如何解决QQuickWindow +自定义OpenGL =黑屏
我试图将基于OpenGL的自定义代码与QML集成在一起,以创建显示OpenGL渲染结果的QML组件。 但是我总是黑屏。但是,所有这些都可以与QOpenGLWidget或自定义QWindow一起正常工作(如下所示)。 最后,我将越野车程序简化为这种愚蠢的代码。 如果启用USE_QWINDOW,则会看到图片, 如果启用USE_QUICK_WINDOW,则会看到黑屏。 在这两种情况下,opengl代码都是相同的。 知道这里有什么问题吗?
#include <QGuiApplication>
#include <QOpenGLFunctions>
#include <QWindow>
#include <memory>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLTexture>
#include <QQuickWindow>
#include <QTimer>
//#define USE_QWINDOW
#define USE_QUICK_WINDOW
class Render final : public QObject
{
public:
Render(QOpenGLFunctions *funcs,QObject *parent) : QObject(parent),funcs_(funcs)
{
program_ = new QOpenGLShaderProgram(this);
static const char vertexSrc[] = "\
attribute vec4 a_position; \
uniform vec2 u_samplerSize; \
varying vec2 v_texCoord; \
\
void main() \
{ \
v_texCoord = vec2(a_position.z * u_samplerSize.x,a_position.w * u_samplerSize.y); \
gl_Position = vec4(a_position.x,a_position.y,0.0,1.0);\
}\n";
static const char fragmentSrc[] = "\
uniform sampler2D u_sampler; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = vec4(texture2D(u_sampler,v_texCoord).rgb,1.0); \
}\n";
if (!program_->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,vertexSrc)) {
qWarning("Vertex shader failure");
}
if (!program_->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,fragmentSrc)) {
qWarning("Fragment shader failure");
}
if (!program_->link()) {
qWarning("shader link failure");
}
vao_ = new QOpenGLVertexArrayObject(this);
vao_->create();
vao_->bind();
vbo_ = std::make_unique<QOpenGLBuffer>(QOpenGLBuffer::VertexBuffer);
vbo_->setUsagePattern(QOpenGLBuffer::StaticDraw);
vbo_->create();
vbo_->bind();
QVector4D vertices[4] = { QVector4D(-1.0,1.0,1.0),QVector4D(1.0,QVector4D(-1.0,-1.0,0.0),0.0) };
vbo_->allocate(static_cast<void *>(vertices),sizeof(vertices));
QImage img("/tmp/map.png");
qDebug() << "img: " << img.width() << " x " << img.height();
texture_ = std::make_unique<QOpenGLTexture>(img);
vao_->release();
program_->release();
}
void render(int w,int h)
{
qDebug("render begin");
funcs_->glViewport(0,w,h);
vao_->bind();
if (!program_->bind()) {
qWarning("program bind failed");
}
funcs_->glActiveTexture(GL_TEXTURE0);
texture_->bind();
int const samplerLocation = program_->uniformLocation("u_sampler");
program_->setUniformValue(samplerLocation,0);
QVector2D const samplerSize { 0.935547,0.510986 };
int const samplerSizeLocation = program_->uniformLocation("u_samplerSize");
program_->setUniformValue(samplerSizeLocation,samplerSize);
program_->enableAttributeArray("a_position");
program_->setAttributeBuffer("a_position",GL_FLOAT,4,0);
funcs_->glClearColor(0.0,1.0);
funcs_->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
funcs_->glDrawArrays(GL_TRIANGLE_STRIP,4);
}
private:
QOpenGLFunctions *funcs_ = nullptr;
QOpenGLShaderProgram *program_ = nullptr;
QOpenGLVertexArrayObject *vao_ = nullptr;
std::unique_ptr<QOpenGLBuffer> vbo_;
std::unique_ptr<QOpenGLTexture> texture_;
};
class OpenGLWindow final : public QWindow,private QOpenGLFunctions
{
public:
OpenGLWindow(QWindow *parent = nullptr) : QWindow(parent)
{
setSurfaceType(QWindow::OpenGLSurface);
}
bool event(QEvent *event) override
{
switch (event->type()) {
case QEvent::UpdateRequest:
renderNow();
return true;
default:
return QWindow::event(event);
}
}
void exposeEvent(QExposeEvent *) override
{
if (isExposed())
renderNow();
}
void renderNow()
{
if (!isExposed())
return;
if (!m_context) {
m_context = new QOpenGLContext(this);
m_context->setFormat(requestedFormat());
m_context->create();
}
m_context->makeCurrent(this);
if (m_render == nullptr) {
initializeOpenGLFunctions();
m_render = new Render(this,this);
}
m_render->render(width(),height());
m_context->swapBuffers(this);
}
private:
QOpenGLContext *m_context = nullptr;
Render *m_render = nullptr;
};
class MyQuickWindow final : public QQuickWindow,private QOpenGLFunctions
{
public:
MyQuickWindow(QWindow *parent = nullptr) : QQuickWindow(parent)
{
setClearBeforeRendering(false);
connect(this,&QQuickWindow::beforeSynchronizing,this,&MyQuickWindow::sync,Qt::DirectConnection);
}
void sync()
{
// copy to other thread
size_ = size();
if (!init_) {
init_ = true;
connect(this,&QQuickWindow::beforeRenderPassRecording,&MyQuickWindow::paint,Qt::DirectConnection);
}
}
void paint()
{
if (m_render == nullptr) {
initializeOpenGLFunctions();
m_render = new Render(this,this);
}
m_render->render(size_.width(),size_.height());
}
private:
bool init_ = false;
Render *m_render = nullptr;
QSize size_;
};
int main(int argc,char *argv[])
{
QGuiApplication app(argc,argv);
#ifdef USE_QWINDOW
OpenGLWindow win;
#endif
#ifdef USE_QUICK_WINDOW
MyQuickWindow win;
#endif
win.resize(400,400);
win.show();
auto timer = new QTimer(&win);
QObject::connect(timer,&QTimer::timeout,&win,[&win]() {
qDebug("request update");
#ifdef USE_QWINDOW
win.requestUpdate();
#endif
#ifdef USE_QUICK_WINDOW
win.update();
#endif
});
timer->setSingleShot(false);
timer->start(1000);
return app.exec();
}
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