How to use VAOs with instancing in Qt 5
I think you must create one VBO for positions and one VBO for colors (or use interleaved data with a stride). VAO allows you to use multiple VBO, one per attribute.
vao.create();
vao.bind();
// prepare your shader program
// ...
// prepare your VBOs : one VBO for pos, one VBO for colors, one for normals,...
// example for position
vertexPositionBuffer.create();
vertexPositionBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
vertexPositionBuffer.bind();
// if your store the points using QVector<QVector3D>
vertexPositionBuffer.allocate(vertices.constData(), vertices.size() * sizeof(QVector3D));
vertexPositionBuffer.release();
// do the same for colors or other attributes
// ...
// after all buffers are created
shaderProgram.bind();
// Bind the position buffer
vertexPositionBuffer.bind();
shaderProgram.enableAttributeArray("vertexPosition");
shaderProgram.setAttributeBuffer("vertexPosition", GL_FLOAT, 0, 3);
vertexPositionBuffer.release();
// do the same for all other buffers
// ...
shaderProgram.release();
// release vao
vao.release();
and in your paintGL function:
// update your matrices
// bind your shader program
// set you uniform variables
// then
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
vao.release();
// release your shader program
I've got it. The main problems were that:
- I had to loop through all four columns of my mat4 attribute, setting and enabling each of them, and calling
glVertexAttribDivisor()
on each. - I had completely messed up the call to
QOpenGLShaderProgram::setAttributeBuffer()
for my mat4 attribute.
Essentially, you have to treat a mat4 as four separate vec4 attributes (one for each column). This doesn't affect how you copy QMatrix4x4 data to a QOpenGLBuffer object in the slightest, just how you tell the shader program to deal with the data. This is well described in both the tutorial I linked to in my original question and in The OpenGL Programming Guide's instancing tutorial, I just didn't get it. So, going back to the first attempt at glwindow.cpp
above, I've changed very little and things now work:
#include "glwindow.h"
#include <QColor>
#include <QMatrix4x4>
#include <QVector>
#include <QVector3D>
#include <QVector4D>
#include <QDebug>
GLWindow::GLWindow(QWindow *parent)
: QWindow(parent)
, _vbo(QOpenGLBuffer::VertexBuffer)
, _matbo(QOpenGLBuffer::VertexBuffer)
, _context(0)
{
setSurfaceType(QWindow::OpenGLSurface);
}
GLWindow::~GLWindow()
{}
void GLWindow::initGL()
{
setupShaders();
_program->bind();
_positionAttr = _program->attributeLocation("position");
_colourAttr = _program->attributeLocation("colour");
_matrixAttr = _program->attributeLocation("matrix");
QVector<QVector3D> triangles;
triangles << QVector3D(-0.5, 0.5, 1) << QVector3D(-0.5, -0.5, 1) << QVector3D(0.5, -0.5, 1);
triangles << QVector3D(0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(0.5, -0.5, 0.5);
QVector<QVector3D> colours;
colours << QVector3D(1, 0, 0) << QVector3D(0, 1, 0) << QVector3D(0, 0, 1);
colours << QVector3D(1, 1, 1) << QVector3D(1, 1, 1) << QVector3D(1, 1, 1);
_vao.create();
_vao.bind();
_vbo.create();
_vbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_vbo.bind();
size_t positionSize = triangles.size() * sizeof(QVector3D);
size_t colourSize = colours.size() * sizeof(QVector3D);
_vbo.allocate(positionSize + colourSize);
_vbo.bind();
_vbo.write(0, triangles.constData(), positionSize);
_vbo.write(positionSize, colours.constData(), colourSize);
_colourOffset = positionSize;
_program->setAttributeBuffer(_positionAttr, GL_FLOAT, 0, 3, 0);
_program->setAttributeBuffer(_colourAttr, GL_FLOAT, _colourOffset, 3, 0);
_program->enableAttributeArray(_positionAttr);
_program->enableAttributeArray(_colourAttr);
_matbo.create();
_matbo.setUsagePattern(QOpenGLBuffer::StaticDraw);
_matbo.bind();
_matbo.allocate(4 * sizeof(QVector4D));
// This is completely wrong
/*_program->setAttributeBuffer(_matrixAttr, GL_FLOAT, 0, 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_matrixAttr);
_func330->glVertexAttribDivisor(_matrixAttr, 1);
*/
// The right way to set up a mat4 attribute for instancing
for (unsigned i = 0; i < 4; i++)
{
_program->setAttributeBuffer(_matrixAttr + i, GL_FLOAT, i * sizeof(QVector4D), 4, 4 * sizeof(QVector4D));
_program->enableAttributeArray(_matrixAttr + i);
_func330->glVertexAttribDivisor(_matrixAttr + i, 1);
}
_matbo.release();
_vao.release();
_program->release();
resizeGL(width(), height());
}
void GLWindow::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
}
void GLWindow::paintGL()
{
if (! _context) // not yet initialized
return;
_context->makeCurrent(this);
QColor background(Qt::black);
glClearColor(background.redF(), background.greenF(), background.blueF(), 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
_program->bind();
_vao.bind();
_matbo.bind();
_matbo.write(0, matrix.constData(), 4 * sizeof(QVector4D));
glEnable(GL_DEPTH_TEST);
_func330->glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
_vao.release();
_program->release();
_context->swapBuffers(this);
_context->doneCurrent();
}
void GLWindow::setupShaders()
{
QString vShaderSrc("#version 330\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec4 colour;\n"
"layout(location = 2) in mat4 matrix;\n"
"smooth out vec4 col;\n"
"void main() {\n"
" col = colour;\n"
" gl_Position = matrix * position;\n"
"}\n");
QString fShaderSrc("#version 330\n"
"smooth in vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n");
_program = new QOpenGLShaderProgram(this);
_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vShaderSrc);
_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fShaderSrc);
_program->link();
}
void GLWindow::exposeEvent(QExposeEvent *event)
{
Q_UNUSED(event);
if (isExposed())
{
if (! _context)
{
_context = new QOpenGLContext(this);
QSurfaceFormat format(requestedFormat());
format.setVersion(3,3);
format.setDepthBufferSize(24);
_context->setFormat(format);
_context->create();
_context->makeCurrent(this);
initializeOpenGLFunctions();
_func330 = _context->versionFunctions<QOpenGLFunctions_3_3_Core>();
if (_func330)
_func330->initializeOpenGLFunctions();
else
{
qWarning() << "Could not obtain required OpenGL context version";
exit(1);
}
initGL();
}
paintGL();
}
}
Note that I also moved the binding of _matbo
and setting up of the mat4 attribute so that it's all done before releasing the VAO. I was initially very confused over how many VBOs were allowed and when they needed to be bound. There's no problem having multiple VBOs inside a single VAO, it's just that the right one needs to be bound to be written to, and the right one needs to be bound before calling QOpenGLShaderProgram::setAttributeBuffer()
. It doesn't matter which buffer is bound when glDraw*()
is called (I trust someone will comment if I'm wrong about that).