I believe the correct way to use the QOpenGLFunction_3_1 class is actually to use protected inheritance, so that it's members are pulled into class scope and we can avoid the 'gl->' prefix. At least, this is the recommended approach for QOpenGLFunctions (http://qt-project.org/doc/qt-5/qopenglfunctions.html#details)
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@ -11,7 +11,6 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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,gl(nullptr)
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{
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}
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@ -22,38 +21,31 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
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const auto& vecVertices = surfaceMesh.getVertices();
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//Create the VAO for the mesh
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gl->glGenVertexArrays(1, &vertexArrayObject);
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gl->glBindVertexArray(vertexArrayObject);
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glGenVertexArrays(1, &vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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gl->glGenBuffers(1, &vertexBuffer);
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gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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gl->glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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gl->glGenBuffers(1, &indexBuffer);
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gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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gl->glBindVertexArray(0);
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glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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//'gl' will give us access to all the OpenGL functions
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gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
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if(!gl)
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{
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std::cerr << "Could not obtain required OpenGL context version" << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!gl->initializeOpenGLFunctions())
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if(!initializeOpenGLFunctions())
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{
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std::cerr << "Could not initialise OpenGL functions" << std::endl;
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exit(EXIT_FAILURE);
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@ -61,24 +53,24 @@ void OpenGLWidget::initializeGL()
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(gl->glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
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if(gl->glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
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if(gl->glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
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if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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gl->glClearDepth(1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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gl->glEnable(GL_CULL_FACE);
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gl->glEnable(GL_DEPTH_TEST);
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gl->glDepthMask(GL_TRUE);
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gl->glDepthFunc(GL_LEQUAL);
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gl->glDepthRange(0.0, 1.0);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
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#version 140
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@ -144,7 +136,7 @@ void OpenGLWidget::initializeGL()
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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gl->glViewport(0, 0, w, h);
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glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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@ -161,7 +153,7 @@ void OpenGLWidget::resizeGL(int w, int h)
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void OpenGLWidget::paintGL()
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{
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//Clear the screen
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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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@ -172,15 +164,15 @@ void OpenGLWidget::paintGL()
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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gl->glBindVertexArray(vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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gl->glBindVertexArray(0);
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glBindVertexArray(0);
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shader.release();
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GLenum errCode = gl->glGetError();
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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@ -33,7 +33,7 @@ distribution.
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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class OpenGLWidget : public QGLWidget
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class OpenGLWidget : public QGLWidget, protected QOpenGLFunctions_3_1
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{
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public:
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//Constructor
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@ -60,7 +60,6 @@ private:
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GLuint vertexArrayObject;
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QOpenGLShaderProgram shader;
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QOpenGLFunctions_3_1* gl;
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//Mouse data
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QPoint m_LastFrameMousePos;
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