved


draft discarded



















































 


draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53238482%2fdraw-several-objects-in-opengl-glsl-with-use-of-indices%23new-answer', 'question_page');
}
);

Post as a guest




















































































Popular posts from this blog

Florida Star v. B. J. F.

Error while running script in elastic search , gateway timeout

Adding quotations to stringified JSON object values