Goal
I'd like to implement an actual widget for Qt3D since QWidget::createWindowContainer just doesn't cut it for me.
Problem Description
My first approach of letting a new class subclass QWidget and QSurface was not successful since the Qt3D code either expects a QWindow or a QOffscreenSurface in multiple places and I don't want to recompile the whole Qt3D base.
My second idea was to render the Qt3D content to an offscreen surface and then draw the texture on a quad in a QOpenGLWidget. When I use a QRenderCapture framegraph node to save the image rendered to the offscreen texture and then load the image into a QOpenGLTexture and draw it in the QOpenGLWidget's paintGL function I can see the rendered image - i.e. rendering in Qt3D and also in the OpenGL widget works properly. This is just extremely slow compared to rendering the content from Qt3D directly.
Now, when I use the GLuint returned by the QTexutre2D to bind the texture during rendering of the QOpenGLWidget, everything stays black.
Of course this would make sense, if the contexts of the QOpenGLWidget and QT3D were completely separate. But by retrieving the AbstractRenderer from the QRenderAspectPrivate I was able to obtain the context that Qt3D uses. In my main.cpp I set
QApplication::setAttribute(Qt::AA_ShareOpenGLContexts);
The context of the QOpenGLWidget and of Qt3D both reference the same shared context - I verified this by printing both using qDebug, they are the same object.
Shouldn't this allow me to use the texture from Qt3D?
Or any other suggestions on how to implement such a widget? I just thought this to be the easiest way.
Implementation Details / What I've tried so far
This is what the paintGL function in my QOpenGLWidget looks like:
glClearColor(1.0, 1.0, 1.0, 1.0);
glDisable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
d->m_shaderProgram->bind();
{
QMatrix4x4 m;
m.ortho(0, 1, 1, 0, 1.0f, 3.0f);
m.translate(0.0f, 0.0f, -2.0f);
QOpenGLVertexArrayObject::Binder vaoBinder(&d->m_vao);
d->m_shaderProgram->setUniformValue("matrix", m);
glBindTexture(GL_TEXTURE_2D, d->m_colorTexture->handle().toUInt());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
d->m_shaderProgram->release();
m_colorTexture is the QTexture2D that is attached to the QRenderTargetOutput/QRenderTarget that Qt3D renders the scene offscreen to.
I have a QFrameAction in place to trigger draw updates on the QOpenGLWidget:
connect(d->m_frameAction, &Qt3DLogic::QFrameAction::triggered, this, &Qt3DWidget::paintGL);
I have verified that this indeed calls the paintGL function. So every time I draw the QOpenGLWidget, the frame should be ready and present in the texture.
I've also tried to replace the m_colorTexture with a QSharedGLTexture. Then I created this texture with the context of the QOpenGLWidget like this
m_texture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_texture->setFormat(QOpenGLTexture::RGBA8_UNorm);
// w and h are width and height of the widget
m_texture->setSize(w, h);
// m_colorTexture is the QSharedGLTexture
m_colorTexture->setTextureId(m_texture->textureId());
In the resizeEvent function of the QOpenGLWdiget I set the appropriate size on this texture and also on all offscreen resources of Qt3D. This also shows just a black screen. Placing qDebug() << glGetError(); directly after binding the texture simply shows 0 every time, so I assume that there aren't any errors.
The code can be found here in my GitHub project.
Update (10th May 2021, since I stumbled upon my answer again):
My Qt3DWidget implementation works perfectly now, the issue was that I had to call update() when the frame action was triggered instead of paintGL (duh, silly me, I actually know that).
Although I didn't find an exact solution to my question I'll post an answer here since I succeeded in creating a Qt3D widget.
The code can be found here. It's not the cleanest solution because I think it should be possible to use the shared texture somehow. Instead, now I'm setting the QOpenGLWidget's context on Qt3D for which I have to use Qt3D's private classes. This means that Qt3D draws directly onto the frame buffer bound by the OpenGL widget. Unfortunately, now the widget has to be the render driver and performs manual updates on the QAspectEngine by calling processFrame. Ideally, I would have liked to leave all processing loops to Qt3D but at least the widget works now as it is.
Edit:
I found an example for QSharedGLTexture in the manual tests here. It works the other way round, i.e. OpenGL renders to the texture and Qt3D uses it so I assume it should be possible to inverse the direction. Unfortunately, QSharedGLTexture seems to be a bit unstable as resizing the OpenGL window sometimes crashes the app. That's why I'll stick with my solution for now. But if anyone has news regarding this issue feel free to post an answer!
Related
There are some mysteries, implementing a simple colorPicking with QOpenGL in-built tools.
Context :
I've an application, owning its own OGL widget. For some reasons (multi-widgets), I had to change my QGLWidget by a QOpenGLWidget which allows me easily to have many OpenGL contexts without (a priori) any problems. This change actually broke my color Picking and I'm then investigating:
I previously did this so as to get my object:
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// render every object in our scene
ShaderLib::bindShader(ShaderLib::PICKING_SHADER);
{
for(auto const& _3dobject : model_->getObjects())
_3dobject.second->draw(projection_, cameraview_, true);
}
ShaderLib::unbind();
glFlush();
glFinish();
// get color information from frame buffer
float pixel[4];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(event->x(), viewport[3] - event->y(), 1, 1, GL_RGBA, GL_FLOAT, pixel)
This perfectly worked with the QGLWidget. I could get the pixel, then the matching object. I saved my pixels in QImage to confirm and I exactly had what was expected.
After changing QGLWidget by QOpenGLWidget :
Then, with the QOpenGLWidget, the above code didn't work. Worst : glReadPixels seems to not reading in the back framebuffer. How do I know ? I simply displayed the whole supposed buffer read via glReadPixels, as before, and it gives me a partial screenshot of my application but not my QOPenGLWidget :O, what means that now, glReadPixels has a different behavior according to QGLWidget or QOpenGLWidget !
Well. Never give up !
I try to get the framebuffer through QOpenGLWidget::grabFrameBuffer();
It creates a QImage of the... I don't know what buffer.
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// render every object in our scene
ShaderLib::bindShader(ShaderLib::PICKING_SHADER);
{
for(auto const& _3dobject : model_->getObjects())
_3dobject.second->draw(projection_, cameraview_, true);
}
ShaderLib::unbind();
glFlush();
glFinish();
QImage fb = grabFramebuffer();
This prints me an image of the framebuffer drawn in my paintGL() function, which is different from the one rendered in my MousePressEvent() (where I render with a specific 'picking' shader...
Hoped you followed everything. To sum up :
Does anyone understand why glReadPixels gives a different result between the two 'painters' used ? I certainly missed something
Does anyone gets how double-buffering is working with QOpenGLWidget ? It seems that the user cannot really choose what's happening.
I'm trying to draw a custom opengl overlay (steam does that for example) in a 3d desktop game.
This overlay should basically be able to show the status of some variables which the user
can affect by pressing some keys. Think about it like a game trainer.
The goal is in the first place to draw a few primitives at a specific point on the screen. Later I want to have a little nice looking "gui" component in the game window.
The game uses the "SwapBuffers" method from the GDI32.dll.
Currently I'm able to inject a custom DLL file into the game and hook the "SwapBuffers" method.
My first idea was to insert the drawing of the overlay into that function. This could be done by switching the 3d drawing mode from the game into 2d, then draw the 2d overlay on the screen and switch it back again, like this:
//SwapBuffers_HOOK (HDC)
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glOrtho(0.0, 640, 480, 0.0, 1.0, -1.0);
//"OVERLAY"
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(0, 0);
glVertex2f(0.5f, 0);
glVertex2f(0.5f, 0.5f);
glVertex2f(0.0f, 0.5f);
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
SwapBuffers_OLD(HDC);
However, this does not have any effect on the game at all.
Is my approach correct and reasonable (also considering my 3d to 2d switching code)?
I would like to know what the best way is to design and display a custom overlay in the hooked function. (should I use something like windows forms or should I assemble my component with opengl functions - lines, quads
...?)
Is the SwapBuffers method the best place to draw my overlay?
Any hint, source code or tutorial to something similiar is appreciated too.
The game by the way is counterstrike 1.6 and I don't intend to cheat online.
Thanks.
EDIT:
I could manage to draw a simple rectangle into the game's window by using a new opengl context as proposed by 'derHass'. Here is what I did:
//1. At the beginning of the hooked gdiSwapBuffers(HDC hdc) method save the old context
GLboolean gdiSwapBuffersHOOKED(HDC hdc) {
HGLRC oldContext = wglGetCurrentContext();
//2. If the new context has not been already created - create it
//(we need the "hdc" parameter for the current window, so the initialition
//process is happening in this method - anyone has a better solution?)
//Then set the new context to the current one.
if (!contextCreated) {
thisContext = wglCreateContext(hdc);
wglMakeCurrent(hdc, thisContext);
initContext();
}
else {
wglMakeCurrent(hdc, thisContext);
}
//Draw the quad in the new context and switch back to the old one.
drawContext();
wglMakeCurrent(hdc, oldContext);
return gdiSwapBuffersOLD(hdc);
}
GLvoid drawContext() {
glColor3f(1.0f, 0, 0);
glBegin(GL_QUADS);
glVertex2f(0,190.0f);
glVertex2f(100.0f, 190.0f);
glVertex2f(100.0f,290.0f);
glVertex2f(0, 290.0f);
glEnd();
}
GLvoid initContext() {
contextCreated = true;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 640, 480, 0.0, 1.0, -1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0, 0, 0, 1.0);
}
Here is the result:
cs overlay example
It is still very simple but I will try to add some more details, text etc. to it.
Thanks.
If the game is using OpenGL, then hooking into SwapBuffers is the way to go, in principle. In theory, there might be sevaral different drawables, and you might have to decide in your swap buffer function which one(s) are the right ones to modify.
There are a couple of issues with such kind of OpenGL interceptions, though:
OpenGL is a state machine. The application might have modified any GL state variable there is. The code you provided is far from complete to guarantee that something is draw. For example, if the application happens to have shaders enabled, all your matrix setup might be without effect, and what really would appear on the screen depends on the shaders.
If depth testing is on, your fragments might lie behind what already was drawn. If polygon culling is on, your primitive might be incorrectly winded for the currect culling mode. If the color masks are set to GL_FALSE or the draw buffer is not set to where you expect it, nothing will appear.
Also note that your attempt to "reset" the matrices is also wrong. You seem to assume that the current matrix mode is GL_MODELVIEW. But this doesn't have to be the case. It could as well be GL_PROJECTION or GL_TEXTURE. You also apply glOrtho to the current projection matrix without loading identity first, so this alone is a good reason for nothing to appear on the screen.
As OpenGL is a state machine, you also must restore all the state you touched. You already try this with the matrix stack push/pop. But you for example failed to restore the exact matrix mode. As you have seen in 1, a lot more state changes will be required, so restoring it will be more comples. Since you use legacy OpenGL, glPushAttrib() might come handy here.
SwapBuffers is not a GL function, but one of the operating system's API. It gets a drawable as parameter, and does only indirectly refer to any GL context. It might be called while another GL context is bound to the thread, or with none at all. If you want to play it safe, you'll also have to intercept the GL context creation function as well as MakeCurrent. In the worst (though very unlikely) case, the application has the GL context bound to another thread while it is calling the SwapBuffers, so there is no change for you in the hooked function to get to the context.
Putting this all together opens up another alternative: You can create your own GL context, bind it temporarily during the hooked SwapBuffers call and restore the original binding again. That way, you don't interfere with the GL state of the application at all. You still can augment the image content the application has rendered, since the framebuffer is part of the drawable, not the GL context. Doing so might have a negative impact on performance, but it might be so small that you never would even notice it.
Since you want to do this only for a single specific application, another approach would be to find out the minimal state changes which are necessary by observing what GL state the application actually set during the SwapBuffers call. A tool like apitrace can help you with that.
I'm currently working with Qt5.1 and trying to draw some OpenGL stuff within a QGLWidget:
void Widget::paintGL() {
startClipping(10, height()-110,100,100);
qglColor(Qt::red);
glBegin(GL_QUADS);
glVertex2d(0,0);
glVertex2d(500,0);
glVertex2d(500,500);
glVertex2d(0,500);
glEnd();
qglColor(Qt::green);
this->renderText(50, 50, "SCISSOR TEST STRING");
endClipping();
}
The quad gets clipped correctly but the text doesn't.
I tried three ways of implementing the startClipping method: scissor test, setting the viewport to the clipping area and with a stencil buffer.
None of them worked and the whole string was drawn instead of beeing cut off at the edges of the clipping area.
Now my question is: Is this behavior a bug of Qt or is there something, I missed or another possibility I could try??
After a week of trying around, I suddenly found a very simple way to achieve, what I was looking for.
Using a QPainter and it's methods instead of the QGLWidget's renderText() simply makes text clipping work:
QPainter *painter = new QPainter();
painter->begin();
painter->setClipping(true);
painter->setClipPath(...); // or
painter->setClipRect(...); // or
painter->setClipRegion(...);
painter->drawText(...);
painter->end();
As I understand it, this is by design. According to the documentation ( https://qt-project.org/doc/qt-4.8/qglwidget.html#renderText ):
Note: This function clears the stencil buffer.
Note: This function temporarily disables depth-testing when the text is drawn.
However for the 'xyz version' (overloaded function)
Note: If depth testing is enabled before this function is called, then the drawn text will be depth-tested against the models that have already been drawn in the scene. Use glDisable(GL_DEPTH_TEST) before calling this function to annotate the models without depth-testing the text.
So, if you use the second version (by including a z-value, eg 0) in your original code, I think you get what you want. I think you would want to do this if you do a scene that is 'real' 3D (eg, axis labels on a 3D plot).
The documentation does also mention using drawText.
I'm making a 2D game using OpenGL. I recently tried implementing Framebuffer-objects, and I am having some problems regarding blending.
I'm creating an FBO (using GL_RGBA as format).
When I render to the FBO, I first clear it to fully transparent black, and disable GL_BLEND. I then draw my textures and then I enable GL_BLEND again.
When I'm drawing the FBO-texture, I use GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as source and destination pixels respectively, as the blending-function. I am rendering it as a textured quad.
This does not work properly, as white pixels appear transparent. I have tried experimenting with different blend-function values, but all that I have tried have had issues. I do not fully understand how blending works, so it's hard for me to wrap my head around this. Maybe I'm missing something obvious here?
Here's an image of how it looks right now. There is supposed to be a glow around the button when it is being highlighted, but instead the pixels around it appear transparent: http://i.snag.gy/RnV4s.jpg
You can also see two boxes of text in the image. The top one is drawn normally, without an FBO. The textures are also rendered normally without an FBO, so I know that the problem lies within my framebuffer-code somewhere.
I have pasted my "RenderTarget" class to pastebin (I'm used to calling it a rendertarget instead of FBO): http://pastebin.com/dBXgjrUX
This is how I use it:
RT->Begin();
// draw stuff
RT->End();
RT->Draw();
Can someone help me? Let me know if you need any more info about my issue.
Edit:
Here are the properties of OpenGL that I set on startup:
// Initialize shaders
shaderManager.InitializeStockShaders();
// Set some OpenGL properties
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glAlphaFunc(GL_GREATER, 0.0f);
// Enables/disables
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_DITHER);
glDisable(GL_LIGHTING);
I'ts a bit difficult to tell what your problem is exactly, because you didn't provide source code. Alas, I see several potential troublemakers:
First you told that you want to draw a glow around the button. I presume, that all the buttons are drawn into the FBO, merging them into a UI overlay. Glow sounds to me, like you want to blend something, so you probably also want to have blending enabled, drawing to the FBO.
Next be aware of depth buffer issues. Blending and Depth Buffering have peculiar interactions. In your case I suggest disabling depth testing and depth writes to the FBO (or not using a depth buffer attachment to the FBO at all). Draw the glowing button last, so that it won't block the other buttons from being drawn. Also you must make sure, that your glow comes out with a nonzero alpha value, otherwise it will blend transparent. This is something you control in your shaders, or texture environment (depending on what you use).
Update 1:
Your FBO class doesn't propperly ensure, that textures attached to a bound framebuffer must not be bound themself. It's easy to fix though, by moving attachment code into bind, where the textures are also unbound apropriately. See my edited pastebin http://pastebin.com/1uVT7VkR (I probably missed a few things).
I am developing a paint-like application using C++ and Open GL. But every time i draw objects like circle, lines etc they don't ** stay ** on the page. By this I mean that every new object I draw is getting placed on a blank page. How do I get my drawn objects to persist?
OpenGL has no geometry persistency. Basically it's pencils, brushes and paint, with which you draw on a canvas called the "framebuffer". So after you drawn something and clear the framebuffer, it will not reappear in some magic way.
There are two solutions:
you keep a list of all drawing operations and at each redraw you repaint everything from that list.
After drawing something copy the image in the framebuffer to a texture and instead of glClear you fill the background with that texture.
Both techniques can be combined.
Just don't clear the framebuffer and anything you draw will stay on the screen. This is the same method I use to allow users to draw on my OpenGL models. This is only good for marking up an image, since by using this method you can't erase what you've drawn, unless your method of erasing is to draw using your background color.