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  4. Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL

Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #4

    Simple triangle

    • WebAssembly demo on free Netlify hosting (QOpenGLWidget)
    • WebAssembly demo on free Netlify hosting (QOpenGLWindow)

    ae6aafef-78bf-4d90-8b93-f73fdffe511a-image.png

    Source code for QOpenGLWidget:

    • PyQt6
    • PySide6
    • Qt6 C++

    Source code for QOpenGLWindow:

    • PyQt6
    • PySide6
    • Qt6 C++

    WebGL 1.0 and JavaScript:

    • Playground
    • Source code

    Simple square

    WebGL demo

    1684421a-6014-4cd8-8494-db78c12ae199-image.png

    Source code for QOpenGLWidget:

    • PyQt6
    • PySide6
    • Qt6 C++

    Source code for QOpenGLWindow:

    • PyQt6
    • PySide6
    • Qt6 C++

    WebGL 1.0 and JavaScript:

    • Playground
    • Source code
    1 Reply Last reply
    0
    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #5

      Transformed rectangle

      WebGL demo

      73f0f57c-5ea2-4afc-8768-5442a019f7bf-image.png

      Source code for QOpenGLWidget:

      • PyQt6
      • PySide6
      • Qt6 C++

      Source code for QOpenGLWindow:

      • PyQt6
      • PySide6
      • Qt6 C++

      WebGL 1.0 and JavaScript:

      • Playground
      • Source code
      1 Reply Last reply
      0
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #6

        Game loop and delta time with QOpenGLWindow

        PySide6, Python:

        217b3f61-c8cc-46b8-978e-c06b96a9f67c-image.png

        main.py

        import sys
        
        from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
        from PySide6.QtCore import QElapsedTimer, Qt
        from PySide6.QtGui import QSurfaceFormat
        from PySide6.QtOpenGL import QOpenGLWindow
        from PySide6.QtWidgets import QApplication
        
        
        class OpenGLWindow(QOpenGLWindow):
        
            def __init__(self):
                super().__init__()
        
                self.setTitle("OpenGL ES 2.0, PySide6, Python")
                self.resize(350, 350)
        
                surfaceFormat = QSurfaceFormat()
                surfaceFormat.setDepthBufferSize(24)
                surfaceFormat.setSamples(4)
                surfaceFormat.setSwapInterval(0)
                self.frameSwapped.connect(self.update)
                self.setFormat(surfaceFormat)
        
            def initializeGL(self):
                glClearColor(0.1, 0.3, 0.2, 1)
                self.elapsedTimer = QElapsedTimer()
                self.elapsedTimer.start()
        
            def resizeGL(self, w, h):
                pass
        
            def paintGL(self):
                glClear(GL_COLOR_BUFFER_BIT)
                dt = self.elapsedTimer.elapsed() / 1000
                self.elapsedTimer.restart()
                print("dt =", dt)
        
        if __name__ == "__main__":
            QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
            app = QApplication(sys.argv)
            w = OpenGLWindow()
            w.show()
            sys.exit(app.exec())
        

        Qt6, C++:

        aa1b257d-628a-4d02-ad6f-b8140ddc14a9-image.png

        main.cpp

        #include <QtCore/QElapsedTimer>
        #include <QtGui/QOpenGLFunctions>
        #include <QtGui/QSurfaceFormat>
        #include <QtOpenGL/QOpenGLWindow>
        #include <QtWidgets/QApplication>
        
        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
        {
        public:
            OpenGLWindow()
            {
                setTitle("OpenGL ES 2.0, Qt6, C++");
                resize(350, 350);
        
                QSurfaceFormat surfaceFormat;
                surfaceFormat.setDepthBufferSize(24);
                surfaceFormat.setSamples(4);
                surfaceFormat.setSwapInterval(0);
                connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                setFormat(surfaceFormat);
            }
        
            void initializeGL() override
            {
                initializeOpenGLFunctions();
                glClearColor(0.1f, 0.3f, 0.2f, 1.f);
                m_elapsedTimer.start();
            }
        
            void paintGL() override
            {
                glClear(GL_COLOR_BUFFER_BIT);
                float dt = m_elapsedTimer.elapsed() / 1000.f;
                m_elapsedTimer.restart();
                qDebug() << "dt =" << dt;
            }
        
        private:
            QElapsedTimer m_elapsedTimer;
        };
        
        int main(int argc, char *argv[])
        {
            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
            QApplication app(argc, argv);
            OpenGLWindow w;
            w.show();
            return app.exec();
        }
        

        game-loop-dt-qopenglwindow-opengles2-qt6-cpp.pro

        QT += core gui openglwidgets
        
        CONFIG += c++17
        
        SOURCES += \
            main.cpp
        
        1 Reply Last reply
        0
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by 8Observer8
          #7

          Game loop and delta time with QOpenGLWidget

          PySide6, Python:

          42c7a285-9196-4004-9110-10ea71dafed9-image.png

          main.py

          import sys
          
          from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
          from PySide6.QtCore import QElapsedTimer, Qt, QTimer
          from PySide6.QtOpenGLWidgets import QOpenGLWidget
          from PySide6.QtWidgets import QApplication
          
          
          class OpenGLWidget(QOpenGLWidget):
          
              def __init__(self):
                  super().__init__()
          
                  self.setWindowTitle("OpenGL ES 2.0, PySide6, Python")
                  self.resize(350, 350)
          
              def initializeGL(self):
                  glClearColor(0.1, 0.3, 0.2, 1)
          
                  self.elapsedTimer = QElapsedTimer()
                  self.elapsedTimer.start()
          
                  self.timer = QTimer()
                  self.timer.timeout.connect(self.update)
                  self.timer.start(1000//60)
          
              def resizeGL(self, w, h):
                  pass
          
              def paintGL(self):
                  glClear(GL_COLOR_BUFFER_BIT)
                  dt = self.elapsedTimer.elapsed() / 1000
                  self.elapsedTimer.restart()
                  print("dt =", dt)
          
          if __name__ == "__main__":
              QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
              app = QApplication(sys.argv)
              w = OpenGLWidget()
              w.show()
              sys.exit(app.exec())
          

          Qt6, C++:

          f89f8bbe-f680-4448-86df-ec35d27311d6-image.png

          main.cpp

          #include <QtCore/QElapsedTimer>
          #include <QtCore/QTimer>
          #include <QtGui/QOpenGLFunctions>
          #include <QtOpenGLWidgets/QOpenGLWidget>
          #include <QtWidgets/QApplication>
          
          class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
          {
          public:
              OpenGLWidget()
              {
                  setWindowTitle("OpenGL ES 2.0, Qt6, C++");
                  resize(350, 350);
              }
          
              void initializeGL() override
              {
                  initializeOpenGLFunctions();
                  glClearColor(0.1f, 0.3f, 0.2f, 1.f);
          
                  // connect(&m_timer, &QTimer::timeout, &OpenGLWidget::update);
                  connect(&m_timer, SIGNAL(timeout()), this, SLOT(update()));
                  m_elapsedTimer.start();
                  m_timer.start();
              }
          
              void paintGL() override
              {
                  glClear(GL_COLOR_BUFFER_BIT);
                  float dt = m_elapsedTimer.elapsed() / 1000.f;
                  m_elapsedTimer.restart();
                  qDebug() << "dt =" << dt;
              }
          
          private:
              QElapsedTimer m_elapsedTimer;
              QTimer m_timer;
          };
          
          int main(int argc, char *argv[])
          {
              QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
              QApplication app(argc, argv);
              OpenGLWidget w;
              w.show();
              return app.exec();
          }
          

          game-loop-dt-qopenglwidget-opengles2-qt6-cpp.pro

          QT += core gui openglwidgets
          
          CONFIG += c++17
          
          SOURCES += \
              main.cpp
          
          1 Reply Last reply
          0
          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #8

            Keyboard handling

            PySide6, Python:

            076ed390-ce61-4028-8748-53169a75b85a-image.png

            main.py

            import sys
            
            from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
            from PySide6.QtCore import QElapsedTimer, Qt
            from PySide6.QtGui import QSurfaceFormat
            from PySide6.QtOpenGL import QOpenGLWindow
            from PySide6.QtWidgets import QApplication
            
            
            class OpenGLWindow(QOpenGLWindow):
            
                def __init__(self):
                    super().__init__()
            
                    self.setTitle("OpenGL ES 2.0, PySide6, Python")
                    self.resize(350, 350)
            
                    surfaceFormat = QSurfaceFormat()
                    surfaceFormat.setDepthBufferSize(24)
                    surfaceFormat.setSamples(4)
                    surfaceFormat.setSwapInterval(0)
                    self.frameSwapped.connect(self.update)
                    self.setFormat(surfaceFormat)
            
                    self.keys = { "up": False, "left": False,
                        "down": False, "right": False }
            
                def initializeGL(self):
                    glClearColor(0.1, 0.3, 0.2, 1)
                    self.elapsedTimer = QElapsedTimer()
                    self.elapsedTimer.start()
            
                def resizeGL(self, w, h):
                    pass
            
                def paintGL(self):
                    glClear(GL_COLOR_BUFFER_BIT)
                    dt = self.elapsedTimer.elapsed() / 1000
                    self.elapsedTimer.restart()
                    # print("dt =", dt)
                    self.keyboardHandler()
            
                def keyboardHandler(self):
                    if self.keys["up"]:
                        print("up")
                    if self.keys["left"]:
                        print("left")
                    if self.keys["down"]:
                        print("down")
                    if self.keys["right"]:
                        print("right")
            
                def keyPressEvent(self, event):
                    if event.key() == Qt.Key.Key_W or event.key() == Qt.Key.Key_Up:
                        self.keys["up"] = True
                    if event.key() == Qt.Key.Key_A or event.key() == Qt.Key.Key_Left:
                        self.keys["left"] = True
                    if event.key() == Qt.Key.Key_S or event.key() == Qt.Key.Key_Down:
                        self.keys["down"] = True
                    if event.key() == Qt.Key.Key_D or event.key() == Qt.Key.Key_Right:
                        self.keys["right"] = True
             
                def keyReleaseEvent(self, event):
                    if event.key() == Qt.Key.Key_W or event.key() == Qt.Key.Key_Up:
                        self.keys["up"] = False
                    if event.key() == Qt.Key.Key_A or event.key() == Qt.Key.Key_Left:
                        self.keys["left"] = False
                    if event.key() == Qt.Key.Key_S or event.key() == Qt.Key.Key_Down:
                        self.keys["down"] = False
                    if event.key() == Qt.Key.Key_D or event.key() == Qt.Key.Key_Right:
                        self.keys["right"] = False
            
            if __name__ == "__main__":
                QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                app = QApplication(sys.argv)
                w = OpenGLWindow()
                w.show()
                sys.exit(app.exec())
            

            Qt6, C++:

            7ed6d07c-c3ea-43c9-a7b1-27fbf22d6758-image.png

            main.cpp

            #include <QtCore/QElapsedTimer>
            #include <QtCore/QMap>
            #include <QtGui/QKeyEvent>
            #include <QtGui/QOpenGLFunctions>
            #include <QtGui/QSurfaceFormat>
            #include <QtOpenGL/QOpenGLWindow>
            #include <QtWidgets/QApplication>
            
            class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
            {
            public:
                OpenGLWindow()
                {
                    setTitle("OpenGL ES 2.0, Qt6, C++");
                    resize(350, 350);
                }
            
                void initializeGL() override
                {
                    initializeOpenGLFunctions();
                    glClearColor(0.1f, 0.3f, 0.2f, 1.f);
            
                    QSurfaceFormat surfaceFormat;
                    surfaceFormat.setDepthBufferSize(24);
                    surfaceFormat.setSamples(4);
                    surfaceFormat.setSwapInterval(0);
                    connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                    setFormat(surfaceFormat);
            
                    m_elapsedTimer.start();
                }
            
                void paintGL() override
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    float dt = m_elapsedTimer.elapsed() / 1000.f;
                    m_elapsedTimer.restart();
                    // qDebug() << "dt =" << dt;
                    keyboardHandler();
                }
            
                void keyboardHandler()
                {
                    if (m_keys["up"])
                    {
                        qDebug() << "up";
                    }
                    if (m_keys["left"])
                    {
                        qDebug() << "left";
                    }
                    if (m_keys["down"])
                    {
                        qDebug() << "down";
                    }
                    if (m_keys["right"])
                    {
                        qDebug() << "right";
                    }
                }
            
                void keyPressEvent(QKeyEvent *event) override
                {
                    if (event->key() == Qt::Key::Key_W || event->key() == Qt::Key::Key_Up)
                    {
                        m_keys["up"] = true;
                    }
                    if (event->key() == Qt::Key::Key_A || event->key() == Qt::Key::Key_Left)
                    {
                        m_keys["left"] = true;
                    }
                    if (event->key() == Qt::Key::Key_S || event->key() == Qt::Key::Key_Down)
                    {
                        m_keys["down"] = true;
                    }
                    if (event->key() == Qt::Key::Key_D || event->key() == Qt::Key::Key_Right)
                    {
                        m_keys["right"] = true;
                    }
                }
            
                void keyReleaseEvent(QKeyEvent *event) override
                {
                    if (event->key() == Qt::Key::Key_W || event->key() == Qt::Key::Key_Up)
                    {
                        m_keys["up"] = false;
                    }
                    if (event->key() == Qt::Key::Key_A || event->key() == Qt::Key::Key_Left)
                    {
                        m_keys["left"] = false;
                    }
                    if (event->key() == Qt::Key::Key_S || event->key() == Qt::Key::Key_Down)
                    {
                        m_keys["down"] = false;
                    }
                    if (event->key() == Qt::Key::Key_D || event->key() == Qt::Key::Key_Right)
                    {
                        m_keys["right"] = false;
                    }
                }
            
            private:
                QElapsedTimer m_elapsedTimer;
                QMap<QString, bool> m_keys;
            };
            
            int main(int argc, char *argv[])
            {
                QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                QApplication app(argc, argv);
                OpenGLWindow w;
                w.show();
                return app.exec();
            }
            

            keyboard-handling-opengles2-qt6-cpp.pro

            QT += core gui openglwidgets
            
            CONFIG += c++17
            
            SOURCES += \
                main.cpp
            
            1 Reply Last reply
            0
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #9

              Draw a few rectangles with different colors

              I have replaced the following code in the Transformed rectangle example:

                  def paintGL(self):
                      glClear(GL_COLOR_BUFFER_BIT)
                      self.modelMatrix.setToIdentity()
                      self.modelMatrix.translate(QVector3D(50, 50, 0))
                      self.modelMatrix.rotate(10, QVector3D(0, 0, 1))
                      self.modelMatrix.scale(QVector3D(80, 10, 1))
                      self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                      self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
              

              with this one:

                  def paintGL(self):
                      glClear(GL_COLOR_BUFFER_BIT)
                      self.drawRectangle(x = 50, y = 50, w = 80, h = 10, angle = 10,
                          color = QVector3D(0.62, 0.04, 0.18))
                      self.drawRectangle(x = 30, y = 20, w = 50, h = 20, angle = 0,
                          color = QVector3D(0.3, 0.07, 0.5))
                      self.drawRectangle(x = 50, y = 80, w = 40, h = 15, angle = -20,
                          color = QVector3D(0.2, 0.3, 0.1))
              
                  def drawRectangle(self, x, y, w, h, angle, color):
                      self.modelMatrix.setToIdentity()
                      self.modelMatrix.translate(QVector3D(x, y, 0))
                      self.modelMatrix.rotate(angle, QVector3D(0, 0, 1))
                      self.modelMatrix.scale(QVector3D(w, h, 1))
                      self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                      self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                      self.program.setUniformValue(self.uColorLocation, color)
                      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
              

              PySide6, Python:

              cbfc2063-187c-454a-a99e-b99ef52c615c-image.png

              import sys
              
              import numpy as np
              from OpenGL.GL import (GL_COLOR_BUFFER_BIT, GL_FLOAT, GL_TRIANGLE_STRIP,
                                     glClear, glClearColor, glDrawArrays)
              from PySide6.QtCore import Qt
              from PySide6.QtGui import QMatrix4x4, QSurfaceFormat, QVector3D
              from PySide6.QtOpenGL import (QOpenGLBuffer, QOpenGLShader,
                                            QOpenGLShaderProgram, QOpenGLWindow)
              from PySide6.QtWidgets import QApplication
              
              
              class OpenGLWindow(QOpenGLWindow):
              
                  def __init__(self):
                      super().__init__()
              
                      self.setTitle("OpenGL ES 2.0, PySide6, Python")
                      self.initialWindowWidth = 380
                      self.initialWindowHeight = 380
                      self.resize(self.initialWindowWidth, self.initialWindowHeight)
                      self.worldWidth = 100
                      self.worldHeight = 100
              
                      surfaceFormat = QSurfaceFormat()
                      surfaceFormat.setDepthBufferSize(24)
                      surfaceFormat.setSamples(4)
                      self.setFormat(surfaceFormat)
              
                  def initializeGL(self):
                      glClearColor(0.04, 0.62, 0.48, 1)
              
                      vertShaderSrc = """
                          attribute vec2 aPosition;
                          uniform mat4 uMvpMatrix;
                          void main()
                          {
                              gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);
                          }
                      """
              
                      fragShaderSrc = """
                          #ifdef GL_ES
                          precision mediump float;
                          #endif
                          uniform vec3 uColor;
                          void main()
                          {
                              gl_FragColor = vec4(uColor, 1.0);
                          }
                      """
              
                      self.program = QOpenGLShaderProgram()
                      self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Vertex, vertShaderSrc)
                      self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Fragment, fragShaderSrc)
                      self.program.link()
                      self.program.bind()
              
                      vertPositions = np.array([
                          -0.5, -0.5,
                          0.5, -0.5,
                          -0.5, 0.5,
                          0.5, 0.5], dtype=np.float32)
                      self.vertPosBuffer = QOpenGLBuffer()
                      self.vertPosBuffer.create()
                      self.vertPosBuffer.bind()
                      self.vertPosBuffer.allocate(vertPositions, len(vertPositions) * 4)
                      self.program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2)
                      self.program.enableAttributeArray("aPosition")
              
                      self.uColorLocation = self.program.uniformLocation("uColor")
                      self.uMvpMatrixLocation = self.program.uniformLocation("uMvpMatrix")
              
                      self.viewMatrix = QMatrix4x4()
                      self.viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0),
                          QVector3D(0, 1, 0))
              
                      self.projMatrix = QMatrix4x4()
                      self.projViewMatrix = QMatrix4x4()
                      self.modelMatrix = QMatrix4x4()
                      self.mvpMatrix = QMatrix4x4()
              
                  def resizeGL(self, w, h):
                      coofWidth = w / self.initialWindowWidth
                      coofHeight = h / self.initialWindowHeight
              
                      self.projMatrix.setToIdentity()
                      self.projMatrix.ortho(0, self.worldWidth * coofWidth,
                          0, self.worldHeight * coofHeight, 1, -1)
                      self.projViewMatrix = self.projMatrix * self.viewMatrix
              
                  def paintGL(self):
                      glClear(GL_COLOR_BUFFER_BIT)
                      self.drawRectangle(x = 50, y = 50, w = 80, h = 10, angle = 10,
                          color = QVector3D(0.62, 0.04, 0.18))
                      self.drawRectangle(x = 30, y = 20, w = 50, h = 20, angle = 0,
                          color = QVector3D(0.3, 0.07, 0.5))
                      self.drawRectangle(x = 50, y = 80, w = 40, h = 15, angle = -20,
                          color = QVector3D(0.2, 0.3, 0.1))
              
                  def drawRectangle(self, x, y, w, h, angle, color):
                      self.modelMatrix.setToIdentity()
                      self.modelMatrix.translate(QVector3D(x, y, 0))
                      self.modelMatrix.rotate(angle, QVector3D(0, 0, 1))
                      self.modelMatrix.scale(QVector3D(w, h, 1))
                      self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                      self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                      self.program.setUniformValue(self.uColorLocation, color)
                      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
              
              if __name__ == "__main__":
                  QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                  app = QApplication(sys.argv)
                  w = OpenGLWindow()
                  w.show()
                  sys.exit(app.exec())
              

              Qt6, C++:

              23e91e95-267a-4ea9-9068-c0cb10fa0298-image.png

              main.cpp

              #include <QtGui/QMatrix4x4>
              #include <QtGui/QOpenGLFunctions>
              #include <QtGui/QSurfaceFormat>
              #include <QtGui/QVector3D>
              #include <QtOpenGL/QOpenGLBuffer>
              #include <QtOpenGL/QOpenGLShader>
              #include <QtOpenGL/QOpenGLShaderProgram>
              #include <QtOpenGL/QOpenGLWindow>
              #include <QtWidgets/QApplication>
              
              class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
              {
              public:
                  OpenGLWindow()
                  {
                      setTitle("OpenGL ES 2.0, Qt6, C++");
                      resize(380, 380);
              
                      QSurfaceFormat surfaceFormat;
                      surfaceFormat.setDepthBufferSize(24);
                      surfaceFormat.setSamples(4);
                      setFormat(surfaceFormat);
                  }
              
                  void initializeGL() override
                  {
                      initializeOpenGLFunctions();
                      glClearColor(0.04f, 0.62f, 0.48f, 1.f);
              
                      QString vertShaderSrc =
                          "attribute vec2 aPosition;\n"
                          "uniform mat4 uMvpMatrix;"
                          "void main()\n"
                          "{\n"
                          "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                          "}\n";
              
                      QString fragShaderSrc =
                          "#ifdef GL_ES\n"
                          "precision mediump float;\n"
                          "#endif\n"
                          "uniform vec3 uColor;\n"
                          "void main()\n"
                          "{\n"
                          "    gl_FragColor = vec4(uColor, 1.0);\n"
                          "}\n";
              
                      m_program.create();
                      m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                      m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                      m_program.link();
                      m_program.bind();
              
                      float vertPositions[] = {
                          -0.5f, -0.5f,
                          0.5f, -0.5f,
                          -0.5f, 0.5f,
                          0.5f, 0.5f
                      };
                      m_vertPosBuffer.create();
                      m_vertPosBuffer.bind();
                      m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                      m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                      m_program.enableAttributeArray("aPosition");
              
                      m_uColorLocation = m_program.uniformLocation("uColor");
                      m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                      m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                  }
              
                  void resizeGL(int w, int h) override
                  {
                      const float coofWidth = w / (float)m_initialWindowWidth;
                      const float coofHeight = h / (float)m_initialWindowHeight;
              
                      m_projMatrix.setToIdentity();
                      m_projMatrix.ortho(0.f, m_worldWidth * coofWidth,
                          0.f, m_worldHeight * coofHeight, 1.f, -1.f);
                      m_projViewMatrix = m_projMatrix * m_viewMatrix;
                  }
              
                  void paintGL() override
                  {
                      glClear(GL_COLOR_BUFFER_BIT);
                      drawRectangle(50, 50, 80, 10, 10, QVector3D(0.62, 0.04, 0.18));
                      drawRectangle(30, 20, 50, 20, 0, QVector3D(0.3, 0.07, 0.5));
                      drawRectangle(50, 80, 40, 15, -20, QVector3D(0.2, 0.3, 0.1));
                  }
              
                  void drawRectangle(float x, float y, float w, float h,
                      float angle, const QVector3D& color)
                  {
                      m_modelMatrix.setToIdentity();
                      m_modelMatrix.translate(QVector3D(x, y, 0));
                      m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                      m_modelMatrix.scale(QVector3D(w, h, 1));
                      m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                      m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                      m_program.setUniformValue(m_uColorLocation, color);
                      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                  }
              
              private:
                  QOpenGLBuffer m_vertPosBuffer;
                  QOpenGLShaderProgram m_program;
                  int m_uColorLocation;
                  int m_uMvpMatrixLocation;
                  QMatrix4x4 m_mvpMatrix;
                  QMatrix4x4 m_projMatrix;
                  QMatrix4x4 m_viewMatrix;
                  QMatrix4x4 m_projViewMatrix;
                  QMatrix4x4 m_modelMatrix;
                  const int m_initialWindowWidth = 380;
                  const int m_initialWindowHeight = 380;
                  const float m_worldWidth = 100.f;
                  const float m_worldHeight = 100.f;
              };
              
              int main(int argc, char *argv[])
              {
                  QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                  QApplication app(argc, argv);
                  OpenGLWindow w;
                  w.show();
                  return app.exec();
              }
              

              draw-a-few-rectangles-opengles2-qt6-cpp.pro

              QT += core gui openglwidgets
              
              CONFIG += c++17
              
              SOURCES += \
                  main.cpp
              

              WebAssembly demo on the free Netlify hosting

              649cd735-7cd9-4e7a-ad15-a6f69d245acb-image.png

              How it looks on Android 7 with scrcpy:

              e9cdbec2-9f60-491e-99b0-f15bedc07014-image.png

              2f7bcf63-1a99-4e2e-b223-e7f7ec6615ab-image.png

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              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #10

                Fit scale

                Scale the game world in the center of the screen.

                WebAssembly demo on the free Netlify hosting

                e655a73d-915a-4fe3-9a32-d86450bff84d-image.png

                scale-the-world-in-the-center-opengles2-pyside6-python.gif

                QOpenGLWidget:

                • PyQt6
                • PySide6
                • Qt6 C++

                QOpenGLWindow:

                • PyQt6
                • PySide6
                • Qt6 C++

                WebGL and JavaScript:

                • Playground
                • Source code

                How it looks on Android:

                ba632ca3-b4d3-415c-97b3-6c738f7cd5f3-image.png

                a353713a-c272-4355-a4ce-cc701aa28ca1-image.png

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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #11

                  Place QLabel over QOpenGLWidget

                  PySide6, Python:

                  fe2ce83d-3eb7-4144-9459-751fa9c9c565-image.png

                  main.py

                  import sys
                  
                  from OpenGL.GL import (GL_COLOR_BUFFER_BIT, GL_SCISSOR_TEST, glClear,
                                         glClearColor, glDisable, glEnable, glScissor,
                                         glViewport)
                  from PySide6.QtCore import Qt
                  from PySide6.QtGui import QSurfaceFormat
                  from PySide6.QtOpenGLWidgets import QOpenGLWidget
                  from PySide6.QtWidgets import QApplication, QLabel
                  
                  
                  class OpenGLWidget(QOpenGLWidget):
                  
                      def __init__(self):
                          super().__init__()
                  
                          self.setWindowTitle("OpenGL ES 2.0, PySide6, Python")
                          self.resize(380, 380)
                          self.worldWidth = 200
                          self.worldHeight = 100
                          self.worldAspect = self.worldHeight / self.worldWidth
                  
                          surfaceFormat = QSurfaceFormat()
                          surfaceFormat.setDepthBufferSize(24)
                          surfaceFormat.setSamples(4)
                          self.setFormat(surfaceFormat)
                  
                          self.scoreLabel = QLabel("Score: 0", self)
                          self.scoreLabel.setStyleSheet("font-size: 24px;")
                  
                      def initializeGL(self):
                          pass
                  
                      def resizeGL(self, w, h):
                          deviceW = w * self.devicePixelRatio()
                          deviceH = h * self.devicePixelRatio()
                          deviceAspect = deviceH / deviceW
                  
                          if deviceAspect > self.worldAspect:
                              self.viewportWidth = int(deviceW)
                              self.viewportHeight = int(deviceW * self.worldAspect)
                              self.viewportX = 0
                              self.viewportY = int((deviceH - self.viewportHeight) / 2)
                          else:
                              self.viewportWidth = int(deviceH / self.worldAspect)
                              self.viewportHeight = int(deviceH)
                              self.viewportX = int((deviceW - self.viewportWidth) / 2)
                              self.viewportY = 0
                  
                      def paintGL(self):
                          glClearColor(0.2, 0.2, 0.2, 1)
                          glClear(GL_COLOR_BUFFER_BIT)
                          glViewport(self.viewportX, self.viewportY, self.viewportWidth, self.viewportHeight)
                          glScissor(self.viewportX, self.viewportY, self.viewportWidth, self.viewportHeight)
                          glClearColor(0.04, 0.62, 0.48, 1)
                          glEnable(GL_SCISSOR_TEST)
                          glClear(GL_COLOR_BUFFER_BIT)
                          glDisable(GL_SCISSOR_TEST)
                  
                          self.scoreLabel.move(self.viewportX / self.devicePixelRatio() + 10,
                              self.viewportY / self.devicePixelRatio() + 10);
                  
                  if __name__ == "__main__":
                      QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                      app = QApplication(sys.argv)
                      w = OpenGLWidget()
                      w.show()
                      sys.exit(app.exec())
                  

                  Qt6, C++:

                  e6099583-2553-492d-965e-a9f63d9f4aeb-image.png

                  main.cpp

                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtWidgets/QApplication>
                  #include <QtWidgets/QLabel>
                  #include <QtOpenGLWidgets/QOpenGLWidget>
                  
                  class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
                  {
                  public:
                      OpenGLWidget()
                      {
                          setWindowTitle("OpenGL ES 2.0, Qt6, C++");
                          resize(380, 380);
                  
                          QSurfaceFormat surfaceFormat;
                          surfaceFormat.setDepthBufferSize(24);
                          surfaceFormat.setSamples(4);
                          setFormat(surfaceFormat);
                  
                          m_pScoreLabel = new QLabel("Score: 0", this);
                          m_pScoreLabel->setStyleSheet("font-size: 24px;");
                      }
                  
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                      }
                  
                      void resizeGL(int w, int h) override
                      {
                          int deviceW = w * devicePixelRatio();
                          int deviceH = h * devicePixelRatio();
                          float deviceAspect = deviceH / (float) deviceW;
                  
                          if (deviceAspect > m_worldAspect)
                          {
                              m_viewportWidth = deviceW;
                              m_viewportHeight = (int) deviceW * m_worldAspect;
                              m_viewportX = 0;
                              m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                              qDebug() << deviceH << m_viewportHeight << m_viewportY;
                          }
                          else
                          {
                              m_viewportWidth = (int) deviceH / m_worldAspect;
                              m_viewportHeight = deviceH;
                              m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                              m_viewportY = 0;
                          }
                      }
                  
                      void paintGL() override
                      {
                          glClear(GL_COLOR_BUFFER_BIT);
                          glClearColor(0.2, 0.2, 0.2, 1);
                          glClear(GL_COLOR_BUFFER_BIT);
                          glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                          glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                          glClearColor(0.04, 0.62, 0.48, 1);
                          glEnable(GL_SCISSOR_TEST);
                          glClear(GL_COLOR_BUFFER_BIT);
                          glDisable(GL_SCISSOR_TEST);
                  
                          m_pScoreLabel->move(m_viewportX / devicePixelRatio() + 10,
                              m_viewportY / devicePixelRatio() + 10);
                      }
                  
                  private:
                      const float m_worldWidth = 200.f;
                      const float m_worldHeight = 100.f;
                      float m_worldAspect = m_worldHeight / m_worldWidth;
                      int m_viewportX;
                      int m_viewportY;
                      int m_viewportWidth;
                      int m_viewportHeight;
                      QLabel *m_pScoreLabel;
                  };
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      OpenGLWidget w;
                      w.show();
                      return app.exec();
                  }
                  

                  qlabel-over-qopenglwidget-opengles2-qt6-cpp.pro

                  QT += core gui openglwidgets
                  
                  CONFIG += c++17
                  
                  SOURCES += \
                      main.cpp
                  

                  It doesn't work on WebAssembly: see demo. Because of this bug: https://bugreports.qt.io/browse/QTBUG-120651 But you can use the patch from the "Gerrit Reviews" (read the comments on the bug report)

                  But it works on Android:

                  ada173ff-cfc0-4a44-86a5-be4e530c7cc7-image.png

                  f7c0e069-3337-4391-8232-cf0676306689-image.png

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                  • BondrusiekB Offline
                    BondrusiekB Offline
                    Bondrusiek
                    wrote on last edited by Bondrusiek
                    #12

                    @8Observer8 Hi! I tested your example with QOpenGLWindow
                    For my Mac I can compile project using :

                    QT       += core gui openglwidgets
                    

                    instead of :

                    QT += core gui opengl widgets
                    
                    win32: LIBS += -lopengl32 # I don't set it for Mac
                    

                    I think it can be similar on Windows.

                    8Observer88 1 Reply Last reply
                    1
                    • BondrusiekB Bondrusiek

                      @8Observer8 Hi! I tested your example with QOpenGLWindow
                      For my Mac I can compile project using :

                      QT       += core gui openglwidgets
                      

                      instead of :

                      QT += core gui opengl widgets
                      
                      win32: LIBS += -lopengl32 # I don't set it for Mac
                      

                      I think it can be similar on Windows.

                      8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on last edited by 8Observer8
                      #13

                      @Bondrusiek said in Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL:

                      I think it can be similar on Windows.

                      I confirm that it works on Windows. I'm guessing that the openglwidgets module includes the opengl and widgets modules. I've modified the examples to be the same for QOpenGLWindow and QOpenGLWidget. Thank you very much!

                      QT += core gui openglwidgets
                      
                      win32: LIBS += -lopengl32
                      
                      CONFIG += c++17
                      
                      SOURCES += \
                          main.cpp
                      

                      win32: means that it is used on Windows only and it will be ignored on other OS like Android, iOS, macOS and so on. When I use glDrawArrays in separated file and if I don't add this line win32: LIBS += -lopengl32, I have this error on Windows:

                      line_drawer.cpp:74: error: undefined reference to `__imp_glDrawArrays'
                      

                      It can be solved by adding this line of code to pro-file:

                      win32: LIBS += -lopengl32
                      

                      What is interesting, I can delete the line above after recompilation and it will run. But when I change something in the code and recompile it I will have the same error. So the win32: LIBS += -lopengl32 must be in pro-file if you don't call glDrawArrays in the same file.

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                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #14

                        I have made the next demo for WebAssembly, Android, and Desktop using: Qt C++, OpenGL ES 2.0, OpenAL-Soft (this is a library for music and sounds), Box2D (for jumps, collision detections, and ray casting), Hiero (this is an application to create a font with distance field from TTF), Free Texture Packer (to pack images to one texture atlas), and Tiled map editor (to position sprites and Box2D static colliders).

                        • Click to run in your browser (it is a link to itch where you can download EXE for Windows 10 64 bit and APK for Android 7-14)
                        • Click to run in your browser (it is a link to the Netlify free hosting)

                        All resources (sprites, music and sounds) have been replaced with free ones. You can see a list of free resources here. For example, I took the sprites here: https://webfussel.itch.io/more-bit-8-bit-mario

                        I have made a custom joystick for Android in pure OpenGL ES 2.0 (this is an animation from the real phone that I made using scrcpy):

                        mario-2d-jumps-webfussel-opengles2-qt6-cpp-android.gif

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                        • 8Observer88 Offline
                          8Observer88 Offline
                          8Observer8
                          wrote on last edited by
                          #15

                          Setting English as system language

                          If a user system language is not English it will not work:

                          void OpenGLWindow::keyPressEvent(QKeyEvent *event)
                          {
                              switch (event->key())
                              {
                                  case Qt::Key::Key_W:
                                  case Qt::Key::Key_Up:
                                  {
                                          break;
                                  {
                          

                          The following command is a solution for Windows. You can set English as system language:

                          OpenGLWindow::OpenGLWindow()
                          {
                              setTitle("OpenGL ES 2.0, Qt6, C++");
                              resize(400, 400);
                          
                          // Set English as system language
                          #ifdef _WIN32
                              PostMessage(GetForegroundWindow(), WM_INPUTLANGCHANGEREQUEST, 1, 0x04090409);
                          #endif
                          

                          You don't need to include <windows.h> because Qt is included it by default:

                          #ifdef _WIN32
                          #include <windows.h>
                          #endif
                          
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                          0
                          • 8Observer88 Offline
                            8Observer88 Offline
                            8Observer8
                            wrote on last edited by 8Observer8
                            #16

                            Printing OpenGL version to the Debug console

                            The following commands print OpenGL and GLSL version and vendor:

                            qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                            qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                            qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                            

                            or

                            std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
                            std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
                            std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
                            

                            Qt by default runs programs with integrated video card on laptop:

                            OpenGL version: 3.1.0 - Build 9.17.10.4459
                            GLSL version:  1.40 - Intel Build 9.17.10.4459
                            Vendor:  Intel
                            
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                            • 8Observer88 Offline
                              8Observer88 Offline
                              8Observer8
                              wrote on last edited by 8Observer8
                              #17

                              Loading 3D models from DAE COLLADA

                              This example shows how to parse XML (.dae) using QDomDocument. It was tested on Android 7.1.1, Windows 10, and WebAssembly.

                              • Click this link to run the demo in your browser
                              • QOpenGLWindow: Source code on GitHub
                              • QOpenGLWidget: Source code on GitHub

                              Note. antialiasing works for WebAssembly with QOpenGLWindow for Qt 6.6.3 but it doesn't work for QOpenGLWidget. It was fixed in Qt 6.7.0. See the bug report: https://bugreports.qt.io/browse/QTBUG-123816

                              fd06b132-c804-445f-ac4f-bb91687ff5aa-image.png

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                              0
                              • 8Observer88 Offline
                                8Observer88 Offline
                                8Observer8
                                wrote on last edited by 8Observer8
                                #18

                                Pick color of a pixel with glReadPixels by mouse click or by touching on Mobile

                                glReadPixels requires the following parameters:

                                GLubyte pixel[4];
                                glReadPixels(m_mouseX, m_mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
                                

                                Where m_mouseX and m_mouseY are the mouse click coordinates. You should recalculate them before of calling glReadPixels because glReadPixels uses bottom left corner as (0, 0) but Qt uses top left corner as (0, 0). You should add QWindow::devicePixelRatio() because Windows has devicePixelRatio = 1 but Android and macOS (maybe) has devicePixelRatio = 2:

                                void mousePressEvent(QMouseEvent *event) override
                                {
                                    m_mouseX = event->pos().x() * devicePixelRatio();
                                    m_mouseY = (height() - event->pos().y() - 1) * devicePixelRatio();
                                    m_mouseClicked = true;
                                    update();
                                }
                                

                                pick-color-with-mouse-opengles2-qt6-cpp.gif

                                pick-color-of-simple-triangle-qopenglwindow-qt6-cpp.pro

                                QT += core gui openglwidgets
                                
                                CONFIG += c++17
                                
                                SOURCES += \
                                    main.cpp
                                

                                main.cpp

                                #include <QtGui/QMouseEvent>
                                #include <QtGui/QOpenGLFunctions>
                                #include <QtOpenGL/QOpenGLBuffer>
                                #include <QtOpenGL/QOpenGLShaderProgram>
                                #include <QtOpenGL/QOpenGLWindow>
                                #include <QtWidgets/QApplication>
                                
                                class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                {
                                public:
                                    OpenGLWindow()
                                    {
                                        setTitle("OpenGL ES 2.0, Qt6, C++");
                                        resize(380, 380);
                                    }
                                
                                private:
                                    void initializeGL() override
                                    {
                                        initializeOpenGLFunctions();
                                        glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                                        qDebug() << "Device pixel ratio:" << devicePixelRatio();
                                
                                        QString vertexShaderSource =
                                            "attribute vec2 aPosition;\n"
                                            "void main()\n"
                                            "{\n"
                                            "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                                            "}\n";
                                
                                        QString fragmentShaderSource =
                                            "#ifdef GL_ES\n"
                                            "precision mediump float;\n"
                                            "#endif\n"
                                            "void main()\n"
                                            "{\n"
                                            "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                                            "}\n";
                                
                                        m_program.create();
                                        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex,
                                                                          vertexShaderSource);
                                        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment,
                                                                          fragmentShaderSource);
                                        m_program.link();
                                        m_program.bind();
                                
                                        float vertPositions[] = {
                                            -0.5f, -0.5f,
                                            0.5f, -0.5f,
                                            0.f, 0.5f
                                        };
                                        m_vertPosBuffer.create();
                                        m_vertPosBuffer.bind();
                                        m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                
                                        m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                        m_program.enableAttributeArray("aPosition");
                                    }
                                
                                    void paintGL() override
                                    {
                                        glClear(GL_COLOR_BUFFER_BIT);
                                        glDrawArrays(GL_TRIANGLES, 0, 3);
                                
                                        if (m_mouseClicked)
                                        {
                                            // Read the pixel
                                            GLubyte pixel[4];
                                            glReadPixels(m_mouseX, m_mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
                                            // Print a color
                                            qDebug() << pixel[0] / 255.f << pixel[1] / 255.f << pixel[2] / 255.f;
                                            m_mouseClicked = false;
                                        }
                                    }
                                
                                    void mousePressEvent(QMouseEvent *event) override
                                    {
                                        m_mouseX = event->pos().x() * devicePixelRatio();
                                        m_mouseY = (height() - event->pos().y() - 1) * devicePixelRatio();
                                        m_mouseClicked = true;
                                        update();
                                    }
                                
                                private:
                                    int m_mouseX;
                                    int m_mouseY;
                                    bool m_mouseClicked = false;
                                    QOpenGLBuffer m_vertPosBuffer;
                                    QOpenGLShaderProgram m_program;
                                };
                                
                                int main(int argc, char *argv[])
                                {
                                    QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                    QApplication app(argc, argv);
                                    OpenGLWindow w;
                                    w.show();
                                    return app.exec();
                                }
                                
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                                • 8Observer88 Offline
                                  8Observer88 Offline
                                  8Observer8
                                  wrote on last edited by 8Observer8
                                  #19

                                  Perspective camera

                                  1273b633-a79a-41c0-bab9-16adca1581ac-image.png

                                  perspective-camera-opengles2-qt6-cpp.pro

                                  QT += core gui openglwidgets
                                  
                                  CONFIG += c++17
                                  
                                  SOURCES += \
                                      main.cpp
                                  

                                  main.cpp

                                  #include <QtGui/QMatrix4x4>
                                  #include <QtGui/QOpenGLFunctions>
                                  #include <QtGui/QSurfaceFormat>
                                  #include <QtGui/QVector3D>
                                  #include <QtOpenGL/QOpenGLBuffer>
                                  #include <QtOpenGL/QOpenGLShader>
                                  #include <QtOpenGL/QOpenGLShaderProgram>
                                  #include <QtOpenGL/QOpenGLWindow>
                                  #include <QtWidgets/QApplication>
                                  
                                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                  {
                                  public:
                                      OpenGLWindow()
                                      {
                                          setTitle("OpenGL ES 2.0, Qt6, C++");
                                          resize(500, 500);
                                  
                                          QSurfaceFormat surfaceFormat;
                                          surfaceFormat.setDepthBufferSize(24);
                                          surfaceFormat.setSamples(4);
                                          setFormat(surfaceFormat);
                                      }
                                  
                                      void initializeGL() override
                                      {
                                          initializeOpenGLFunctions();
                                          glClearColor(153.f/255.f, 220.f/255.f, 236.f/255.f, 1.f);
                                  
                                          QString vertShaderSrc =
                                              "attribute vec2 aPosition;\n"
                                              "uniform mat4 uMvpMatrix;"
                                              "void main()\n"
                                              "{\n"
                                              "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                              "}\n";
                                  
                                          QString fragShaderSrc =
                                              "#ifdef GL_ES\n"
                                              "precision mediump float;\n"
                                              "#endif\n"
                                              "void main()\n"
                                              "{\n"
                                              "    gl_FragColor = vec4(0.058, 0.615, 0.345, 1.0);\n"
                                              "}\n";
                                  
                                          m_program.create();
                                          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                          m_program.link();
                                          m_program.bind();
                                  
                                          float vertPositions[] = {
                                              -0.5f, -0.5f,
                                              0.5f, -0.5f,
                                              -0.5f, 0.5f,
                                              0.5f, 0.5f
                                          };
                                          m_vertPosBuffer.create();
                                          m_vertPosBuffer.bind();
                                          m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                          m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                          m_program.enableAttributeArray("aPosition");
                                  
                                          m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                          m_viewMatrix.lookAt(QVector3D(0, 3, 5), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                      }
                                  
                                      void resizeGL(int w, int h) override
                                      {
                                          m_projMatrix.setToIdentity();
                                          m_projMatrix.perspective(50.f, w / (float) h, 0.1f, 100.f);
                                          m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                      }
                                  
                                      void paintGL() override
                                      {
                                          glClear(GL_COLOR_BUFFER_BIT);
                                          m_modelMatrix.setToIdentity();
                                          m_modelMatrix.translate(QVector3D(0, 0, 0));
                                          m_modelMatrix.rotate(90, QVector3D(1, 0, 0));
                                          m_modelMatrix.scale(QVector3D(3, 3, 1));
                                          m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                          m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                          glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                                      }
                                  
                                  private:
                                      QOpenGLBuffer m_vertPosBuffer;
                                      QOpenGLShaderProgram m_program;
                                      int m_uMvpMatrixLocation;
                                      QMatrix4x4 m_mvpMatrix;
                                      QMatrix4x4 m_projMatrix;
                                      QMatrix4x4 m_viewMatrix;
                                      QMatrix4x4 m_projViewMatrix;
                                      QMatrix4x4 m_modelMatrix;
                                  };
                                  
                                  int main(int argc, char *argv[])
                                  {
                                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                      QApplication app(argc, argv);
                                      OpenGLWindow w;
                                      w.show();
                                      return app.exec();
                                  }
                                  
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                                  • 8Observer88 Offline
                                    8Observer88 Offline
                                    8Observer8
                                    wrote on last edited by
                                    #20

                                    Rotate and zoom camera

                                    Click here to test WebAssembly demo in the browser

                                    rotate-and-zoom-camera-opengles2-qt6-cpp-desktop.gif

                                    On Android only rotation works. Some work must be made with touch events for zooming:

                                    rotate-and-zoom-camera-opengles2-qt6-cpp.gif

                                    rotate-and-zoom-camera-opengles2-qt6-cpp.pro

                                    QT += core gui openglwidgets
                                    
                                    CONFIG += c++17
                                    
                                    SOURCES += \
                                        main.cpp
                                    

                                    main.cpp

                                    #include <QtGui/QMatrix4x4>
                                    #include <QtGui/QOpenGLFunctions>
                                    #include <QtGui/QSurfaceFormat>
                                    #include <QtGui/QVector3D>
                                    #include <QtGui/QMouseEvent>
                                    #include <QtOpenGL/QOpenGLBuffer>
                                    #include <QtOpenGL/QOpenGLShader>
                                    #include <QtOpenGL/QOpenGLShaderProgram>
                                    #include <QtOpenGL/QOpenGLWindow>
                                    #include <QtWidgets/QApplication>
                                    
                                    class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                    {
                                    public:
                                        OpenGLWindow()
                                        {
                                            setTitle("OpenGL ES 2.0, Qt6, C++");
                                            resize(500, 500);
                                            m_degreesPerPixelX = 90.f / (float) width();
                                            m_degreesPerPixelY = 180.f / (float) height();
                                    
                                            QSurfaceFormat surfaceFormat;
                                            surfaceFormat.setDepthBufferSize(24);
                                            surfaceFormat.setSamples(4);
                                            setFormat(surfaceFormat);
                                        }
                                    
                                        void initializeGL() override
                                        {
                                            initializeOpenGLFunctions();
                                            glClearColor(153.f/255.f, 220.f/255.f, 236.f/255.f, 1.f);
                                    
                                            QString vertShaderSrc =
                                                "attribute vec2 aPosition;\n"
                                                "uniform mat4 uMvpMatrix;"
                                                "void main()\n"
                                                "{\n"
                                                "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                                "}\n";
                                    
                                            QString fragShaderSrc =
                                                "#ifdef GL_ES\n"
                                                "precision mediump float;\n"
                                                "#endif\n"
                                                "void main()\n"
                                                "{\n"
                                                "    gl_FragColor = vec4(0.058, 0.615, 0.345, 1.0);\n"
                                                "}\n";
                                    
                                            m_program.create();
                                            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                            m_program.link();
                                            m_program.bind();
                                    
                                            float vertPositions[] = {
                                                -0.5f, -0.5f,
                                                0.5f, -0.5f,
                                                -0.5f, 0.5f,
                                                0.5f, 0.5f
                                            };
                                            m_vertPosBuffer.create();
                                            m_vertPosBuffer.bind();
                                            m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                            m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                            m_program.enableAttributeArray("aPosition");
                                    
                                            m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                            m_viewMatrix = getViewMatrix();
                                        }
                                    
                                        void resizeGL(int w, int h) override
                                        {
                                            m_projMatrix.setToIdentity();
                                            m_projMatrix.perspective(50.f, w / (float)h, 0.1f, 100.f);
                                        }
                                    
                                        void paintGL() override
                                        {
                                            glClear(GL_COLOR_BUFFER_BIT);
                                            m_modelMatrix.setToIdentity();
                                            m_modelMatrix.translate(QVector3D(0, 0, 0));
                                            m_modelMatrix.rotate(90, QVector3D(1, 0, 0));
                                            m_modelMatrix.scale(QVector3D(3, 3, 1));
                                            m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                            m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                            m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                                        }
                                    
                                        void mousePressEvent(QMouseEvent *event) override
                                        {
                                            switch (event->button())
                                            {
                                                case Qt::MouseButton::LeftButton:
                                                {
                                                    if (m_mouseHolding)
                                                        return;
                                    
                                                    m_mouseHolding = true;
                                                    m_mousePrevX = (float) event->pos().x();
                                                    m_mousePrevY = (float) event->pos().y();
                                                    break;
                                                }
                                                default:
                                                    break;
                                            }
                                        }
                                    
                                        void mouseMoveEvent(QMouseEvent *event) override
                                        {
                                            if (!m_mouseHolding)
                                                return;
                                    
                                            float x = (float) event->pos().x();
                                            float y = (float) event->pos().y();
                                    
                                            float newCameraRotX = m_cameraRotX + m_degreesPerPixelX * (y - m_mousePrevY);
                                            newCameraRotX = qMax(-85.f, qMin(85.f, newCameraRotX));
                                            float newCameraRotY = m_cameraRotY + m_degreesPerPixelY * (x - m_mousePrevX);
                                            m_mousePrevX = x;
                                            m_mousePrevY = y;
                                            m_cameraRotX = newCameraRotX;
                                            m_cameraRotY = newCameraRotY;
                                    
                                            m_viewMatrix = getViewMatrix();
                                            update();
                                        }
                                    
                                        void mouseReleaseEvent(QMouseEvent *event) override
                                        {
                                            Q_UNUSED(event);
                                            m_mouseHolding = false;
                                        }
                                    
                                        void wheelEvent(QWheelEvent *event) override
                                        {
                                            float delta = event->angleDelta().y();
                                            m_viewDistance += -delta / 500.f;
                                            m_viewMatrix = getViewMatrix();
                                            update();
                                        }
                                    
                                        QMatrix4x4 getViewMatrix()
                                        {
                                            QMatrix4x4 mat;
                                    
                                            const float cosX = qCos(m_cameraRotX / 180.f * M_PI);
                                            const float sinX = qSin(m_cameraRotX / 180.f * M_PI);
                                            const float cosY = qCos(m_cameraRotY / 180.f * M_PI);
                                            const float sinY = qSin(m_cameraRotY / 180.f * M_PI);
                                    
                                            mat.setColumn(0, QVector4D(cosY, sinX * sinY, -cosX * sinY, 0.f));
                                            mat.setColumn(1, QVector4D(0.f, cosX, sinX, 0.f));
                                            mat.setColumn(2, QVector4D(sinY, -sinX * cosY, cosX * cosY, 0.f));
                                            mat.setColumn(3, QVector4D(0, 0, -m_viewDistance, 1.f));
                                    
                                            return mat;
                                        }
                                    
                                    private:
                                        QOpenGLBuffer m_vertPosBuffer;
                                        QOpenGLShaderProgram m_program;
                                        int m_uMvpMatrixLocation;
                                        QMatrix4x4 m_mvpMatrix;
                                        QMatrix4x4 m_projMatrix;
                                        QMatrix4x4 m_viewMatrix;
                                        QMatrix4x4 m_projViewMatrix;
                                        QMatrix4x4 m_modelMatrix;
                                        bool m_mouseHolding = false;
                                        float m_mousePrevX = 0.f;
                                        float m_mousePrevY = 0.f;
                                        float m_cameraRotX = 30.f;
                                        float m_cameraRotY = 0.f;
                                        float m_viewDistance = 5.f;
                                        float m_degreesPerPixelX;
                                        float m_degreesPerPixelY;
                                    };
                                    
                                    int main(int argc, char *argv[])
                                    {
                                        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                        QApplication app(argc, argv);
                                        OpenGLWindow w;
                                        w.show();
                                        return app.exec();
                                    }
                                    
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                                    0
                                    • 8Observer88 Offline
                                      8Observer88 Offline
                                      8Observer8
                                      wrote on last edited by 8Observer8
                                      #21

                                      A circle (disk) is inscribed in a square

                                      WebAssembly demo on free Netlify hosting

                                      7839944d-05e1-4f20-881c-5ad2e41d8519-image.png

                                      disk-opengles2-qt6-cpp.pro

                                      QT += core gui openglwidgets
                                      
                                      CONFIG += c++17
                                      
                                      SOURCES += \
                                          main.cpp
                                      

                                      main.cpp

                                      #include <QtMath>
                                      #include <QtGui/QMatrix4x4>
                                      #include <QtGui/QOpenGLFunctions>
                                      #include <QtGui/QSurfaceFormat>
                                      #include <QtGui/QVector3D>
                                      #include <QtOpenGL/QOpenGLBuffer>
                                      #include <QtOpenGL/QOpenGLShader>
                                      #include <QtOpenGL/QOpenGLShaderProgram>
                                      #include <QtOpenGL/QOpenGLWindow>
                                      #include <QtWidgets/QApplication>
                                      
                                      class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                      {
                                      public:
                                          OpenGLWindow()
                                          {
                                              setTitle("OpenGL ES 2.0, Qt6, C++");
                                              resize(380, 380);
                                      
                                              QSurfaceFormat surfaceFormat;
                                              surfaceFormat.setDepthBufferSize(24);
                                              surfaceFormat.setSamples(4);
                                              setFormat(surfaceFormat);
                                          }
                                      
                                          void initializeGL() override
                                          {
                                              initializeOpenGLFunctions();
                                              glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                                      
                                              QString vertShaderSrc =
                                                  "attribute vec2 aPosition;\n"
                                                  "uniform mat4 uMvpMatrix;"
                                                  "void main()\n"
                                                  "{\n"
                                                  "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                                  "}\n";
                                      
                                              QString fragShaderSrc =
                                                  "#ifdef GL_ES\n"
                                                  "precision mediump float;\n"
                                                  "#endif\n"
                                                  "uniform vec3 uColor;\n"
                                                  "void main()\n"
                                                  "{\n"
                                                  "    gl_FragColor = vec4(uColor, 1.0);\n"
                                                  "}\n";
                                      
                                              m_program.create();
                                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                              m_program.link();
                                              m_program.bind();
                                      
                                              float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                                              float radius = 0.5f;
                                              float angle = 0.f;
                                      
                                              int index = 0;
                                              // Disk center
                                              vertPositions[index++] = 0.f;
                                              vertPositions[index++] = 0.f;
                                      
                                              // Disk
                                              for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                                              {
                                                  float radians = qDegreesToRadians(angle);
                                                  float x = radius * qCos(radians);
                                                  float y = radius * qSin(radians);
                                                  vertPositions[index++] = x;
                                                  vertPositions[index++] = y;
                                                  angle += m_angleStep;
                                              }
                                              // Square
                                              vertPositions[index++] = -0.5f;
                                              vertPositions[index++] = -0.5f;
                                              vertPositions[index++] = 0.5f;
                                              vertPositions[index++] = -0.5f;
                                              vertPositions[index++] = -0.5f;
                                              vertPositions[index++] = 0.5f;
                                              vertPositions[index++] = 0.5f;
                                              vertPositions[index++] = 0.5f;
                                              m_vertPosBuffer.create();
                                              m_vertPosBuffer.bind();
                                              m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                              m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                              m_program.enableAttributeArray("aPosition");
                                      
                                              m_uColorLocation = m_program.uniformLocation("uColor");
                                              m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                              m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                          }
                                      
                                          void resizeGL(int w, int h) override
                                          {
                                              int deviceW = w * devicePixelRatio();
                                              int deviceH = h * devicePixelRatio();
                                              float deviceAspect = deviceH / (float) deviceW;
                                      
                                              if (deviceAspect > m_worldAspect)
                                              {
                                                  m_viewportWidth = deviceW;
                                                  m_viewportHeight = (int) deviceW * m_worldAspect;
                                                  m_viewportX = 0;
                                                  m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                              }
                                              else
                                              {
                                                  m_viewportWidth = (int) deviceH / m_worldAspect;
                                                  m_viewportHeight = deviceH;
                                                  m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                                  m_viewportY = 0;
                                              }
                                              m_projMatrix.setToIdentity();
                                              m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                              m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                          }
                                      
                                          void paintGL() override
                                          {
                                              glClear(GL_COLOR_BUFFER_BIT);
                                              glClearColor(0.2, 0.2, 0.2, 1);
                                              glClear(GL_COLOR_BUFFER_BIT);
                                              glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                              glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                              glClearColor(0.04, 0.62, 0.48, 1);
                                              glEnable(GL_SCISSOR_TEST);
                                              glClear(GL_COLOR_BUFFER_BIT);
                                              glDisable(GL_SCISSOR_TEST);
                                      
                                              // Square
                                              drawRectangle(100, 50, 50, 50, 0, QVector3D(0.3, 0.07, 0.5));
                                              // Disk
                                              drawDisk(100, 50, 50, QVector3D(0.8, 0.8, 0.5));
                                              // Left border
                                              drawRectangle(5, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                              // Right border
                                              drawRectangle(195, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                              // Top border
                                              drawRectangle(100, 95, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                                              // Bottom border
                                              drawRectangle(100, 5, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                                          }
                                      
                                          void drawDisk(float x, float y, float diameter, const QVector3D& color)
                                          {
                                              m_modelMatrix.setToIdentity();
                                              m_modelMatrix.translate(QVector3D(x, y, 0));
                                              m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
                                              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                              m_program.setUniformValue(m_uColorLocation, color);
                                              glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                                          }
                                      
                                          void drawRectangle(float x, float y, float w, float h,
                                              float angle, const QVector3D& color)
                                          {
                                              m_modelMatrix.setToIdentity();
                                              m_modelMatrix.translate(QVector3D(x, y, 0));
                                              m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                                              m_modelMatrix.scale(QVector3D(w, h, 1));
                                              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                              m_program.setUniformValue(m_uColorLocation, color);
                                              glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                                          }
                                      
                                      private:
                                          QOpenGLBuffer m_vertPosBuffer;
                                          QOpenGLShaderProgram m_program;
                                          int m_uColorLocation;
                                          int m_uMvpMatrixLocation;
                                          QMatrix4x4 m_mvpMatrix;
                                          QMatrix4x4 m_projMatrix;
                                          QMatrix4x4 m_viewMatrix;
                                          QMatrix4x4 m_projViewMatrix;
                                          QMatrix4x4 m_modelMatrix;
                                          const float m_worldWidth = 200.f;
                                          const float m_worldHeight = 100.f;
                                          float m_worldAspect = m_worldHeight / m_worldWidth;
                                          int m_viewportX;
                                          int m_viewportY;
                                          int m_viewportWidth;
                                          int m_viewportHeight;
                                          float m_angleStep = 10.f;
                                          int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
                                      };
                                      
                                      int main(int argc, char *argv[])
                                      {
                                          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                          QApplication app(argc, argv);
                                          OpenGLWindow w;
                                          w.show();
                                          return app.exec();
                                      }
                                      
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                                      0
                                      • 8Observer88 Offline
                                        8Observer88 Offline
                                        8Observer8
                                        wrote on last edited by 8Observer8
                                        #22

                                        Moving a disk by mouse and touching

                                        WebAssembly demo on free Netlify hosting

                                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp-android.gif

                                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp-desktop.gif

                                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp.pro

                                        QT += core gui openglwidgets
                                        
                                        CONFIG += c++17
                                        
                                        SOURCES += \
                                            main.cpp
                                        

                                        main.cpp

                                        #include <QtMath>
                                        #include <QtGui/QMatrix4x4>
                                        #include <QtGui/QMouseEvent>
                                        #include <QtGui/QOpenGLFunctions>
                                        #include <QtGui/QSurfaceFormat>
                                        #include <QtGui/QVector3D>
                                        #include <QtOpenGL/QOpenGLBuffer>
                                        #include <QtOpenGL/QOpenGLShader>
                                        #include <QtOpenGL/QOpenGLShaderProgram>
                                        #include <QtOpenGL/QOpenGLWindow>
                                        #include <QtWidgets/QApplication>
                                        
                                        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                        {
                                        public:
                                            OpenGLWindow()
                                            {
                                                setTitle("OpenGL ES 2.0, Qt6, C++");
                                                resize(380, 380);
                                        
                                                QSurfaceFormat surfaceFormat;
                                                surfaceFormat.setDepthBufferSize(24);
                                                surfaceFormat.setSamples(4);
                                                setFormat(surfaceFormat);
                                            }
                                        
                                            void initializeGL() override
                                            {
                                                initializeOpenGLFunctions();
                                                glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                                        
                                                QString vertShaderSrc =
                                                    "attribute vec2 aPosition;\n"
                                                    "uniform mat4 uMvpMatrix;"
                                                    "void main()\n"
                                                    "{\n"
                                                    "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                                    "}\n";
                                        
                                                QString fragShaderSrc =
                                                    "#ifdef GL_ES\n"
                                                    "precision mediump float;\n"
                                                    "#endif\n"
                                                    "uniform vec3 uColor;\n"
                                                    "void main()\n"
                                                    "{\n"
                                                    "    gl_FragColor = vec4(uColor, 1.0);\n"
                                                    "}\n";
                                        
                                                m_program.create();
                                                m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                                m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                                m_program.link();
                                                m_program.bind();
                                        
                                                float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                                                float radius = 0.5f;
                                                float angle = 0.f;
                                        
                                                int index = 0;
                                                // Disk center
                                                vertPositions[index++] = 0.f;
                                                vertPositions[index++] = 0.f;
                                        
                                                // Disk
                                                for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                                                {
                                                    float radians = qDegreesToRadians(angle);
                                                    float x = radius * qCos(radians);
                                                    float y = radius * qSin(radians);
                                                    vertPositions[index++] = x;
                                                    vertPositions[index++] = y;
                                                    angle += m_angleStep;
                                                }
                                                // Square
                                                vertPositions[index++] = -0.5f;
                                                vertPositions[index++] = -0.5f;
                                                vertPositions[index++] = 0.5f;
                                                vertPositions[index++] = -0.5f;
                                                vertPositions[index++] = -0.5f;
                                                vertPositions[index++] = 0.5f;
                                                vertPositions[index++] = 0.5f;
                                                vertPositions[index++] = 0.5f;
                                                m_vertPosBuffer.create();
                                                m_vertPosBuffer.bind();
                                                m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                                m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                                m_program.enableAttributeArray("aPosition");
                                        
                                                m_uColorLocation = m_program.uniformLocation("uColor");
                                                m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                                m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                            }
                                        
                                            void resizeGL(int w, int h) override
                                            {
                                                int deviceW = w * devicePixelRatio();
                                                int deviceH = h * devicePixelRatio();
                                                float deviceAspect = deviceH / (float) deviceW;
                                        
                                                if (deviceAspect > m_worldAspect)
                                                {
                                                    m_viewportWidth = deviceW;
                                                    m_viewportHeight = (int) deviceW * m_worldAspect;
                                                    m_viewportX = 0;
                                                    m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                                }
                                                else
                                                {
                                                    m_viewportWidth = (int) deviceH / m_worldAspect;
                                                    m_viewportHeight = deviceH;
                                                    m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                                    m_viewportY = 0;
                                                }
                                                m_projMatrix.setToIdentity();
                                                m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                                m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                            }
                                        
                                            void paintGL() override
                                            {
                                                glClear(GL_COLOR_BUFFER_BIT);
                                                glClearColor(0.2, 0.2, 0.2, 1);
                                                glClear(GL_COLOR_BUFFER_BIT);
                                                glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                                glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                                glClearColor(0.04, 0.62, 0.48, 1);
                                                glEnable(GL_SCISSOR_TEST);
                                                glClear(GL_COLOR_BUFFER_BIT);
                                                glDisable(GL_SCISSOR_TEST);
                                        
                                                // Square
                                                drawRectangle(100, 50, 50, 50, 0, QVector3D(0.3, 0.07, 0.5));
                                                // Disk
                                                drawDisk(m_diskPosX, m_diskPosY, 50, QVector3D(0.8, 0.8, 0.5));
                                                // Left border
                                                drawRectangle(5, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                                // Right border
                                                drawRectangle(195, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                                // Top border
                                                drawRectangle(100, 95, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                                                // Bottom border
                                                drawRectangle(100, 5, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                                            }
                                        
                                            void drawDisk(float x, float y, float diameter, const QVector3D& color)
                                            {
                                                m_modelMatrix.setToIdentity();
                                                m_modelMatrix.translate(QVector3D(x, y, 0));
                                                m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
                                                m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                                m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                                m_program.setUniformValue(m_uColorLocation, color);
                                                glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                                            }
                                        
                                            void drawRectangle(float x, float y, float w, float h,
                                                float angle, const QVector3D& color)
                                            {
                                                m_modelMatrix.setToIdentity();
                                                m_modelMatrix.translate(QVector3D(x, y, 0));
                                                m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                                                m_modelMatrix.scale(QVector3D(w, h, 1));
                                                m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                                m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                                m_program.setUniformValue(m_uColorLocation, color);
                                                glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                                            }
                                        
                                            void mousePressEvent(QMouseEvent *event) override
                                            {
                                                switch (event->button()) {
                                                    case Qt::MouseButton::LeftButton:
                                                    {
                                                        m_mouseHolding = true;
                                                        int x = event->pos().x() * devicePixelRatio();
                                                        int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                                        if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                                            (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                                        {
                                                            float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                                            float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                                            m_diskPosX = m_worldWidth * normalizedX;
                                                            m_diskPosY = m_worldHeight * normalizedY;
                                                        }
                                                        update();
                                                        break;
                                                    }
                                                    default:
                                                        break;
                                                }
                                            }
                                        
                                            void mouseMoveEvent(QMouseEvent *event) override
                                            {
                                                if (!m_mouseHolding)
                                                    return;
                                        
                                                int x = event->pos().x() * devicePixelRatio();
                                                int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                                if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                                    (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                                {
                                                    float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                                    float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                                    m_diskPosX = m_worldWidth * normalizedX;
                                                    m_diskPosY = m_worldHeight * normalizedY;
                                                }
                                                update();
                                            }
                                        
                                            void mouseReleaseEvent(QMouseEvent *event) override
                                            {
                                                switch (event->button()) {
                                                    case Qt::MouseButton::LeftButton:
                                                    {
                                                        m_mouseHolding = false;
                                                        break;
                                                    }
                                                    default:
                                                        break;
                                                }
                                            }
                                        
                                        private:
                                            QOpenGLBuffer m_vertPosBuffer;
                                            QOpenGLShaderProgram m_program;
                                            int m_uColorLocation;
                                            int m_uMvpMatrixLocation;
                                            QMatrix4x4 m_mvpMatrix;
                                            QMatrix4x4 m_projMatrix;
                                            QMatrix4x4 m_viewMatrix;
                                            QMatrix4x4 m_projViewMatrix;
                                            QMatrix4x4 m_modelMatrix;
                                            const float m_worldWidth = 200.f;
                                            const float m_worldHeight = 100.f;
                                            float m_worldAspect = m_worldHeight / m_worldWidth;
                                            int m_viewportX;
                                            int m_viewportY;
                                            int m_viewportWidth;
                                            int m_viewportHeight;
                                            float m_angleStep = 10.f;
                                            int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
                                            bool m_mouseHolding = false;
                                            float m_diskPosX = 100.f;
                                            float m_diskPosY = 50.f;
                                        };
                                        
                                        int main(int argc, char *argv[])
                                        {
                                            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                            QApplication app(argc, argv);
                                            OpenGLWindow w;
                                            w.show();
                                            return app.exec();
                                        }
                                        
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                                        • 8Observer88 Offline
                                          8Observer88 Offline
                                          8Observer8
                                          wrote on last edited by
                                          #23

                                          Custom collision detection between two disks

                                          WebAssembly demo on free Netlify hosting

                                          custom-collision-detection-disks-opengles2-qt6-cpp-android.gif

                                          custom-collision-detection-disks-opengles2-qt6-cpp-desktop.gif

                                          custom-collision-detection-disks-opengles2-qt6-cpp.pro

                                          QT += core gui openglwidgets
                                          
                                          CONFIG += c++17
                                          
                                          SOURCES += \
                                              main.cpp
                                          

                                          main.cpp

                                          
                                          #include <QtMath>
                                          #include <QtGui/QMatrix4x4>
                                          #include <QtGui/QMouseEvent>
                                          #include <QtGui/QOpenGLFunctions>
                                          #include <QtGui/QSurfaceFormat>
                                          #include <QtGui/QVector3D>
                                          #include <QtGui/QVector4D>
                                          #include <QtOpenGL/QOpenGLBuffer>
                                          #include <QtOpenGL/QOpenGLShader>
                                          #include <QtOpenGL/QOpenGLShaderProgram>
                                          #include <QtOpenGL/QOpenGLWindow>
                                          #include <QtWidgets/QApplication>
                                          
                                          class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                          {
                                          public:
                                              OpenGLWindow()
                                              {
                                                  setTitle("OpenGL ES 2.0, Qt6, C++");
                                                  resize(500, 500);
                                          
                                                  QSurfaceFormat surfaceFormat;
                                                  surfaceFormat.setDepthBufferSize(24);
                                                  surfaceFormat.setSamples(4);
                                                  setFormat(surfaceFormat);
                                              }
                                          
                                              void initializeGL() override
                                              {
                                                  initializeOpenGLFunctions();
                                                  glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                                                  glEnable(GL_BLEND);
                                                  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                          
                                                  QString vertShaderSrc =
                                                      "attribute vec2 aPosition;\n"
                                                      "uniform mat4 uMvpMatrix;"
                                                      "void main()\n"
                                                      "{\n"
                                                      "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                                      "}\n";
                                          
                                                  QString fragShaderSrc =
                                                      "#ifdef GL_ES\n"
                                                      "precision mediump float;\n"
                                                      "#endif\n"
                                                      "uniform vec4 uColor;\n"
                                                      "void main()\n"
                                                      "{\n"
                                                      "    gl_FragColor = uColor;\n"
                                                      "}\n";
                                          
                                                  m_program.create();
                                                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                                  m_program.link();
                                                  m_program.bind();
                                          
                                                  float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                                                  float radius = 0.5f;
                                                  float angle = 0.f;
                                          
                                                  int index = 0;
                                                  // Disk center
                                                  vertPositions[index++] = 0.f;
                                                  vertPositions[index++] = 0.f;
                                          
                                                         // Disk
                                                  for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                                                  {
                                                      float radians = qDegreesToRadians(angle);
                                                      float x = radius * qCos(radians);
                                                      float y = radius * qSin(radians);
                                                      vertPositions[index++] = x;
                                                      vertPositions[index++] = y;
                                                      angle += m_angleStep;
                                                  }
                                                  // Square
                                                  vertPositions[index++] = -0.5f;
                                                  vertPositions[index++] = -0.5f;
                                                  vertPositions[index++] = 0.5f;
                                                  vertPositions[index++] = -0.5f;
                                                  vertPositions[index++] = -0.5f;
                                                  vertPositions[index++] = 0.5f;
                                                  vertPositions[index++] = 0.5f;
                                                  vertPositions[index++] = 0.5f;
                                                  m_vertPosBuffer.create();
                                                  m_vertPosBuffer.bind();
                                                  m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                                  m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                                  m_program.enableAttributeArray("aPosition");
                                          
                                                  m_uColorLocation = m_program.uniformLocation("uColor");
                                                  m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                                  m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                              }
                                          
                                              void resizeGL(int w, int h) override
                                              {
                                                  int deviceW = w * devicePixelRatio();
                                                  int deviceH = h * devicePixelRatio();
                                                  float deviceAspect = deviceH / (float) deviceW;
                                          
                                                  if (deviceAspect > m_worldAspect)
                                                  {
                                                      m_viewportWidth = deviceW;
                                                      m_viewportHeight = (int) deviceW * m_worldAspect;
                                                      m_viewportX = 0;
                                                      m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                                  }
                                                  else
                                                  {
                                                      m_viewportWidth = (int) deviceH / m_worldAspect;
                                                      m_viewportHeight = deviceH;
                                                      m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                                      m_viewportY = 0;
                                                  }
                                                  m_projMatrix.setToIdentity();
                                                  m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                                  m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                              }
                                          
                                              void paintGL() override
                                              {
                                                  glClear(GL_COLOR_BUFFER_BIT);
                                                  glClearColor(0.2, 0.2, 0.2, 1);
                                                  glClear(GL_COLOR_BUFFER_BIT);
                                                  glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                                  glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                                  glClearColor(0.04, 0.62, 0.48, 1);
                                                  glEnable(GL_SCISSOR_TEST);
                                                  glClear(GL_COLOR_BUFFER_BIT);
                                                  glDisable(GL_SCISSOR_TEST);
                                          
                                                  m_disk2Color.setW(0.2f);
                                                  if (dist(m_disk1PosX, m_disk1PosY, m_disk2PosX, m_disk2PosY) < 30.f)
                                                      m_disk2Color.setW(1.f);
                                          
                                                  // Disk
                                                  drawDisk(m_disk2PosX, m_disk2PosY, 30.f, m_disk2Color);
                                                  // Disk
                                                  drawDisk(m_disk1PosX, m_disk1PosY, 30.f, QVector4D(0.f, 0.f, 0.5f, 1.f));
                                                  // Left border
                                                  drawRectangle(5.f, 50.f, 5.f, 85.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
                                                  // Right border
                                                  drawRectangle(195.f, 50.f, 5.f, 85.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
                                                  // Top border
                                                  drawRectangle(100.f, 95.f, 185.f, 5.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
                                                  // Bottom border
                                                  drawRectangle(100.f, 5.f, 185.f, 5.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
                                              }
                                          
                                              float dist(float x1, float y1, float x2, float y2)
                                              {
                                                  float deltaX = qFabs(x1 - x2);
                                                  float deltaY = qFabs(y1 - y2);
                                                  return qSqrt(qPow(deltaX, 2) + qPow(deltaY, 2));
                                              }
                                          
                                              void drawDisk(float x, float y, float diameter, const QVector4D& color)
                                              {
                                                  m_modelMatrix.setToIdentity();
                                                  m_modelMatrix.translate(QVector3D(x, y, 0));
                                                  m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
                                                  m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                                  m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                                  m_program.setUniformValue(m_uColorLocation, color);
                                                  glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                                              }
                                          
                                              void drawRectangle(float x, float y, float w, float h,
                                                  float angle, const QVector4D& color)
                                              {
                                                  m_modelMatrix.setToIdentity();
                                                  m_modelMatrix.translate(QVector3D(x, y, 0));
                                                  m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                                                  m_modelMatrix.scale(QVector3D(w, h, 1));
                                                  m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                                  m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                                  m_program.setUniformValue(m_uColorLocation, color);
                                                  glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                                              }
                                          
                                              void mousePressEvent(QMouseEvent *event) override
                                              {
                                                  switch (event->button()) {
                                                      case Qt::MouseButton::LeftButton:
                                                      {
                                                          m_mouseHolding = true;
                                                          int x = event->pos().x() * devicePixelRatio();
                                                          int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                                          if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                                              (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                                          {
                                                              float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                                              float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                                              m_disk1PosX = m_worldWidth * normalizedX;
                                                              m_disk1PosY = m_worldHeight * normalizedY;
                                                          }
                                                          update();
                                                          break;
                                                      }
                                                      default:
                                                          break;
                                                  }
                                              }
                                          
                                              void mouseMoveEvent(QMouseEvent *event) override
                                              {
                                                  if (!m_mouseHolding)
                                                      return;
                                          
                                                  int x = event->pos().x() * devicePixelRatio();
                                                  int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                                  if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                                      (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                                  {
                                                      float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                                      float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                                      m_disk1PosX = m_worldWidth * normalizedX;
                                                      m_disk1PosY = m_worldHeight * normalizedY;
                                                  }
                                                  update();
                                              }
                                          
                                              void mouseReleaseEvent(QMouseEvent *event) override
                                              {
                                                  switch (event->button()) {
                                                      case Qt::MouseButton::LeftButton:
                                                      {
                                                          m_mouseHolding = false;
                                                          break;
                                                      }
                                                      default:
                                                          break;
                                                  }
                                              }
                                          
                                          private:
                                              QOpenGLBuffer m_vertPosBuffer;
                                              QOpenGLShaderProgram m_program;
                                              int m_uColorLocation;
                                              int m_uMvpMatrixLocation;
                                              QMatrix4x4 m_mvpMatrix;
                                              QMatrix4x4 m_projMatrix;
                                              QMatrix4x4 m_viewMatrix;
                                              QMatrix4x4 m_projViewMatrix;
                                              QMatrix4x4 m_modelMatrix;
                                              const float m_worldWidth = 200.f;
                                              const float m_worldHeight = 100.f;
                                              float m_worldAspect = m_worldHeight / m_worldWidth;
                                              int m_viewportX;
                                              int m_viewportY;
                                              int m_viewportWidth;
                                              int m_viewportHeight;
                                              float m_angleStep = 10.f;
                                              int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
                                              bool m_mouseHolding = false;
                                              float m_disk1PosX = 150.f;
                                              float m_disk1PosY = 50.f;
                                              QVector4D m_disk2Color = QVector4D(0.8f, 0.f, 0.f, 0.2f);
                                              float m_disk2PosX = 70.f;
                                              float m_disk2PosY = 50.f;
                                          };
                                          
                                          int main(int argc, char *argv[])
                                          {
                                              QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                              QApplication app(argc, argv);
                                              OpenGLWindow w;
                                              w.show();
                                              return app.exec();
                                          }
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