Qt: Setting Uniform Variables with QOpenGLExtraFunctions::glProgramUniform2f()


Functionality

  • Its purpose is to set a uniform variable in a shader program with a single 2-dimensional floating-point value (like a vec2 in GLSL).
  • It's a convenience wrapper around the core OpenGL function glProgramUniform2fv().
  • QOpenGLExtraFunctions::glProgramUniform2f() is a function provided by the Qt framework's QOpenGLExtraFunctions class.

Usage in Qt GUI

    • To use glProgramUniform2f(), you'll need to include the <QOpenGLFunctions> header in your Qt GUI code:
    #include <QOpenGLFunctions>
    
  1. Obtain QOpenGLExtraFunctions Object

    • Create an instance of QOpenGLExtraFunctions either:

      • By passing the current OpenGL context:
      QOpenGLContext* context = ...; // Obtain your OpenGL context
      QOpenGLExtraFunctions functions(context);
      
      • Or by letting it resolve the context automatically:
      QOpenGLExtraFunctions functions;
      functions.initializeOpenGLFunctions(); // Must be called before use
      
  2. Set the Uniform

    • Once you have the functions object, call glProgramUniform2f():
    GLuint programId = ...; // Your shader program ID
    GLint location = ...;   // Location of the uniform variable in the program
    GLfloat v1, v2;         // The two floating-point values to set
    
    functions.glProgramUniform2f(programId, location, v1, v2);
    

Key Points

  • v1 and v2 are the two floating-point values you want to set the uniform to.
  • location is the location (index) of the uniform variable within the program. You typically obtain this location using shader compilation functions like glGetUniformLocation().
  • programId is the ID of the shader program where you want to set the uniform.

Additional Considerations

  • Error handling is essential in real-world applications. Consider checking the return value of initializeOpenGLFunctions() to ensure the context is valid.
  • Make sure the uniform variable in your shader program is declared with a vec2 data type to match the format of glProgramUniform2f().
  • glProgramUniform2f() is limited to setting a single 2D float value. For arrays of uniforms or different data types, use other functions like glProgramUniform1f(), glProgramUniform3fv(), or glProgramUniformMatrix4fv().


#include <QtWidgets>
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>

class MyWidget : public QOpenGLWidget {
    Q_OBJECT

public:
    MyWidget(QWidget *parent = nullptr);

protected:
    void initializeGL() override;
    void paintGL() override;

private:
    GLuint m_programId;
    GLint m_uniformLocation;
    GLfloat m_uniformValue1;
    GLfloat m_uniformValue2;
    QOpenGLFunctions m_functions;
};

MyWidget::MyWidget(QWidget *parent)
    : QOpenGLWidget(parent),
      m_uniformValue1(0.5f),
      m_uniformValue2(0.7f)
{
}

void MyWidget::initializeGL() {
    // Initialize OpenGL context here (e.g., set up vertex buffer objects, etc.)

    // Create shader program
    m_programId = createShaderProgram();

    // Obtain uniform location (assuming the uniform is named "myUniform" in the shader)
    m_uniformLocation = m_functions.glGetUniformLocation(m_programId, "myUniform");

    // Enable using the shader program
    m_functions.glUseProgram(m_programId);
}

void MyWidget::paintGL() {
    // Clear the screen
    m_functions.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    m_functions.glClear(GL_COLOR_BUFFER_BIT);

    // Set the uniform value before drawing (assuming you want to update it dynamically)
    m_functions.glProgramUniform2f(m_programId, m_uniformLocation, m_uniformValue1, m_uniformValue2);

    // Your drawing code here (using the shader program that references the uniform)

    // Swap contents to the screen
    swapBuffers();
}

GLuint MyWidget::createShaderProgram() {
    // Implement shader creation logic here
    // (loading shaders from files, compiling them, linking them, etc.)

    // ...

    return programId; // Return the created shader program ID
}

int main(int argc, char *argv[]) {
    QApplication app(argc, argv);
    MyWidget widget;
    widget.show();
    return app.exec();
}
    • QtWidgets for general Qt widgets.
    • QOpenGLWidget for the OpenGL widget class.
    • QOpenGLShaderProgram for shader program management.
    • QOpenGLFunctions for the convenience wrapper functions.
  1. MyWidget Class

    • This class inherits from QOpenGLWidget to create a custom widget that supports OpenGL rendering.
    • It has member variables to store the shader program ID, uniform location, and uniform values.
    • An m_functions object of type QOpenGLFunctions is created.
  2. initializeGL() Function

    • This function gets called when the OpenGL context is initialized.
    • You'd typically set up your OpenGL state here (e.g., vertex buffer objects, textures, etc.).
    • The createShaderProgram() function is called to create the shader program.
    • The uniform location is obtained using glGetUniformLocation() and stored in m_uniformLocation.
    • The shader program is enabled using glUseProgram().
  3. paintGL() Function

    • This function gets called whenever the widget needs to be repainted.
    • It clears the screen with a black background.
    • Before drawing, the uniform value is set using glProgramUniform2f(). The values can be updated here for dynamic behavior.
    • Your drawing code using the shader program that references the uniform variable would go here.
    • The widget's contents are swapped to the screen using swapBuffers().
  4. createShaderProgram() Function

    • This function is a placeholder for your actual shader creation logic.
    • You'd typically load vertex and fragment shaders from separate files, compile them, and link them into a shader program.
    • The function should return the ID of the created shader program.
  5. main() Function

    • This function creates a Qt application, an instance of MyWidget, and shows the widget.


  1. Direct OpenGL Function Calls

    • You can directly use the core OpenGL function glProgramUniform2fv() instead of the Qt wrapper. This requires including the <GL/glew.h> header (assuming you're using GLEW for managing OpenGL extensions).
    #include <GL/glew.h>
    
    // ...
    
    GLuint programId = ...;
    GLint location = ...;
    GLfloat v1, v2;
    
    glProgramUniform2fv(programId, location, 1, &v1); // Pass the value as an array of size 1
    

    Note
    Using direct OpenGL functions might require additional setup for function pointers (e.g., using GLEW).

  2. Custom Uniform Setting Function

    • You can create your own function to encapsulate uniform setting logic, potentially using function pointers or other techniques:
    void setUniform2f(GLuint programId, GLint location, GLfloat v1, GLfloat v2) {
        // Use either glProgramUniform2fv() or program->setUniformValue() based on your Qt version
        // ...
    }
    
    // ...
    
    setUniform2f(programId, location, v1, v2);
    

    This approach offers more flexibility but requires managing the specific uniform setting logic.

Choosing the Right Alternative

  • If you're already using GLEW for managing extensions, direct OpenGL function calls might be a natural fit.
  • For more control or compatibility with older Qt versions, direct OpenGL function calls or a custom function might be suitable.
  • If you prefer a concise Qt-specific approach and are using Qt 5.15 or later, consider the QOpenGLShaderProgram methods.