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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, 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));
                  }
                  
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                  • 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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                    • 8 Offline
                      8 Offline
                      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++

                      1 Reply Last reply
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                      • 8 Offline
                        8 Offline
                        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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                        • 8 Offline
                          8 Offline
                          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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                          • 8 Offline
                            8 Offline
                            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
                                      • 8 Offline
                                        8 Offline
                                        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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                                        • 8 Offline
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                                          8Observer8
                                          wrote on 2 Jul 2024, 10:10 last edited by 8Observer8 7 Feb 2024, 10:11
                                          #39
                                          This post is deleted!
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