Many of you Qt (4.6 specifically) users will be familiar with the Overpainting example supplied in the OpenGL tutorials, I'm trying to do something very similar but using shaders for the pure OpenGL data, instead of the old fixed-function pipeline.
// Set background and state.
makeCurrent();
qglClearColor( bgColour_ );
glEnable( GL_DEPTH_TEST );
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
if ( smoothLines_ ) {
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_LINE_SMOOTH );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
}
// Clear the buffers.
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUseProgram( shader_ );
// Draw the grid.
try {
glLineWidth( 2.0f );
manager_->setColour( centreColour_ );
grid_->draw( oE_GLGrid::Centre );
glLineWidth( 1.5f );
manager_->setColour( majorColour_ );
grid_->draw( oE_GLGrid::Major );
glLineWidth( 1.0f );
manager_->setColour( minorColour_ );
grid_->draw( oE_GLGrid::Minor );
} catch( oE_GLException& e ) {
cout << "OpenGL Error: " << e.what() << endl;
return;
}
// Reset OpenGL state for overlays.
glDisable( GL_DEPTH_TEST );
if ( smoothLines_ ) {
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
// Draw the overlays.
QPainter p( this );
p.beginNativePainting();
p.fillRect( 10, 10, 100, 100,
QColor( 255, 0, 0 ) );
p.endNativePainting();
I'm building a 3D asset application hence the grid stuff. To make it really obvious when it works, a big red rectangle should appear in the top left corner of the widget - but it doesn't.
The 3D works fine, but QPainter gets nothing to the screen. The only real difference I can see between mine and the docs is that the all the projection and transformation matrix calculations are hidden away in other functions and then uploaded to the shader via glUniform. Presumably as QPainter splits the 2D assets into triangles, this means that QPainter's shaders don't have access to my projection/transformation matrices, so my red triangle is begin drawn - but perhaps somewhere offscreen.