[QGIS-Developer] 3D Map Canvas Window is black
Aman Jaiswal
aj371923 at gmail.com
Fri Mar 7 22:37:17 PST 2025
Hi Martin and team,
Same problem with the 3d sandbox code . image is attached of application
window,
Here is the application output:-
12:02:25: Starting
/home/aman/QGIS-CODE/QGIS-CPP-API-QT5/3DMapQGIS2/build/Desktop_Qt_5_15_1_GCC_64bit-Debug/3DMapQGIS2
/home/aman/sample3dProject.qgz...
Logged warning: Qgs3DAxis: no canvas defined!
pending jobs: 0
src/gui/qgsproviderguiregistry.cpp:174 : (loadDynamicProviders) [323ms] No
dynamic QGIS GUI provider plugins found in:
/home/aman/QGIS-CODE/QGIS-CPP-API-QT5/3DMapQGIS2/build/lib/qgis/plugins
QOpenGLShader::compile(Fragment): 0(3) : error C0000: syntax error,
unexpected '-', expecting "::" at token "-"
0(74) : error C0000: syntax error, unexpected '}' at token "}"
0(76) : error C1503: undefined variable "auto"
0(76) : error C1154: non constant expression in layout value
0(84) : error C7566: uniform blocks require #version 140 or later
0(84) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(84) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
0(84) : error C7532: layout qualifier 'binding' requires "#version 420" or
later
0(84) : error C0000: ... or #extension GL_ARB_shading_language_420pack :
enable
0(86) : error C1503: undefined variable "auto"
0(86) : error C1154: non constant expression in layout value
0(88) : error C7566: uniform blocks require #version 140 or later
0(88) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(88) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
0(88) : error C7532: layout qualifier 'binding' requires "#version 420" or
later
0(88) : error C0000: ... or #extension GL_ARB_shading_language_420pack :
enable
0(21) : error C1503: undefined variable "auto"
0(21) : error C1154: non constant expression in layout value
0(25) : error C7566: uniform blocks require #version 140 or later
0(25) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(25) : error C0000: ... or #extension GL_ARB_uniform_buffer_object : enable
0(25) : error C7532: layout qualifier 'binding' requires "#version 420" or
later
0(25) : error C0000: ... or #extension GL_ARB_shading_language_420pack :
enable
0(28) : error C1503: undefined variable "auto"
0(28) : error C1154: non constant expression in layout value
0(28) : error C7532: layout(binding) requires "#version 420" or later
0(28) : error C0000: ... or #extension GL_ARB_shading_language_420pack :
enable
0(29) : error C1503: undefined variable "auto"
0(29) : error C1154: non constant expression in layout value
0(29) : error C7532: layout(binding) requires "#version 420" or later
0(29) : error C0000: ... or #extension GL_ARB_shading_language_420pack :
enable
0(11) : error C7548: 'layout(location)' requires "#extension
GL_ARB_explicit_attrib_location : enable" before use
0(11) : error C0000: ... or #extension GL_ARB_separate_shader_objects :
enable
0(11) : error C0000: ... or #version 330
0(11) : error C5060: out can't be used with non-varying fragColor
0(15) : error C1503: undefined variable "ka"
0(15) : error C1503: undefined variable "kd"
0(15) : error C1503: undefined variable "ks"
0(15) : error C1503: undefined variable "shininess"
0(15) : error C1503: undefined variable "worldPosition"
0(15) : error C1503: undefined variable "worldPosition"
0(15) : error C1503: undefined variable "worldNormal"
*** Problematic Fragment shader source code ***
#version 110
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
add-input varying vec3 worldPosition
add-input varying vec3 worldNormal
add-input uniform float shininess
add-input uniform vec4 ks
add-input uniform vec4 kd
add-input uniform vec4 ka
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
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****************************************************************************/
layout(std140, binding = auto) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = auto) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = auto) uniform qt3d_extras_uniforms {
float texCoordScale;
};
#line 2
const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
vec3 position;
float intensity;
vec3 color;
float constantAttenuation;
vec3 direction;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
int type;
};
layout(std140, binding = auto) uniform qt3d_light_uniforms {
Light lights[MAX_LIGHTS];
int lightCount;
int envLightCount;
};
// Pre-convolved environment maps
layout(binding = auto) uniform samplerCube envLight_irradiance; // For
diffuse contribution
layout(binding = auto) uniform samplerCube envLight_specular; // For
specular contribution
#line 52
void adsModel(const in vec3 worldPos,
const in vec3 worldNormal,
const in vec3 worldView,
const in float shininess,
out vec3 diffuseColor,
out vec3 specularColor)
{
diffuseColor = vec3(0.0);
specularColor = vec3(0.0);
// We perform all work in world space
vec3 n = normalize(worldNormal);
vec3 s = vec3(0.0);
for (int i = 0; i < lightCount; ++i) {
float att = 1.0;
float sDotN = 0.0;
if (lights[i].type != TYPE_DIRECTIONAL) {
// Point and Spot lights
// Light position is already in world space
vec3 sUnnormalized = lights[i].position - worldPos;
s = normalize(sUnnormalized); // Light direction
// Calculate the attenuation factor
sDotN = dot(s, n);
if (sDotN > 0.0) {
if (lights[i].constantAttenuation != 0.0
|| lights[i].linearAttenuation != 0.0
|| lights[i].quadraticAttenuation != 0.0) {
float dist = length(sUnnormalized);
att = 1.0 / (lights[i].constantAttenuation +
lights[i].linearAttenuation * dist +
lights[i].quadraticAttenuation * dist *
dist);
}
// The light direction is in world space already
if (lights[i].type == TYPE_SPOT) {
// Check if fragment is inside or outside of the spot
light cone
if (degrees(acos(dot(-s, lights[i].direction))) >
lights[i].cutOffAngle)
sDotN = 0.0;
}
}
} else {
// Directional lights
// The light direction is in world space already
s = normalize(-lights[i].direction);
sDotN = dot(s, n);
}
// Calculate the diffuse factor
float diffuse = max(sDotN, 0.0);
// Calculate the specular factor
float specular = 0.0;
if (diffuse > 0.0 && shininess > 0.0) {
float normFactor = (shininess + 2.0) / 2.0;
vec3 r = reflect(-s, n); // Reflection direction in world
space
specular = normFactor * pow(max(dot(r, worldView), 0.0),
shininess);
}
// Accumulate the diffuse and specular contributions
diffuseColor += att * lights[i].intensity * diffuse *
lights[i].color;
specularColor += att * lights[i].intensity * specular *
lights[i].color;
}
}
vec4 phongFunction(const in vec4 ambient,
const in vec4 diffuse,
const in vec4 specular,
const in float shininess,
const in vec3 worldPosition,
const in vec3 worldView,
const in vec3 worldNormal)
{
// Calculate the lighting model, keeping the specular component separate
vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, worldView, shininess,
diffuseColor, specularColor);
// Combine spec with ambient+diffuse for final fragment color
vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
+ specularColor * specular.rgb;
return vec4(color, diffuse.a);
}
#line 10
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = (((((((phongFunction(ka, kd, ks, shininess, worldPosition,
normalize(((eyePosition - worldPosition))), normalize(worldNormal)))))))));
}
***
Regards,
Aman
On Mon, Mar 3, 2025 at 3:53 PM Martin Dobias <wonder.sk at gmail.com> wrote:
> Hi Aman
>
> I would suggest that you try running the 3D sandbox first - it is a small
> test app that takes a QGIS project and shows it in a 3D canvas:
>
>
> https://github.com/qgis/QGIS/blob/master/tests/src/3d/sandbox/qgis_3d_sandbox.cpp
>
> It is small amount of code, so it should be easy to study, and hopefully
> it will help you to identify issues in your code...
>
> Cheers
> Martin
>
>
> On Thu, Feb 27, 2025 at 9:32 AM Aman Jaiswal via QGIS-Developer <
> qgis-developer at lists.osgeo.org> wrote:
>
>> Hello,
>> I am using QGIS 3.42 with Qt5 cpp.
>> While loading qgs3dmapcanvas i got black screen. Can you suggest to
>> resolve.
>> Here is the code
>> MainWindow::MainWindow(QWidget *parent)
>> : QMainWindow(parent)
>> {
>> // Set up the main window
>> setWindowTitle("QGIS 3D Map Example");
>> resize(800, 600);
>>
>> // Set OpenGL version to 4.2 (or higher)
>> QSurfaceFormat format;
>> format.setVersion(4, 2); // Request OpenGL 4.2
>> format.setProfile(QSurfaceFormat::CoreProfile);
>> format.setOption(QSurfaceFormat::DebugContext);
>> QSurfaceFormat::setDefaultFormat(format);
>>
>> qDebug() << "OpenGL Version:" << format.version();
>>
>> // Load the TIFF file
>> QString tiffFilePath =
>> "/home/aman/Downloads/Data_Developing3d/Data_Developing3d/DEM.tif";
>> rasterLayer = new QgsRasterLayer(tiffFilePath, "TIFF Layer");
>> if (!rasterLayer->isValid()) {
>> QMessageBox::warning(this, tr("Warning"), tr("Failed to load TIFF
>> file."));
>> return;
>> } else {
>> qDebug() << "TIFF file loaded successfully.";
>> }
>>
>> // Set up 2D map canvas
>> mapCanvas = new QgsMapCanvas(this);
>> mapCanvas->setExtent(rasterLayer->extent());
>> mapCanvas->setLayers(QList<QgsMapLayer *>() << rasterLayer);
>> setCentralWidget(mapCanvas);
>>
>> // Set up 3D map settings
>> map3DSettings = new Qgs3DMapSettings;
>> map3DSettings->setLayers(QList<QgsMapLayer *>() << rasterLayer);
>> map3DSettings->setCrs(QgsCoordinateReferenceSystem("EPSG:4326"));
>> map3DSettings->setExtent(rasterLayer->extent());
>>
>> // Set up 3D map canvas
>> map3DCanvas = new Qgs3DMapCanvas();
>> map3DCanvas->setMapSettings(map3DSettings);
>> map3DCanvas->resize(800, 600);
>> // map3DCanvas->setParent(this); // Ensure the canvas has a parent
>> map3DCanvas->show();
>> // Add the 3D canvas to a container widget
>> }
>> _______________________________________________
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>> QGIS-Developer at lists.osgeo.org
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>
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