我想解决我仍然要解决的问题。那就是使用共享着色器程序等在不同的顶层窗口中同时渲染2个QOpenGLWidgets。
为什么我在这里而不是Qt论坛上发布它?我已经做过,但是没有人回应:/
我的第一个尝试是使用一个上下文,没有用。
问题:QOpenGLWidget当前是否有可能?还是我必须去旧的QGLWidget?或使用其他东西?
Qt::AA_ShareOpenGLContexts的testAttribute返回true,因此共享没有问题
甚至QOpenGLContext::areSharing也返回true。所以有一些我想念或不知道的东西。不使用线程。
如果您还需要其他任何东西来调试此问题,请告诉我。
调试输出:
MapView的initializeGL:
void MapView::initializeGL()
{
this->makeCurrent();
initializeOpenGLFunctions();
// Initialize World
world->initialize(this->context(), size(), worldCoords);
// Initialize camera shader
camera->initialize();
// Enable depth testing
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL); // just testing new depth func
glClearColor(0.65f, 0.77f, 1.0f, 1.0f);
}
MapView paintGL:
void MapView::paintGL()
{
this->makeCurrent();
glDrawBuffer(GL_FRONT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
world->draw(...);
}
MapExplorer initializeGL:
void MapExplorer::initializeGL()
{
this->makeCurrent();
QOpenGLContext* _context = _mapView->context();
_context->setShareContext(this->context());
_context->create();
this->context()->create();
this->makeCurrent();
initializeOpenGLFunctions();
// Enable depth testing
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL); // just testing new depth func
glClearColor(0.65f, 0.77f, 1.0f, 1.0f);
}
MapExplorer paintGL:
void MapExplorer::paintGL()
{
this->makeCurrent();
qDebug() << "MapExplorer" << QOpenGLContext::areSharing(this->context(), _mapView->context()) << (QOpenGLContext::currentContext() == this->context());
QOpenGLShaderProgram* shader = world->getTerrainShader();
qDebug() << shader->create();
shader->bind(); // debug error "QOpenGLShaderProgram::bind: program is not valid in the current context."
// We need the viewport size to calculate tessellation levels and the geometry shader also needs the viewport matrix
shader->setUniformValue("viewportSize", viewportSize);
shader->setUniformValue("viewportMatrix", viewportMatrix);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
qDebug() << "MapExlorer paintGL ends";
//world->drawExplorerView(...);
}
谢谢。
问候,glararan。
最佳答案
嗨,我已经破解了2天,终于有了一些工作。
主要引用是qt's threadrenderer example。
基本上,我有一个带有自己上下文的 QOpenglWidget ,还有一个背景线程,用于从 QOpenglWidget 共享上下文来绘制。后台线程绘制的帧缓冲区可以由 QOpenglWidget 直接使用。
这是使事情正常进行的步骤:
RenderEngine
和后台线程 RenderWorker
// the worker is a thread
class RenderWorker : public QThread, protected QOpenGLFunctions
{
// the background thread's context and surface
QOffscreenSurface *surface = nullptr;
QOpenGLContext *context = nullptr;
RenderWorker::RenderWorker()
{
context = new QOpenGLContext();
surface = new QOffscreenSurface();
}
...
}
// the engine is a QOpenglWidget
class RenderEngine : public QOpenGLWidget, protected QOpenGLFunctions
{
protected:
// overwrite
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
private:
// the engine has a background worker
RenderWorker *m_worker = nullptr;
...
}
initializeGL()
中创建和设置后台线程void RenderEngine::initializeGL()
{
initializeOpenGLFunctions();
// done with current (QOpenglWidget's) context
QOpenGLContext *current = context();
doneCurrent();
// create the background thread
m_worker = new RenderWorker();
// the background thread's context is shared from current
QOpenGLContext *shared = m_worker->context;
shared->setFormat(current->format());
shared->setShareContext(current);
shared->create();
// must move the shared context to the background thread
shared->moveToThread(m_worker);
// setup the background thread's surface
// must be created here in the main thread
QOffscreenSurface *surface = m_worker->surface;
surface->setFormat(shared->format());
surface->create();
// worker signal
connect(m_worker, SIGNAL(started()), m_worker, SLOT(initializeGL()));
// must move the thread to itself
m_worker->moveToThread(m_worker);
// the worker can finally start
m_worker->start();
}
void RenderWorker::initializeGL()
{
context->makeCurrent(surface);
initializeOpenGLFunctions();
}
paintGL()
函数中。 据我所知,opengl上下文是绑定(bind)到线程的一种。 必须在主线程中创建并设置共享上下文和相应的表面,将移至另一个线程,并且在其中初始化了,才能最终使用它。