I am trying to make a simple offscreen renderer to produce a bunch of image files using Qt. There are lots of examples around, though I haven't found any dealing with this sort of one-shot rendering, without a loop and without a visible window.
Plus, Qt provides you with convenient wrappers, which is great, but on the other hand, it becomes harder to follow examples written with C++glew+glfw.
I tried using this to set the offscreen context and it works. After creating an FBO and rendering (like here), no triangle is drawn inside the image (fbo->ToImage
).
My current code is just a mix of two:
#include <QtGui/QSurfaceFormat>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtGui/QOpenGLShaderProgram>
#include <QApplication>
#include <QDebug>
#include <QImage>
#include <QOpenGLBuffer>
#include <QOpenGLTexture>
int main(int argc, char* argv[])
{
QApplication a(argc, argv);
QSurfaceFormat surfaceFormat;
surfaceFormat.setMajorVersion(4);
surfaceFormat.setMinorVersion(3);
QOpenGLContext openGLContext;
openGLContext.setFormat(surfaceFormat);
openGLContext.create();
if(!openGLContext.isValid()) return -1;
QOffscreenSurface surface;
surface.setFormat(surfaceFormat);
surface.create();
if(!surface.isValid()) return -2;
openGLContext.makeCurrent(&surface);
QSize vpSize = QSize(300, 300);
qDebug("Hi");
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
QOpenGLFramebufferObject fbo(vpSize, fboFormat);
fbo.bind();
static const float vertexPositions[] = {
-0.8f, -0.8f, 0.0f,
0.8f, -0.8f, 0.0f,
0.0f, 0.8f, 0.0f
};
static const float vertexColors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
QOpenGLBuffer vertexPositionBuffer(QOpenGLBuffer::VertexBuffer);
vertexPositionBuffer.create();
vertexPositionBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
vertexPositionBuffer.bind();
vertexPositionBuffer.allocate(vertexPositions, 9 * sizeof(float));
QOpenGLBuffer vertexColorBuffer(QOpenGLBuffer::VertexBuffer);
vertexColorBuffer.create();
vertexColorBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
vertexColorBuffer.bind();
vertexColorBuffer.allocate(vertexColors, 9 * sizeof(float));
QOpenGLShaderProgram program;
program.addShaderFromSourceCode(QOpenGLShader::Vertex,
"#version 330\r\n"
"in vec3 position;\n"
"in vec3 color;\n"
"out vec3 fragColor;\n"
"void main() {\n"
" fragColor = color;\n"
" gl_Position = vec4(position, 1.0);\n"
"}\n"
);
program.addShaderFromSourceCode(QOpenGLShader::Fragment,
"#version 330\r\n"
"in vec3 fragColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(fragColor, 1.0);\n"
"}\n"
);
program.link();
program.bind();
vertexPositionBuffer.bind();
program.enableAttributeArray("position");
program.setAttributeBuffer("position", GL_FLOAT, 0, 3);
vertexColorBuffer.bind();
program.enableAttributeArray("color");
program.setAttributeBuffer("color", GL_FLOAT, 0, 3);
openGLContext.functions()->glClearColor(0.3f, 0.0f, 0.7f, 1.0f);
openGLContext.functions()->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
openGLContext.functions()->glDrawArrays(GL_TRIANGLES, 0, 3);
program.disableAttributeArray("position");
program.disableAttributeArray("color");
program.release();
fbo.release();
qDebug("FBO released");
QImage im = fbo.toImage();
if (im.save("asd.png")){
qDebug("Image saved!!");
}
a.exec();
}
How can I put together the offscreen part with the drawing part?
I suspect the problem is simply that you are getting a 4.3 core profile but aren't creating/using a vertex array object. Creating a VAO immediately after binding the shader program should suffice, so change...
program.link();
program.bind();
to...
program.link();
program.bind();
QOpenGLVertexArrayObject vao;
vao.create();
vao.bind();
(You'll also need to add #include <QOpenGLVertexArrayObject>
at the top of your source file.)
Also note that error checking is important. Consider using glGetError
or perhaps a debug context.