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

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  • 8 Offline
    8 Offline
    8Observer8
    wrote on 24 May 2024, 17:38 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();
    }
    
    1 Reply Last reply
    0
    • 8 Offline
      8 Offline
      8Observer8
      wrote on 24 May 2024, 18:11 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();
      }
      
      1 Reply Last reply
      0
      • 8 Offline
        8 Offline
        8Observer8
        wrote on 26 May 2024, 20:08 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();
        }
        
        1 Reply Last reply
        0
        • 8 Offline
          8 Offline
          8Observer8
          wrote on 27 May 2024, 11:57 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();
          }
          
          1 Reply Last reply
          0
          • 8 Offline
            8 Offline
            8Observer8
            wrote on 27 May 2024, 14:22 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();
            }
            1 Reply Last reply
            0
            • 8 Offline
              8 Offline
              8Observer8
              wrote on 27 May 2024, 17:07 last edited by 8Observer8
              #24

              Lines with thickness with disks between them

              This example draws two lines from "start" to "finish" with thickness:

              void drawLine(const QVector2D &from, const QVector2D &to, float thickness,
                  const QVector3D& color)
              

              It draws a rectangle. I place three disks: in the start point, between lines (where lines are connected), and in the finish point:

                      // Strip line
                      // Disk
                      QVector3D lineColor(0.25f, 0.31f, 0.85f);
                      drawDisk(20.f, 50.f, 10.f, lineColor);
                      // Line
                      drawLine(QVector2D(20.f, 50.f), QVector2D(50.f, 70.f), 10.f, lineColor);
                      // Disk
                      drawDisk(50.f, 70.f, 10.f, lineColor);
                      // Line
                      drawLine(QVector2D(50.f, 70.f), QVector2D(60.f, 20.f), 10.f, lineColor);
                      // Disk
                      drawDisk(60.f, 20.f, 10.f, lineColor);
              

              WebAssembly demo on free Netlify hosting

              4432526f-86df-4ca1-be07-343e8c595415-image.png

              7c21b577-d491-4e38-9c6d-26c4d12a73e3-image.png

              lines-with-thickness-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/QQuaternion>
              #include <QtGui/QSurfaceFormat>
              #include <QtGui/QVector2D>
              #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(450, 450);
              
                      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(0.82f, 0.87f, 0.97f, 1.f);
                      glClear(GL_COLOR_BUFFER_BIT);
                      glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                      glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                      glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                      glEnable(GL_SCISSOR_TEST);
                      glClear(GL_COLOR_BUFFER_BIT);
                      glDisable(GL_SCISSOR_TEST);
              
                      // Strip line
                      // Disk
                      QVector3D lineColor(0.25f, 0.31f, 0.85f);
                      drawDisk(20.f, 50.f, 10.f, lineColor);
                      // Line
                      drawLine(QVector2D(20.f, 50.f), QVector2D(50.f, 70.f), 10.f, lineColor);
                      // Disk
                      drawDisk(50.f, 70.f, 10.f, lineColor);
                      // Line
                      drawLine(QVector2D(50.f, 70.f), QVector2D(60.f, 20.f), 10.f, lineColor);
                      // Disk
                      drawDisk(60.f, 20.f, 10.f, lineColor);
              
                      // Square
                      drawRectangle(100.f, 50.f, 50.f, 50.f, 0.f, QVector3D(0.3f, 0.07f, 0.5f));
                      // Disk
                      drawDisk(100.f, 50.f, 50.f, QVector3D(0.8f, 0.8f, 0.5f));
              
                      // Borders
                      QVector3D borderColor(0.62f, 0.04f, 0.18f);
                      // Left border
                      drawRectangle(5.f, 50.f, 5.f, 85.f, 0.f, borderColor);
                      // Right border
                      drawRectangle(195.f, 50.f, 5.f, 85.f, 0.f, borderColor);
                      // Top border
                      drawRectangle(100.f, 95.f, 185.f, 5.f, 0.f, borderColor);
                      // Bottom border
                      drawRectangle(100.f, 5.f, 185.f, 5.f, 0.f, borderColor);
                  }
              
                  void drawDisk(float x, float y, float diameter, const QVector3D& color)
                  {
                      m_modelMatrix.setToIdentity();
                      m_modelMatrix.translate(QVector3D(x, y, 0.f));
                      m_modelMatrix.scale(QVector3D(diameter, diameter, 1.f));
                      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.f));
                      m_modelMatrix.rotate(angle, QVector3D(0.f, 0.f, 1.f));
                      m_modelMatrix.scale(QVector3D(w, h, 1.f));
                      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 drawLine(const QVector2D &from, const QVector2D &to, float thickness,
                      const QVector3D& color)
                  {
                      QVector2D center;
              
                      if (from.x() > to.x())
                      {
                          center.setX(to.x() + qFabs(from.x() - to.x()) / 2.f);
                      }
                      else
                      {
                          center.setX(from.x() + qFabs(to.x() - from.x()) / 2.f);
                      }
              
                      if (from.y() > to.y())
                      {
                          center.setY(to.y() + qFabs(from.y() - to.y()) / 2.f);
                      }
                      else
                      {
                          center.setY(from.y() + qFabs(to.y() - from.y()) / 2.f);
                      }
              
                      QVector3D tempVec;
                      tempVec.setX(to.x() - from.x());
                      tempVec.setY(to.y() - from.y());
                      float length = tempVec.length();
                      tempVec.normalize();
                      QQuaternion quat = QQuaternion::rotationTo(QVector3D(1.f, 0.f, 0.f), tempVec);
              
                      m_modelMatrix.setToIdentity();
                      m_modelMatrix.translate(QVector3D(center.x(), center.y(), 0.f));
                      m_modelMatrix.rotate(quat);
                      m_modelMatrix.scale(QVector3D(length, thickness, 1.f));
                      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;
                  int m_angleStep = 10;
                  int m_amountOfDiskVertices = 360 / 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();
              }
              
              1 Reply Last reply
              0
              • 8 Offline
                8 Offline
                8Observer8
                wrote on 28 May 2024, 11:23 last edited by 8Observer8
                #25

                Line drawer

                Created a separate class for drawing a line.

                WebAssembly demo on free Netlify hosting

                4a1428fe-c102-448b-acbc-e4a4c9bdaa47-image.png

                662df3bd-205a-4e3e-885b-50ca5700be10-image.png

                line-drawer-opengles2-qt6-cpp.pro

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

                main.cpp

                #include <QtWidgets/QApplication>
                #include "opengl_window.h"
                
                int main(int argc, char *argv[])
                {
                    QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                    QApplication app(argc, argv);
                    OpenGLWindow w;
                    w.show();
                    return app.exec();
                }
                

                line_drawer.h

                #ifndef LINE_DRAWER
                #define LINE_DRAWER
                
                #include <QtGui/QMatrix4x4>
                #include <QtGui/QVector2D>
                #include <QtGui/QVector3D>
                #include <QtOpenGL/QOpenGLBuffer>
                #include <QtOpenGL/QOpenGLShaderProgram>
                
                class LineDrawer
                {
                public:
                    LineDrawer(QOpenGLShaderProgram *program);
                
                    void draw(const QVector2D &from, const QVector2D &to,
                        const QVector3D &color, float thickness = 1.f);
                    void setProjViewMatrix(const QMatrix4x4 &projViewMatrix);
                
                private:
                    void bind();
                
                private:
                    QOpenGLShaderProgram *m_program;
                    QOpenGLBuffer m_vertPosBuffer;
                    int m_aPositionLocation;
                    int m_uMvpMatrixLocation;
                    int m_uColorLocation;
                    QMatrix4x4 m_projViewMatrix;
                    QMatrix4x4 m_modelMatrix;
                    QMatrix4x4 m_mvpMatrix;
                };
                
                #endif // LINE_DRAWER
                

                line_drawer.cpp

                #include "line_drawer.h"
                
                LineDrawer::LineDrawer(QOpenGLShaderProgram *program)
                {
                    m_program = program;
                    m_program->bind();
                
                    m_aPositionLocation = m_program->attributeLocation("aPosition");
                    m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
                    m_uColorLocation = m_program->uniformLocation("uColor");
                
                    float vertPositions[] = {
                        -0.5, -0.5,
                        0.5, -0.5,
                        -0.5, 0.5,
                        0.5, 0.5
                    };
                    m_vertPosBuffer.create();
                    m_vertPosBuffer.bind();
                    m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                }
                
                void LineDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
                {
                    m_projViewMatrix = projViewMatrix;
                }
                
                void LineDrawer::bind()
                {
                    m_program->bind();
                    m_vertPosBuffer.bind();
                    m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
                    m_program->enableAttributeArray(m_aPositionLocation);
                }
                
                void LineDrawer::draw(const QVector2D &from, const QVector2D &to,
                    const QVector3D &color, float thickness)
                {
                    bind();
                    float centerX, centerY;
                    QVector3D tempVec;
                
                    if (from.x() > to.x())
                    {
                        centerX = to.x() + std::abs(from.x() - to.x()) / 2.f;
                    }
                    else
                    {
                        centerX = from.x() + std::abs(to.x() - from.x()) / 2.f;
                    }
                
                    if (from.y() > to.y())
                    {
                        centerY = to.y() + std::abs(from.y() - to.y()) / 2.f;
                    }
                    else
                    {
                        centerY = from.y() + std::abs(to.y() - from.y()) / 2.f;
                    }
                
                    tempVec.setX(to.x() - from.x());
                    tempVec.setY(to.y() - from.y());
                    float length = tempVec.length();
                    tempVec.normalize();
                    QQuaternion quat = QQuaternion::rotationTo(QVector3D(1, 0, 0), tempVec);
                
                    m_modelMatrix.setToIdentity();
                    m_modelMatrix.translate(QVector3D(centerX, centerY, 0));
                    m_modelMatrix.rotate(quat);
                    m_modelMatrix.scale(QVector3D(length, thickness, 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);
                }
                

                opengl_window.h

                #ifndef OPENGL_WINDOW_H
                #define OPENGL_WINDOW_H
                
                #include <QtMath>
                #include <QtGui/QMatrix4x4>
                #include <QtGui/QOpenGLFunctions>
                #include <QtGui/QQuaternion>
                #include <QtGui/QSurfaceFormat>
                #include <QtGui/QVector2D>
                #include <QtGui/QVector3D>
                #include <QtOpenGL/QOpenGLShader>
                #include <QtOpenGL/QOpenGLShaderProgram>
                #include <QtOpenGL/QOpenGLWindow>
                
                #include "line_drawer.h"
                
                class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                {
                public:
                    OpenGLWindow();
                
                    ~OpenGLWindow();
                
                private:
                    void initializeGL() override;
                    void resizeGL(int w, int h) override;
                    void paintGL() override;
                
                private:
                    QOpenGLShaderProgram m_program;
                    QMatrix4x4 m_projMatrix;
                    QMatrix4x4 m_viewMatrix;
                    QMatrix4x4 m_projViewMatrix;
                    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;
                    LineDrawer *m_lineDrawer;
                };
                
                #endif // OPENGL_WINDOW_H
                

                opengl_window.cpp

                #include "opengl_window.h"
                
                OpenGLWindow::OpenGLWindow()
                {
                    setTitle("OpenGL ES 2.0, Qt6, C++");
                    resize(450, 450);
                
                    QSurfaceFormat surfaceFormat;
                    surfaceFormat.setDepthBufferSize(24);
                    surfaceFormat.setSamples(4);
                    setFormat(surfaceFormat);
                }
                
                OpenGLWindow::~OpenGLWindow()
                {
                    delete m_lineDrawer;
                }
                
                void OpenGLWindow::initializeGL()
                {
                    initializeOpenGLFunctions();
                
                    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();
                
                    m_lineDrawer = new LineDrawer(&m_program);
                
                    m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                }
                
                void OpenGLWindow::resizeGL(int w, int h)
                {
                    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;
                
                    m_lineDrawer->setProjViewMatrix(m_projViewMatrix);
                }
                
                void OpenGLWindow::paintGL()
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                    glClear(GL_COLOR_BUFFER_BIT);
                    glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                    glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                    glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                    glEnable(GL_SCISSOR_TEST);
                    glClear(GL_COLOR_BUFFER_BIT);
                    glDisable(GL_SCISSOR_TEST);
                
                    // X axis
                    QVector3D xAxisColor(0.80f, 0.15f, 0.18f);
                    m_lineDrawer->draw(QVector2D(30.f, 20.f), QVector2D(170.f, 20.f), xAxisColor);
                    // Arrow
                    m_lineDrawer->draw(QVector2D(165.f, 23.f), QVector2D(170.f, 20.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(165.f, 17.f), QVector2D(170.f, 20.f),xAxisColor);
                    // Divisions
                    m_lineDrawer->draw(QVector2D(50.f, 17.f), QVector2D(50.f, 23.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(70.f, 17.f), QVector2D(70.f, 23.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(90.f, 17.f), QVector2D(90.f, 23.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(110.f, 17.f), QVector2D(110.f, 23.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(130.f, 17.f), QVector2D(130.f, 23.f), xAxisColor);
                    m_lineDrawer->draw(QVector2D(150.f, 17.f), QVector2D(150.f, 23.f), xAxisColor);
                
                    // Y axis
                    QVector3D yAxisColor(0.20f, 0.60f, 0.30f);
                    m_lineDrawer->draw(QVector2D(30.f, 20.f), QVector2D(30.f, 95.f), yAxisColor);
                    // Arrow
                    m_lineDrawer->draw(QVector2D(27.f, 90.f), QVector2D(30.f, 95.f), yAxisColor);
                    m_lineDrawer->draw(QVector2D(33.f, 90.f), QVector2D(30.f, 95.f), yAxisColor);
                    // Divisions
                    m_lineDrawer->draw(QVector2D(27.f, 40.f), QVector2D(33.f, 40.f), yAxisColor);
                    m_lineDrawer->draw(QVector2D(27.f, 60.f), QVector2D(33.f, 60.f), yAxisColor);
                    m_lineDrawer->draw(QVector2D(27.f, 80.f), QVector2D(33.f, 80.f), yAxisColor);
                
                    // Graph
                    QVector3D graphColor(0.25f, 0.31f, 0.85f);
                    m_lineDrawer->draw(QVector2D(50.f, 40.f), QVector2D(70.f, 60.f), graphColor);
                    m_lineDrawer->draw(QVector2D(70.f, 60.f), QVector2D(130.f, 60.f), graphColor);
                    m_lineDrawer->draw(QVector2D(130.f, 60.f), QVector2D(150.f, 80.f), graphColor);
                }
                
                1 Reply Last reply
                0
                • 8 Offline
                  8 Offline
                  8Observer8
                  wrote on 29 May 2024, 08:58 last edited by
                  #26

                  Rectangle drawer

                  WebAssembly demo on free Netlify hosting

                  a826ef3c-65a8-4057-8dc6-a9952f09ae7b-image.png

                  44977ea3-f4da-492f-a58d-7549b7e21278-image.png

                  rectangle-drawer-opengles2-qt6-cpp.pro

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

                  main.cpp

                  #include <QtWidgets/QApplication>
                  #include "opengl_window.h"
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      OpenGLWindow w;
                      w.show();
                      return app.exec();
                  }
                  

                  rectangle_drawer.h

                  #ifndef RECTANGLE_DRAWER
                  #define RECTANGLE_DRAWER
                  
                  #include <QtGui/QMatrix4x4>
                  #include <QtGui/QVector2D>
                  #include <QtGui/QVector3D>
                  #include <QtOpenGL/QOpenGLBuffer>
                  #include <QtOpenGL/QOpenGLShaderProgram>
                  
                  class RectangleDrawer
                  {
                  public:
                      RectangleDrawer(QOpenGLShaderProgram *program);
                  
                      void draw(const QVector2D &position, const QVector2D &size,
                          const QVector3D &color, float angle = 0.f);
                      void setProjViewMatrix(const QMatrix4x4 &projViewMatrix);
                  
                  private:
                      void bind();
                  
                  private:
                      QOpenGLShaderProgram *m_program;
                      QOpenGLBuffer m_vertPosBuffer;
                      int m_aPositionLocation;
                      int m_uMvpMatrixLocation;
                      int m_uColorLocation;
                      QMatrix4x4 m_projViewMatrix;
                      QMatrix4x4 m_modelMatrix;
                      QMatrix4x4 m_mvpMatrix;
                  };
                  
                  #endif // RECTANGLE_DRAWER
                  

                  rectangle_drawer.cpp

                  #include "rectangle_drawer.h"
                  
                  RectangleDrawer::RectangleDrawer(QOpenGLShaderProgram *program)
                  {
                      m_program = program;
                      m_program->bind();
                  
                      m_aPositionLocation = m_program->attributeLocation("aPosition");
                      m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
                      m_uColorLocation = m_program->uniformLocation("uColor");
                  
                      float vertPositions[] = {
                          -0.5, -0.5,
                          0.5, -0.5,
                          -0.5, 0.5,
                          0.5, 0.5
                      };
                      m_vertPosBuffer.create();
                      m_vertPosBuffer.bind();
                      m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                  }
                  
                  void RectangleDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
                  {
                      m_projViewMatrix = projViewMatrix;
                  }
                  
                  void RectangleDrawer::bind()
                  {
                      m_program->bind();
                      m_vertPosBuffer.bind();
                      m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
                      m_program->enableAttributeArray(m_aPositionLocation);
                  }
                  
                  void RectangleDrawer::draw(const QVector2D &position, const QVector2D &size,
                      const QVector3D &color, float angle)
                  {
                      bind();
                      m_modelMatrix.setToIdentity();
                      m_modelMatrix.translate(QVector3D(position.x(), position.y(), 0.f));
                      m_modelMatrix.rotate(angle, QVector3D(0.f, 0.f, 1.f));
                      m_modelMatrix.scale(QVector3D(size.x(), size.y(), 1.f));
                      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);
                  }
                  

                  opengl_window.h

                  #ifndef OPENGL_WINDOW
                  #define OPENGL_WINDOW
                  
                  #include <QtMath>
                  #include <QtGui/QMatrix4x4>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QQuaternion>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtGui/QVector2D>
                  #include <QtGui/QVector3D>
                  #include <QtOpenGL/QOpenGLShader>
                  #include <QtOpenGL/QOpenGLShaderProgram>
                  #include <QtOpenGL/QOpenGLWindow>
                  
                  #include "rectangle_drawer.h"
                  
                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                  {
                  public:
                      OpenGLWindow();
                  
                      ~OpenGLWindow();
                  
                  private:
                      void initializeGL() override;
                      void resizeGL(int w, int h) override;
                      void paintGL() override;
                  
                  private:
                      QOpenGLShaderProgram m_program;
                      QMatrix4x4 m_projMatrix;
                      QMatrix4x4 m_viewMatrix;
                      QMatrix4x4 m_projViewMatrix;
                      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;
                      RectangleDrawer *m_rectangleDrawer;
                  };
                  
                  #endif // OPENGL_WINDOW
                  

                  opengl_window.cpp

                  #include "opengl_window.h"
                  
                  OpenGLWindow::OpenGLWindow()
                  {
                      setTitle("OpenGL ES 2.0, Qt6, C++");
                      resize(600, 300);
                  
                      QSurfaceFormat surfaceFormat;
                      surfaceFormat.setDepthBufferSize(24);
                      surfaceFormat.setSamples(4);
                      setFormat(surfaceFormat);
                  }
                  
                  OpenGLWindow::~OpenGLWindow()
                  {
                      delete m_rectangleDrawer;
                  }
                  
                  void OpenGLWindow::initializeGL()
                  {
                      initializeOpenGLFunctions();
                  
                      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();
                  
                      m_rectangleDrawer = new RectangleDrawer(&m_program);
                  
                      m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                  }
                  
                  void OpenGLWindow::resizeGL(int w, int h)
                  {
                      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;
                  
                      m_rectangleDrawer->setProjViewMatrix(m_projViewMatrix);
                  }
                  
                  void OpenGLWindow::paintGL()
                  {
                      glClear(GL_COLOR_BUFFER_BIT);
                      glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                      // glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                      glClear(GL_COLOR_BUFFER_BIT);
                      glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                      glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                      glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                      glEnable(GL_SCISSOR_TEST);
                      glClear(GL_COLOR_BUFFER_BIT);
                      glDisable(GL_SCISSOR_TEST);
                  
                      m_rectangleDrawer->draw(QVector2D(50.f, 70.f), QVector2D(72.f, 7.f),
                          QVector3D(0.80f, 0.15f, 0.18f), -27.f);
                      m_rectangleDrawer->draw(QVector2D(160.f, 50.f), QVector2D(70.f, 5.f),
                          QVector3D(0.20f, 0.60f, 0.30f), 10.f);
                      m_rectangleDrawer->draw(QVector2D(100.f, 15.f), QVector2D(150.f, 7.f),
                          QVector3D(0.25f, 0.31f, 0.85f));
                  }
                  
                  1 Reply Last reply
                  0
                  • 8 Offline
                    8 Offline
                    8Observer8
                    wrote on 29 May 2024, 15:05 last edited by 8Observer8
                    #27

                    Disk drawer

                    WebAssembly demo on free Netlify hosting

                    7f948267-de69-476e-93b8-fb71355b3423-image.png

                    29f3e494-89c4-4642-9232-5063de0acc78-image.png

                    disk-drawer-opengles2-qt6-cpp.pro

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

                    main.cpp

                    #include <QtWidgets/QApplication>
                    #include "opengl_window.h"
                    
                    int main(int argc, char *argv[])
                    {
                        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                        QApplication app(argc, argv);
                        OpenGLWindow w;
                        w.show();
                        return app.exec();
                    }
                    

                    disk_drawer.h

                    #ifndef DISK_DRAWER
                    #define DISK_DRAWER
                    
                    #include <QtGui/QMatrix4x4>
                    #include <QtGui/QVector2D>
                    #include <QtGui/QVector3D>
                    #include <QtOpenGL/QOpenGLBuffer>
                    #include <QtOpenGL/QOpenGLShaderProgram>
                    
                    class DiskDrawer
                    {
                    public:
                        DiskDrawer(QOpenGLShaderProgram *program);
                    
                        void draw(const QVector2D &position, float diameter,
                            const QVector3D &color);
                        void setProjViewMatrix(const QMatrix4x4 &projViewMatrix);
                    
                    private:
                        void bind();
                    
                    private:
                        QOpenGLShaderProgram *m_program;
                        QOpenGLBuffer m_vertPosBuffer;
                        int m_aPositionLocation;
                        int m_uMvpMatrixLocation;
                        int m_uColorLocation;
                        QMatrix4x4 m_projViewMatrix;
                        QMatrix4x4 m_modelMatrix;
                        QMatrix4x4 m_mvpMatrix;
                        int m_angleStep = 5;
                        int m_amountOfDiskVertices = 360 / m_angleStep + 2;
                    };
                    
                    #endif // DISK_DRAWER
                    

                    disk_drawer.cpp

                    #include "disk_drawer.h"
                    
                    DiskDrawer::DiskDrawer(QOpenGLShaderProgram *program)
                    {
                        m_program = program;
                        m_program->bind();
                    
                        m_aPositionLocation = m_program->attributeLocation("aPosition");
                        m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
                        m_uColorLocation = m_program->uniformLocation("uColor");
                    
                        float vertPositions[m_amountOfDiskVertices * 2];
                        float radius = 0.5f;
                        float angle = 0.f;
                        int index = 0;
                    
                        // Disk center
                        vertPositions[index++] = 0.f;
                        vertPositions[index++] = 0.f;
                    
                        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;
                        }
                    
                        m_vertPosBuffer.create();
                        m_vertPosBuffer.bind();
                        m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                    }
                    
                    void DiskDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
                    {
                        m_projViewMatrix = projViewMatrix;
                    }
                    
                    void DiskDrawer::bind()
                    {
                        m_program->bind();
                        m_vertPosBuffer.bind();
                        m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
                        m_program->enableAttributeArray(m_aPositionLocation);
                    }
                    
                    void DiskDrawer::draw(const QVector2D &position, float diameter,
                        const QVector3D &color)
                    {
                        bind();
                        m_modelMatrix.setToIdentity();
                        m_modelMatrix.translate(QVector3D(position.x(), position.y(), 0.f));
                        m_modelMatrix.scale(QVector3D(diameter, diameter, 1.f));
                        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);
                    }
                    

                    opengl_window.h

                    #ifndef OPENGL_WINDOW
                    #define OPENGL_WINDOW
                    
                    #include <QtMath>
                    #include <QtGui/QMatrix4x4>
                    #include <QtGui/QOpenGLFunctions>
                    #include <QtGui/QQuaternion>
                    #include <QtGui/QSurfaceFormat>
                    #include <QtGui/QVector2D>
                    #include <QtGui/QVector3D>
                    #include <QtOpenGL/QOpenGLShader>
                    #include <QtOpenGL/QOpenGLShaderProgram>
                    #include <QtOpenGL/QOpenGLWindow>
                    
                    #include "disk_drawer.h"
                    
                    class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                    {
                    public:
                        OpenGLWindow();
                    
                        ~OpenGLWindow();
                    
                    private:
                        void initializeGL() override;
                        void resizeGL(int w, int h) override;
                        void paintGL() override;
                    
                    private:
                        QOpenGLShaderProgram m_program;
                        QMatrix4x4 m_projMatrix;
                        QMatrix4x4 m_viewMatrix;
                        QMatrix4x4 m_projViewMatrix;
                        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;
                        DiskDrawer *m_diskDrawer;
                    };
                    
                    #endif // OPENGL_WINDOW
                    

                    opengl_window.cpp

                    #include "opengl_window.h"
                    
                    OpenGLWindow::OpenGLWindow()
                    {
                        setTitle("OpenGL ES 2.0, Qt6, C++");
                        resize(600, 300);
                    
                        QSurfaceFormat surfaceFormat;
                        surfaceFormat.setDepthBufferSize(24);
                        surfaceFormat.setSamples(4);
                        setFormat(surfaceFormat);
                    }
                    
                    OpenGLWindow::~OpenGLWindow()
                    {
                        delete m_diskDrawer;
                    }
                    
                    void OpenGLWindow::initializeGL()
                    {
                        initializeOpenGLFunctions();
                    
                        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();
                    
                        m_diskDrawer = new DiskDrawer(&m_program);
                    
                        m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                    }
                    
                    void OpenGLWindow::resizeGL(int w, int h)
                    {
                        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;
                    
                        m_diskDrawer->setProjViewMatrix(m_projViewMatrix);
                    }
                    
                    void OpenGLWindow::paintGL()
                    {
                        glClear(GL_COLOR_BUFFER_BIT);
                        // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                        glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                        glClear(GL_COLOR_BUFFER_BIT);
                        glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                        glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                        glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                        glEnable(GL_SCISSOR_TEST);
                        glClear(GL_COLOR_BUFFER_BIT);
                        glDisable(GL_SCISSOR_TEST);
                    
                        m_diskDrawer->draw(QVector2D(50.f, 70.f), 40.f,
                            QVector3D(0.80f, 0.15f, 0.18f));
                        m_diskDrawer->draw(QVector2D(160.f, 50.f), 50.f,
                            QVector3D(0.20f, 0.60f, 0.30f));
                        m_diskDrawer->draw(QVector2D(100.f, 15.f), 20.f,
                            QVector3D(0.25f, 0.31f, 0.85f));
                    }
                    
                    1 Reply Last reply
                    0
                    • 8 Offline
                      8 Offline
                      8Observer8
                      wrote on 30 May 2024, 09:09 last edited by 8Observer8
                      #28

                      Ring drawer using line drawer

                      The RingDrawer class uses the LineDrawer class to draw the segments of a ring. For example, for number of segments equals to 10:

                      void RingDrawer::draw(const QVector2D &center, float radius,
                          const QVector3D &color, int numberOfSegments, float thickness)
                      {
                          float angle = 0.f;
                          const float angleStep = 360.f / numberOfSegments;
                      
                          float x = radius * qCos(qDegreesToRadians(angle));
                          float y = radius * qSin(qDegreesToRadians(angle));
                          QVector2D from(center.x() + x, center.y() + y);
                          angle += angleStep;
                      
                          for (int i = 0; i < numberOfSegments; i++)
                          {
                              x = radius * qCos(qDegreesToRadians(angle));
                              y = radius * qSin(qDegreesToRadians(angle));
                              QVector2D to(center.x() + x, center.y() + y);
                              m_lineDrawer->draw(from, to, color, thickness);
                              angle += angleStep;
                              from = to;
                          }
                      }
                      

                      72b84185-de20-4c48-a487-c69398bae1d2-image.png

                      For number of segments equals to 50: WebAssembly demo on free Netlify hosting

                      26c86b27-e3fc-4501-987e-e92f21ae14b1-image.png

                      61fc9cf8-eebc-48bb-9000-f3c3bc2d16d2-image.png

                      ring-drawer-opengles2-qt6-cpp.pro

                      QT += core gui openglwidgets
                      
                      win32: LIBS += -lopengl32
                      
                      CONFIG += c++17
                      
                      SOURCES += \
                          line_drawer.cpp \
                          main.cpp \
                          opengl_window.cpp \
                          ring_drawer.cpp
                      
                      HEADERS += \
                          line_drawer.h \
                          opengl_window.h \
                          ring_drawer.h
                      

                      main.cpp

                      #include <QtWidgets/QApplication>
                      #include "opengl_window.h"
                      
                      int main(int argc, char *argv[])
                      {
                          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                          QApplication app(argc, argv);
                          OpenGLWindow w;
                          w.show();
                          return app.exec();
                      }
                      

                      ring_drawer.h

                      #ifndef RING_DRAWER
                      #define RING_DRAWER
                      
                      #include "line_drawer.h"
                      
                      class RingDrawer
                      {
                      public:
                          RingDrawer(QOpenGLShaderProgram *program);
                          ~RingDrawer();
                      
                          void draw(const QVector2D &center, float radius,
                              const QVector3D &color, int numberOfSegments = 50,
                              float thickness = 1.f);
                          void setProjViewMatrix(const QMatrix4x4 &projViewMatrix);
                      
                      private:
                          LineDrawer *m_lineDrawer;
                      };
                      
                      #endif // RING_DRAWER
                      

                      ring_drawer.cpp

                      #include <QtMath>
                      
                      #include "ring_drawer.h"
                      
                      RingDrawer::RingDrawer(QOpenGLShaderProgram *program)
                      {
                          m_lineDrawer = new LineDrawer(program);
                      }
                      
                      RingDrawer::~RingDrawer()
                      {
                          delete m_lineDrawer;
                      }
                      
                      void RingDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
                      {
                          m_lineDrawer->setProjViewMatrix(projViewMatrix);
                      }
                      
                      void RingDrawer::draw(const QVector2D &center, float radius,
                          const QVector3D &color, int numberOfSegments, float thickness)
                      {
                          float angle = 0.f;
                          const float angleStep = 360.f / numberOfSegments;
                      
                          float x = radius * qCos(qDegreesToRadians(angle));
                          float y = radius * qSin(qDegreesToRadians(angle));
                          QVector2D from(center.x() + x, center.y() + y);
                          angle += angleStep;
                      
                          for (int i = 0; i < numberOfSegments; i++)
                          {
                              x = radius * qCos(qDegreesToRadians(angle));
                              y = radius * qSin(qDegreesToRadians(angle));
                              QVector2D to(center.x() + x, center.y() + y);
                              m_lineDrawer->draw(from, to, color, thickness);
                              angle += angleStep;
                              from = to;
                          }
                      }
                      

                      opengl_window.h

                      #ifndef OPENGL_WINDOW
                      #define OPENGL_WINDOW
                      
                      #include <QtMath>
                      #include <QtGui/QMatrix4x4>
                      #include <QtGui/QOpenGLFunctions>
                      #include <QtGui/QQuaternion>
                      #include <QtGui/QSurfaceFormat>
                      #include <QtGui/QVector2D>
                      #include <QtGui/QVector3D>
                      #include <QtOpenGL/QOpenGLShader>
                      #include <QtOpenGL/QOpenGLShaderProgram>
                      #include <QtOpenGL/QOpenGLWindow>
                      
                      #include "ring_drawer.h"
                      
                      class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                      {
                      public:
                          OpenGLWindow();
                      
                          ~OpenGLWindow();
                      
                      private:
                          void initializeGL() override;
                          void resizeGL(int w, int h) override;
                          void paintGL() override;
                      
                      private:
                          QOpenGLShaderProgram m_program;
                          QMatrix4x4 m_projMatrix;
                          QMatrix4x4 m_viewMatrix;
                          QMatrix4x4 m_projViewMatrix;
                          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;
                          RingDrawer *m_ringDrawer;
                      };
                      
                      #endif // OPENGL_WINDOW
                      

                      opengl_window.cpp

                      #include "opengl_window.h"
                      
                      OpenGLWindow::OpenGLWindow()
                      {
                          setTitle("OpenGL ES 2.0, Qt6, C++");
                          resize(600, 300);
                      
                          QSurfaceFormat surfaceFormat;
                          surfaceFormat.setDepthBufferSize(24);
                          surfaceFormat.setSamples(4);
                          setFormat(surfaceFormat);
                      }
                      
                      OpenGLWindow::~OpenGLWindow()
                      {
                          delete m_ringDrawer;
                      }
                      
                      void OpenGLWindow::initializeGL()
                      {
                          initializeOpenGLFunctions();
                      
                      
                          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();
                      
                          m_ringDrawer = new RingDrawer(&m_program);
                      
                          m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                      }
                      
                      void OpenGLWindow::resizeGL(int w, int h)
                      {
                          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;
                      
                          m_ringDrawer->setProjViewMatrix(m_projViewMatrix);
                      }
                      
                      void OpenGLWindow::paintGL()
                      {
                          glClear(GL_COLOR_BUFFER_BIT);
                          // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                          glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                          glClear(GL_COLOR_BUFFER_BIT);
                          glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                          glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                          glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                          glEnable(GL_SCISSOR_TEST);
                          glClear(GL_COLOR_BUFFER_BIT);
                          glDisable(GL_SCISSOR_TEST);
                      
                          m_ringDrawer->draw(QVector2D(50.f, 70.f), 20.f,
                              QVector3D(0.80f, 0.15f, 0.18f));
                          m_ringDrawer->draw(QVector2D(160.f, 50.f), 25.f,
                              QVector3D(0.20f, 0.60f, 0.30f));
                          m_ringDrawer->draw(QVector2D(100.f, 15.f), 10.f,
                              QVector3D(0.25f, 0.31f, 0.85f));
                      }
                      

                      line_drawer.h

                      #ifndef LINE_DRAWER
                      #define LINE_DRAWER
                      
                      #include <QtGui/QMatrix4x4>
                      #include <QtGui/QVector2D>
                      #include <QtGui/QVector3D>
                      #include <QtOpenGL/QOpenGLBuffer>
                      #include <QtOpenGL/QOpenGLShaderProgram>
                      
                      class LineDrawer
                      {
                      public:
                          LineDrawer(QOpenGLShaderProgram *program);
                      
                          void draw(const QVector2D &from, const QVector2D &to,
                              const QVector3D &color, float thickness = 1.f);
                          void setProjViewMatrix(const QMatrix4x4 &projViewMatrix);
                      
                      private:
                          void bind();
                      
                      private:
                          QOpenGLShaderProgram *m_program;
                          QOpenGLBuffer m_vertPosBuffer;
                          int m_aPositionLocation;
                          int m_uMvpMatrixLocation;
                          int m_uColorLocation;
                          QMatrix4x4 m_projViewMatrix;
                          QMatrix4x4 m_modelMatrix;
                          QMatrix4x4 m_mvpMatrix;
                      };
                      
                      #endif // LINE_DRAWER
                      

                      line_drawer.cpp

                      #include "line_drawer.h"
                      
                      LineDrawer::LineDrawer(QOpenGLShaderProgram *program)
                      {
                          m_program = program;
                          m_program->bind();
                      
                          m_aPositionLocation = m_program->attributeLocation("aPosition");
                          m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
                          m_uColorLocation = m_program->uniformLocation("uColor");
                      
                          float vertPositions[] = {
                              -0.5, -0.5,
                              0.5, -0.5,
                              -0.5, 0.5,
                              0.5, 0.5
                          };
                          m_vertPosBuffer.create();
                          m_vertPosBuffer.bind();
                          m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                      }
                      
                      void LineDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
                      {
                          m_projViewMatrix = projViewMatrix;
                      }
                      
                      void LineDrawer::bind()
                      {
                          m_program->bind();
                          m_vertPosBuffer.bind();
                          m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
                          m_program->enableAttributeArray(m_aPositionLocation);
                      }
                      
                      void LineDrawer::draw(const QVector2D &from, const QVector2D &to,
                          const QVector3D &color, float thickness)
                      {
                          bind();
                          float centerX, centerY;
                          QVector3D tempVec;
                      
                          if (from.x() > to.x())
                          {
                              centerX = to.x() + std::abs(from.x() - to.x()) / 2.f;
                          }
                          else
                          {
                              centerX = from.x() + std::abs(to.x() - from.x()) / 2.f;
                          }
                      
                          if (from.y() > to.y())
                          {
                              centerY = to.y() + std::abs(from.y() - to.y()) / 2.f;
                          }
                          else
                          {
                              centerY = from.y() + std::abs(to.y() - from.y()) / 2.f;
                          }
                      
                          tempVec.setX(to.x() - from.x());
                          tempVec.setY(to.y() - from.y());
                          float length = tempVec.length();
                          tempVec.normalize();
                          QQuaternion quat = QQuaternion::rotationTo(QVector3D(1, 0, 0), tempVec);
                      
                          m_modelMatrix.setToIdentity();
                          m_modelMatrix.translate(QVector3D(centerX, centerY, 0));
                          m_modelMatrix.rotate(quat);
                          m_modelMatrix.scale(QVector3D(length, thickness, 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);
                      }
                      
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                        8Observer8
                        wrote on 31 May 2024, 16:33 last edited by 8Observer8
                        #29

                        Orbit controls

                        I have created the OrbitControls class to pan a camera with right mouse button, rotate with the left mouse button, and zoom in/out with the wheel:

                        WebAssembly demo on free Netlify hosting

                        orbit-controls-opengles2-qt6-cpp-desktop.gif

                        It is not ready to pan and zoom in/out on Android, rotation only:

                        orbit-controls-opengles2-qt6-cpp-android.gif

                        Source code for QOpenGLWindow, Qt6, C++

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                          8Observer8
                          wrote on 31 May 2024, 17:13 last edited by
                          #30

                          How to set up Box2D in Qt Creator from sources for build for Android, Desktop, and WebAssembly

                          I have recorded this video today. But I don't like it. The voice is too low. I will make another video later and I will delete this one.

                          https://www.youtube.com/watch?v=OE4OOPQC7Nk

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                            8Observer8
                            wrote on 2 Jun 2024, 11:39 last edited by 8Observer8
                            #31

                            Detecting a mobile browser with Qt WebAssembly (topic)

                            It is important to determine whether a WebAssembly game is running on a mobile device or a personal computer in order to show or hide the joystick.

                            #ifdef Q_OS_WASM
                            #include <emscripten.h>
                            #endif
                            
                            #include "widget.h"
                            
                            #ifdef Q_OS_WASM
                            EM_JS(bool, isMobile, (), {
                                return /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
                            })
                            #endif
                            
                            Widget::Widget(QWidget *parent)
                                : QWidget(parent)
                            {
                                bool isMobile = false;
                            
                            #ifdef Q_OS_WASM
                                isMobile = isMobile();
                            #endif
                            
                            #if defined Q_OS_ANDROID || defined Q_OS_IOS
                                isMobile = true;
                            #endif
                            
                                qDebug() << "isMobile:" << isMobile;
                            }
                            

                            Don't forget to add wasm: here:

                            QT += core gui widgets
                            
                            CONFIG += c++17
                            
                            wasm: INCLUDEPATH += "C:\emsdk\upstream\emscripten\cache\sysroot\include"
                            
                            SOURCES += \
                                main.cpp \
                                widget.cpp
                            
                            HEADERS += \
                                widget.h
                            
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                              8Observer8
                              wrote on 2 Jun 2024, 12:06 last edited by 8Observer8 6 Feb 2024, 12:10
                              #32

                              Get data with Qt client from deployed Node.js server using WebSockets (topic)

                              My following Qt 6.6.3 example works on Android, Desktop, and Web (with Qt WebAssembly). It prints data received from the server. The server contains the Box2D-WASM library. It sends the gravity value in JSON format when a client is connected. It is useful example to make multiplayer games with physics on the server side. I have deployed the example on free Glitch hosting: https://glitch.com/edit/#!/merciful-regal-soursop from the GitHub repository: send-gravity-from-server-to-client-box2d-wasm-js The client contains only one main.cpp file. It outputs the following information to the console:

                              connected
                              "{\"action\":\"scGravity\",\"data\":\"{\\\"x\\\":0,\\\"y\\\":-3}\"}"
                              

                              You should download OpenSSL to run the following example on Android. Open the following window in Qt Creator (Edit > Preferences... > Devices > Android):

                              b861ca0d-d29e-4c0d-8fd7-6e29bcafe64c-image.png

                              Add the following path to your pro-file:

                              QT += core gui websockets widgets
                              
                              android: include(C:/Qt/Tools/OpenSSL-1.1.1j/Win_x64/bin/openssl.pri)
                              
                              CONFIG += c++17
                              
                              SOURCES += \
                                  main.cpp
                              

                              Read how to add OpenSSL to your CMake project if you use CMake instead of QMake in the Qt documentaion: Adding OpenSSL Support for Android

                              Build the following example for Android, Desktop, and WebAssembly (I have tested it):

                              main.cpp

                              #include <QtNetwork/QNetworkRequest>
                              #include <QtWebSockets/QWebSocket>
                              #include <QtWidgets/QApplication>
                              #include <QtWidgets/QWidget>
                              
                              class Widget : public QWidget
                              {
                                  Q_OBJECT
                              
                              public:
                                  Widget()
                                  {
                                      setWindowTitle("Show gravity from server with Box2D-WASM");
                                      resize(420, 200);
                              
                                      connect(&m_webSocket, &QWebSocket::connected,
                                          this, &Widget::onConnected);
                                      connect(&m_webSocket, &QWebSocket::textMessageReceived,
                                          this, &Widget::onMessageReceived);
                                      connect(&m_webSocket, &QWebSocket::errorOccurred,
                                          this, &Widget::onErrorOccurred);
                              
                                      QUrl url("wss://merciful-regal-soursop.glitch.me");
                              
                                      QNetworkRequest request;
                                      request.setUrl(url);
                                      request.setRawHeader(QByteArray("User-Agent"),
                                          QByteArray("Mozilla/5.0 "
                                                     "(Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) "
                                                     "Chrome/124.0.0.0 Safari/537.36"));
                              
                                      m_webSocket.open(request);
                                  }
                              
                              private slots:
                              
                                  void onConnected()
                                  {
                                      qDebug() << "connected";
                                  }
                                  void onMessageReceived(const QString &message)
                                  {
                                      qDebug() << message;
                                  }
                              
                                  void onErrorOccurred(QAbstractSocket::SocketError error)
                                  {
                                      qDebug() << "!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
                                      qDebug() << "Error:" << error;
                                      qDebug() << "Device supports OpenSSL:" << QSslSocket::supportsSsl();
                                      qDebug() << "!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
                                  }
                              
                              private:
                                  QWebSocket m_webSocket;
                              };
                              
                              #include "main.moc"
                              
                              int main(int argc, char *argv[])
                              {
                                  QApplication app(argc, argv);
                                  Widget w;
                                  w.show();
                                  return app.exec();
                              }
                              
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                                8Observer8
                                wrote on 12 Jun 2024, 14:57 last edited by 8Observer8 6 Dec 2024, 20:21
                                #33

                                How to set up PyOpenAL

                                PyOpenAL (released Dec 17, 2019): https://pypi.org/project/PyOpenAL/

                                pip install PyOpenAL

                                You can use original OpenAL API but PyOpenAL has a helpful wrapper functions. If your audio file plays with problems try to open it in the Audacity and export it with Encoding: Signed 16-bit PCM:

                                c07a9d66-47ea-4b65-8aa3-118a493cf312-image.png

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                                  8Observer8
                                  wrote on 12 Jun 2024, 20:19 last edited by 8Observer8 8 Jun 2024, 12:23
                                  #34

                                  Play sound by button click with PyOpenAL

                                  pip install PyOpenAL PySide6

                                  73e73f44-539e-4fba-87f9-82c87287db89-image.png

                                  import sys
                                  
                                  from openal import oalOpen
                                  from PySide6.QtWidgets import QApplication, QPushButton, QWidget
                                  
                                  
                                  class Widget(QWidget):
                                  
                                      def __init__(self):
                                          super().__init__()
                                          self.setWindowTitle("PyOpenAL, PySide6")
                                          self.resize(300, 150)
                                  
                                          self.btn = QPushButton("Play Sound", self)
                                          self.btn.clicked.connect(self.onPlay)
                                  
                                          self.source = oalOpen("assets/bounce.wav")
                                      
                                      def onPlay(self):
                                          self.source.play()
                                  
                                  if __name__ == "__main__":
                                      app = QApplication(sys.argv)
                                      w = Widget()
                                      w.show()
                                      sys.exit(app.exec())
                                  

                                  These are the Audacity settings when exporting an audio file. By default for PyOpenAL it must be "Encoding: Signed 16-bit PCM":

                                  8c4c929f-5dfa-45a4-a1ed-14a8bd6f2957-image.png

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                                    8Observer8
                                    wrote on 12 Jun 2024, 20:20 last edited by 8Observer8 8 Jun 2024, 12:25
                                    #35

                                    Music volume slider

                                    pip install PyOpenAL PySide6

                                    ccf148fa-c523-49cb-9330-5cfdbe97003f-image.png

                                    The free audio file from itch is used in this example.

                                    import sys
                                    
                                    from openal import oalOpen, oalQuit
                                    from PySide6.QtCore import Qt
                                    from PySide6.QtWidgets import (QApplication, QCheckBox, QHBoxLayout, QPushButton,
                                                                 QSlider, QVBoxLayout, QWidget)
                                    
                                    
                                    class Widget(QWidget):
                                    
                                        def __init__(self):
                                            super().__init__()
                                            self.setWindowTitle("PyOpenAL, PySide6")
                                            self.resize(300, 150)
                                    
                                            # Music check box
                                            playMusic = QCheckBox("Play music")
                                            # playMusic.toggle()
                                            # print(playMusic.isChecked())
                                            playMusic.stateChanged.connect(self.onPlayMusic)
                                    
                                            # Sound button
                                            playSoundButton = QPushButton("Play sound")
                                            playSoundButton.clicked.connect(self.onPlaySound)
                                    
                                            mousicVolume = 0.1
                                    
                                            # Volume slider
                                            volumeSlider = QSlider(Qt.Orientation.Horizontal)
                                            volumeSlider.setValue(int(mousicVolume * 100))
                                            volumeSlider.valueChanged[int].connect(self.onChangeVolume)
                                    
                                            self.mousicSource = oalOpen("assets/infant_tour.wav")
                                            self.soundSource = oalOpen("assets/bounce.wav")
                                            self.mousicSource.set_gain(mousicVolume)
                                    
                                            self.mousicSource.set_looping(True)
                                    
                                            vbox = QVBoxLayout()
                                            vbox.addWidget(volumeSlider)
                                            vbox.addWidget(playMusic)
                                            vbox.addWidget(playSoundButton)
                                            vbox.addStretch(1)
                                    
                                            hbox = QHBoxLayout()
                                            hbox.addLayout(vbox)
                                            hbox.addStretch(1)
                                            self.setLayout(hbox)
                                    
                                        def onPlayMusic(self, state):
                                            
                                            if state == Qt.CheckState.Checked.value:
                                                self.mousicSource.play()
                                            else:
                                                self.mousicSource.pause()
                                    
                                        def onPlaySound(self):
                                            self.soundSource.play()
                                    
                                        def onChangeVolume(self, value):
                                            self.mousicSource.set_gain(value / 100)
                                    
                                        def closeEvent(self, event):
                                            oalQuit()
                                    
                                    if __name__ == "__main__":
                                        app = QApplication(sys.argv)
                                        w = Widget()
                                        w.show()
                                        sys.exit(app.exec())
                                    
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                                      8Observer8
                                      wrote on 13 Jun 2024, 12:37 last edited by 8Observer8
                                      #36

                                      Custom OpenGL button for WebAssembly and Android

                                      You cannot make the standard Qt button for WebAssembly because of this bug: https://bugreports.qt.io/browse/QTBUG-120651 (you can use the patch from the "Gerrit Reviews") But OpenGL allows to make custom GUI elements.

                                      WebAssembly demo on free Netlify hosting (QOpenGLWindow)

                                      QOpenGLWindow works on Android 7.1.2 in the mobile browser without problems. You can find a lot of GUI game assets on itch: https://itch.io/game-assets/tag-gui I use the following GUI game asset in this demo: https://wenrexa.itch.io/holoui I have used Free Texture Packer to pack to button textures to one texture + json-file. Text was added in GIMP.

                                      Source code for Qt6 C++

                                      custom-start-button-opengl21-qt6-cpp.gif

                                      The same demo for SDL3:

                                      Click buttons with color ID using glReadPixels

                                      Demo in the browser

                                      This example uses the following GUI asset: https://wenrexa.itch.io/holoui. You can find a lot of GUI assets on itch: https://itch.io/game-assets/tag-gui I packed the GUI textures using Free Texture Packer to one texture + JSON. RapidJSON is used to parse the JSON file.

                                      Tools: SDL3, Emscripten, C++, CMake, OpenGL ES 2.0, GLM, stb_image, Free Texture Packer, and RapidJSON

                                      click-buttons-with-color-id.gif

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                                        8Observer8
                                        wrote on 15 Jun 2024, 20:11 last edited by 8Observer8
                                        #37

                                        Activating the discrete GeForce of Radeon video card and OpenGL 3.3 Core profile on laptops

                                        You can make it with the following code. The first one is for GeForce. The second one is for Radeon. If you can GeForce the second like with be ignored.

                                        #ifdef _WIN32
                                        #include <windows.h>
                                        extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                                        extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                                        #endif
                                        

                                        main.cpp

                                        #ifdef _WIN32
                                        #include <windows.h>
                                        extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                                        extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                                        #endif
                                        
                                        #include <QtGui/QOpenGLContext>
                                        #include <QtGui/QOpenGLFunctions>
                                        #include <QtGui/QSurfaceFormat>
                                        #include <QtWidgets/QApplication>
                                        #include <QtOpenGL/QOpenGLWindow>
                                        
                                        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                        {
                                            void initializeGL() override
                                            {
                                                initializeOpenGLFunctions();
                                        
                                                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);
                                            }
                                        };
                                        
                                        int main(int argc, char *argv[])
                                        {
                                            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                            QApplication app(argc, argv);
                                            QSurfaceFormat fmt;
                                            fmt.setDepthBufferSize(24);
                                        
                                            // Request OpenGL 3.3 core or OpenGL ES 3.0.
                                            if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                                            {
                                                qDebug("Requesting 3.3 core context");
                                                fmt.setVersion(3, 3);
                                                fmt.setProfile(QSurfaceFormat::CoreProfile);
                                            }
                                            else
                                            {
                                                qDebug("Requesting 3.0 context");
                                                fmt.setVersion(3, 0);
                                            }
                                        
                                            OpenGLWindow w;
                                            w.setFormat(fmt);
                                            w.show();
                                            return app.exec();
                                        }
                                        

                                        Output:

                                        Requesting 3.3 core context
                                        OpenGL version: 3.3.0 NVIDIA 391.35
                                        GLSL version:  3.30 NVIDIA via Cg compiler
                                        Vendor:  NVIDIA Corporation
                                        

                                        By default the laptops with two video cards use the integrated video card:

                                        main.cpp

                                        #include <QtGui/QOpenGLContext>
                                        #include <QtGui/QOpenGLFunctions>
                                        #include <QtGui/QSurfaceFormat>
                                        #include <QtWidgets/QApplication>
                                        #include <QtOpenGL/QOpenGLWindow>
                                        
                                        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                        {
                                            void initializeGL() override
                                            {
                                                initializeOpenGLFunctions();
                                        
                                                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);
                                            }
                                        };
                                        
                                        int main(int argc, char *argv[])
                                        {
                                            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                            QApplication app(argc, argv);
                                            QSurfaceFormat fmt;
                                            fmt.setDepthBufferSize(24);
                                        
                                            // Request OpenGL 3.3 core or OpenGL ES 3.0.
                                            if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                                            {
                                                qDebug("Requesting 3.3 core context");
                                                fmt.setVersion(3, 3);
                                                fmt.setProfile(QSurfaceFormat::CoreProfile);
                                            }
                                            else
                                            {
                                                qDebug("Requesting 3.0 context");
                                                fmt.setVersion(3, 0);
                                            }
                                        
                                            OpenGLWindow w;
                                            w.setFormat(fmt);
                                            w.show();
                                            return app.exec();
                                        }
                                        

                                        Output:

                                        Requesting 3.3 core context
                                        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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                                        • 8 8Observer8 referenced this topic on 16 Jun 2024, 09:14
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                                          8Observer8
                                          wrote on 17 Jun 2024, 16:37 last edited by 8Observer8 7 Jun 2024, 14:55
                                          #38

                                          Rotate a 3D vector around X, Y, Z axes

                                          In my example, three vectors are rotated 10 degrees around the X, Y and Z axes:

                                          • Rotate the vector (0.f, 0.f, 1.f) 10 degrees around the X axis. Output: (0, -0.173648, 0.984808)
                                          • Rotate the vector (1.f, 0.f, 0.f) 10 degrees around the Y axis. Output: (0.984808, 0, -0.173648)
                                          • Rotate the vector (0.f, 1.f, 0.f) 10 degrees around the Z axis. Output: (-0.173648, 0.984808, 0)
                                          #include <QtGlobal>
                                          #include <QtMath>
                                          #include <QtGui/QOpenGLFunctions>
                                          #include <QtGui/QVector3D>
                                          #include <QtOpenGL/QOpenGLWindow>
                                          #include <QtWidgets/QApplication>
                                          
                                          class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                                          {
                                              virtual void initializeGL() override
                                              {
                                                  initializeOpenGLFunctions();
                                          
                                                  // Rotate a 3D vector around the x-axis
                                                  QVector3D vector1(0.f, 0.f, 1.f);
                                                  QVector3D origin1(0.f, 0.f, 0.f);
                                                  float r1 = qDegreesToRadians(10.f);
                                                  QVector3D out1 = rotateX(vector1, origin1, r1);
                                                  qDebug() << out1;
                                          
                                                  // Rotate a 3D vector around the y-axis
                                                  QVector3D vector2(1.f, 0.f, 0.f);
                                                  QVector3D origin2(0.f, 0.f, 0.f);
                                                  float r2 = qDegreesToRadians(10.f);
                                                  QVector3D out2 = rotateY(vector2, origin2, r2);
                                                  qDebug() << out2;
                                          
                                                  // Rotate a 3D vector around the z-axis
                                                  QVector3D vector3(0.f, 1.f, 0.f);
                                                  QVector3D origin3(0.f, 0.f, 0.f);
                                                  float r3 = qDegreesToRadians(10.f);
                                                  QVector3D out3 = rotateZ(vector3, origin3, r3);
                                                  qDebug() << out3;
                                              }
                                          
                                              QVector3D rotateX(const QVector3D &vector, const QVector3D &origin, float rad)
                                              {
                                                  // Translate point to the origin
                                                  QVector3D pos;
                                                  pos.setX(vector.x() - origin.x());
                                                  pos.setY(vector.y() - origin.y());
                                                  pos.setZ(vector.z() - origin.z());
                                          
                                                  // Perform rotation
                                                  QVector3D rot;
                                                  rot.setX(pos.x());
                                                  rot.setY(pos.y() * qCos(rad) - pos.z() * qSin(rad));
                                                  rot.setZ(pos.y() * qSin(rad) + pos.z() * qCos(rad));
                                          
                                                  // Translate to correct position
                                                  QVector3D out;
                                                  out.setX(rot.x() + origin.x());
                                                  out.setY(rot.y() + origin.y());
                                                  out.setZ(rot.z() + origin.z());
                                          
                                                  return out;
                                              }
                                          
                                              QVector3D rotateY(const QVector3D &vector, const QVector3D &origin, float rad)
                                              {
                                                  // Translate point to the origin
                                                  QVector3D pos;
                                                  pos.setX(vector.x() - origin.x());
                                                  pos.setY(vector.y() - origin.y());
                                                  pos.setZ(vector.z() - origin.z());
                                          
                                                  // Perform rotation
                                                  QVector3D rot;
                                                  rot.setX(pos.z() * qSin(rad) + pos.x() * qCos(rad));
                                                  rot.setY(pos.y());
                                                  rot.setZ(pos.z() * qCos(rad) - pos.x() * qSin(rad));
                                          
                                                  // Translate to correct position
                                                  QVector3D out;
                                                  out.setX(rot.x() + origin.x());
                                                  out.setY(rot.y() + origin.y());
                                                  out.setZ(rot.z() + origin.z());
                                          
                                                  return out;
                                              }
                                          
                                              QVector3D rotateZ(const QVector3D &vector, const QVector3D &origin, float rad)
                                              {
                                                  // Translate point to the origin
                                                  QVector3D pos;
                                                  pos.setX(vector.x() - origin.x());
                                                  pos.setY(vector.y() - origin.y());
                                                  pos.setZ(vector.z() - origin.z());
                                          
                                                  // Perform rotation
                                                  QVector3D rot;
                                                  rot.setX(pos.x() * qCos(rad) - pos.y() * qSin(rad));
                                                  rot.setY(pos.x() * qSin(rad) + pos.y() * qCos(rad));
                                                  rot.setZ(pos.z());
                                          
                                                  // Translate to correct position
                                                  QVector3D out;
                                                  out.setX(rot.x() + origin.x());
                                                  out.setY(rot.y() + origin.y());
                                                  out.setZ(rot.z() + origin.z());
                                          
                                                  return out;
                                              }
                                          };
                                          
                                          int main(int argc, char *argv[])
                                          {
                                              QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                              QApplication app(argc, argv);
                                              OpenGLWindow w;
                                              w.show();
                                              return app.exec();
                                          }
                                          

                                          pro

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

                                          Source: https://glmatrix.net/docs/vec3.js.html#line564

                                          Using GLM:

                                          // Input vector
                                          auto v = glm::vec3(0.f, 0.f, 1.f);
                                          std::cout << v.x << ", " << v.y << ", " << v.z << std::endl;
                                          // Rotation
                                          auto rotationMatrix = glm::rotate(glm::mat4(1.f), glm::radians(10.f), glm::vec3{1.f, 0.f, 0.f});
                                          auto newVector = rotationMatrix * glm::vec4(v, 0.f);
                                          std::cout << newVector.x << ", " << newVector.y << ", " << newVector.z << std::endl;
                                          // Output: 0, -0.173648, 0.984808
                                          

                                          Stack Oveflow: https://stackoverflow.com/a/78633772/4159530

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