Beyond glProgramUniform4ui(): Exploring Uniform Setting Options in Qt OpenGL
Understanding QOpenGLExtraFunctions
In Qt, QOpenGLFunctions
is a class that provides access to OpenGL functions. However, for functions beyond OpenGL 3.0 (or the version supported by your graphics driver), you'll need QOpenGLExtraFunctions
. It inherits from QOpenGLFunctions
and offers additional functions.
glProgramUniform4ui()
Function
- Parameters
programId
: The ID of the shader program where the uniform variable is located (obtained usingglCreateProgram
).location
: The location of the uniform variable within the program (obtained usingglGetUniformLocation
).v0
,v1
,v2
,v3
: The four integer values to set for the uniform variable.
- Purpose
Sets the values of a uniform variable in a shader program.
Qt Context and Usage
#include <QtOpenGLWidgets>
// ... other code
// In a function where you have set up your OpenGL context
void setUniformValues(QOpenGLShaderProgram *program) {
QOpenGLExtraFunctions functions;
GLint uniformLocation = functions.glGetUniformLocation(program->programId(), "myUniform");
if (uniformLocation != -1) {
functions.glProgramUniform4ui(program->programId(), uniformLocation, 10, 20, 30, 40);
} else {
// Handle error: uniform variable not found
}
}
In this example:
- We include the
QtOpenGLWidgets
header for OpenGL functionality in Qt. - We obtain the
programId
from aQOpenGLShaderProgram
object (which you would have created using Qt's shader programming features). - We use
glGetUniformLocation
to get the location of a uniform variable named "myUniform" within the shader program. - If the location is valid (
uniformLocation != -1
), we useglProgramUniform4ui
to set the values for the four integer components of the uniform variable.
- Understand shader programming concepts to effectively use uniform variables.
- It's used within a Qt application's OpenGL rendering context.
QOpenGLExtraFunctions
is for advanced OpenGL functionality, not directly related to Qt GUI development.
#include <QApplication>
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QMouseEvent>
const char *vertexShaderSource =
"attribute vec4 vertexPos;\n"
"uniform vec4 ourColor;\n"
"void main() {\n"
" gl_Position = vertexPos;\n"
"}\n";
const char *fragmentShaderSource =
"uniform vec4 ourColor;\n"
"void main() {\n"
" gl_FragColor = ourColor;\n"
"}\n";
class OpenGLWidget : public QOpenGLWidget {
Q_OBJECT
public:
OpenGLWidget(QWidget *parent = nullptr) : QOpenGLWidget(parent) {}
protected:
void initializeGL() override {
// Initialize OpenGL context
initializeOpenGLFunctions();
// Create vertex shader
QOpenGLShader *vertexShader = new QOpenGLShader(QOpenGLShader::Vertex, this);
if (!vertexShader->compileSourceCode(vertexShaderSource)) {
qWarning() << "Vertex shader compilation error:" << vertexShader->log();
return;
}
// Create fragment shader
QOpenGLShader *fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment, this);
if (!fragmentShader->compileSourceCode(fragmentShaderSource)) {
qWarning() << "Fragment shader compilation error:" << fragmentShader->log();
return;
}
// Create shader program
shaderProgram = new QOpenGLShaderProgram(this);
shaderProgram->addShader(vertexShader);
shaderProgram->addShader(fragmentShader);
if (!shaderProgram->link()) {
qWarning() << "Shader program linking error:" << shaderProgram->log();
return;
}
// Get uniform location
uniformColorLocation = shaderProgram->uniformLocation("ourColor");
if (uniformColorLocation == -1) {
qWarning() << "Uniform 'ourColor' not found";
return;
}
// Set initial color (replace with your desired values)
currentColor[0] = 1.0f; // Red
currentColor[1] = 0.5f; // Green
currentColor[2] = 0.0f; // Blue
currentColor[3] = 1.0f; // Alpha
}
void paintGL() override {
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Bind shader program
shaderProgram->bind();
// Set uniform color
QOpenGLExtraFunctions functions(this);
functions.glProgramUniform4f(shaderProgram->programId(), uniformColorLocation,
currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
// Vertex data for a triangle
static const float vertices[] = {
0.5f, 0.5f, 0.0f, // Top right
-0.5f, -0.5f, 0.0f, // Bottom left
0.5f, -0.5f, 0.0f // Bottom right
};
// Set vertex attribute pointer
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
// Draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
// Release shader program
shaderProgram->release();
}
void mousePressEvent(QMouseEvent *event) override {
// Update color on mouse click (replace with your logic)
currentColor[0] = (float)(event->x() % 256) / 255.0f;
currentColor[1] = (float)(event->y() % 256) / 255.0f;
update();
}
private:
QOpenGLShaderProgram *shaderProgram;
GLint uniformColorLocation;
float currentColor[4];
};
int main(int argc, char *argv[]) {
QApplication app(argc, argv);
OpenGLWidget widget;
widget
For setting different data types
- glProgramUniform1ui (uint)
Sets a single unsigned integer value. - glProgramUniform1i (int)
Sets a single integer value for the uniform variable. - glProgramUniform4f (vec4)
Sets a 4D vector of floating-point values. - glProgramUniform3f (vec3)
Sets a 3D vector of floating-point values. - glProgramUniform2f (vec2)
Sets a 2D vector of floating-point values. - glProgramUniform1f (float)
Sets a single floating-point value for the uniform variable.
For setting arrays of data
- glProgramUniform1fv (float array)
Sets an array of floating-point values for the uniform variable. There are similar functions for other data types with av
at the end (e.g.,glProgramUniform3iv
for an array of integers).
Using Qt-specific methods (might not be available for all data types)
- QOpenGLShaderProgram::setUniformValue
This method offers a more convenient way to set uniform values of various types based on C++ data types. However, it might not support all data types asglProgramUniform
functions do.
Choosing the right alternative
The best alternative depends on the specific data type you need to set for the uniform variable. Use the function that matches the data type and number of components you want to set.
Example
If you want to set a uniform variable named "myColor" to a vec3 value (red, green, blue), you could use:
float red = 1.0f, green = 0.5f, blue = 0.0f;
QOpenGLExtraFunctions functions(this);
functions.glProgramUniform3f(program->programId(), uniformColorLocation, red, green, blue);