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

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

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #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
    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by
      #23

      Custom collision detection between two disks

      WebAssembly demo on free Netlify hosting

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

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

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

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

      main.cpp

      
      #include <QtMath>
      #include <QtGui/QMatrix4x4>
      #include <QtGui/QMouseEvent>
      #include <QtGui/QOpenGLFunctions>
      #include <QtGui/QSurfaceFormat>
      #include <QtGui/QVector3D>
      #include <QtGui/QVector4D>
      #include <QtOpenGL/QOpenGLBuffer>
      #include <QtOpenGL/QOpenGLShader>
      #include <QtOpenGL/QOpenGLShaderProgram>
      #include <QtOpenGL/QOpenGLWindow>
      #include <QtWidgets/QApplication>
      
      class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
      {
      public:
          OpenGLWindow()
          {
              setTitle("OpenGL ES 2.0, Qt6, C++");
              resize(500, 500);
      
              QSurfaceFormat surfaceFormat;
              surfaceFormat.setDepthBufferSize(24);
              surfaceFormat.setSamples(4);
              setFormat(surfaceFormat);
          }
      
          void initializeGL() override
          {
              initializeOpenGLFunctions();
              glClearColor(0.04f, 0.62f, 0.48f, 1.f);
              glEnable(GL_BLEND);
              glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      
              QString vertShaderSrc =
                  "attribute vec2 aPosition;\n"
                  "uniform mat4 uMvpMatrix;"
                  "void main()\n"
                  "{\n"
                  "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                  "}\n";
      
              QString fragShaderSrc =
                  "#ifdef GL_ES\n"
                  "precision mediump float;\n"
                  "#endif\n"
                  "uniform vec4 uColor;\n"
                  "void main()\n"
                  "{\n"
                  "    gl_FragColor = uColor;\n"
                  "}\n";
      
              m_program.create();
              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
              m_program.link();
              m_program.bind();
      
              float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
              float radius = 0.5f;
              float angle = 0.f;
      
              int index = 0;
              // Disk center
              vertPositions[index++] = 0.f;
              vertPositions[index++] = 0.f;
      
                     // Disk
              for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
              {
                  float radians = qDegreesToRadians(angle);
                  float x = radius * qCos(radians);
                  float y = radius * qSin(radians);
                  vertPositions[index++] = x;
                  vertPositions[index++] = y;
                  angle += m_angleStep;
              }
              // Square
              vertPositions[index++] = -0.5f;
              vertPositions[index++] = -0.5f;
              vertPositions[index++] = 0.5f;
              vertPositions[index++] = -0.5f;
              vertPositions[index++] = -0.5f;
              vertPositions[index++] = 0.5f;
              vertPositions[index++] = 0.5f;
              vertPositions[index++] = 0.5f;
              m_vertPosBuffer.create();
              m_vertPosBuffer.bind();
              m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
              m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
              m_program.enableAttributeArray("aPosition");
      
              m_uColorLocation = m_program.uniformLocation("uColor");
              m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
              m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
          }
      
          void resizeGL(int w, int h) override
          {
              int deviceW = w * devicePixelRatio();
              int deviceH = h * devicePixelRatio();
              float deviceAspect = deviceH / (float) deviceW;
      
              if (deviceAspect > m_worldAspect)
              {
                  m_viewportWidth = deviceW;
                  m_viewportHeight = (int) deviceW * m_worldAspect;
                  m_viewportX = 0;
                  m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
              }
              else
              {
                  m_viewportWidth = (int) deviceH / m_worldAspect;
                  m_viewportHeight = deviceH;
                  m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                  m_viewportY = 0;
              }
              m_projMatrix.setToIdentity();
              m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
              m_projViewMatrix = m_projMatrix * m_viewMatrix;
          }
      
          void paintGL() override
          {
              glClear(GL_COLOR_BUFFER_BIT);
              glClearColor(0.2, 0.2, 0.2, 1);
              glClear(GL_COLOR_BUFFER_BIT);
              glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
              glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
              glClearColor(0.04, 0.62, 0.48, 1);
              glEnable(GL_SCISSOR_TEST);
              glClear(GL_COLOR_BUFFER_BIT);
              glDisable(GL_SCISSOR_TEST);
      
              m_disk2Color.setW(0.2f);
              if (dist(m_disk1PosX, m_disk1PosY, m_disk2PosX, m_disk2PosY) < 30.f)
                  m_disk2Color.setW(1.f);
      
              // Disk
              drawDisk(m_disk2PosX, m_disk2PosY, 30.f, m_disk2Color);
              // Disk
              drawDisk(m_disk1PosX, m_disk1PosY, 30.f, QVector4D(0.f, 0.f, 0.5f, 1.f));
              // Left border
              drawRectangle(5.f, 50.f, 5.f, 85.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
              // Right border
              drawRectangle(195.f, 50.f, 5.f, 85.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
              // Top border
              drawRectangle(100.f, 95.f, 185.f, 5.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
              // Bottom border
              drawRectangle(100.f, 5.f, 185.f, 5.f, 0.f, QVector4D(0.62f, 0.04f, 0.18f, 1.f));
          }
      
          float dist(float x1, float y1, float x2, float y2)
          {
              float deltaX = qFabs(x1 - x2);
              float deltaY = qFabs(y1 - y2);
              return qSqrt(qPow(deltaX, 2) + qPow(deltaY, 2));
          }
      
          void drawDisk(float x, float y, float diameter, const QVector4D& color)
          {
              m_modelMatrix.setToIdentity();
              m_modelMatrix.translate(QVector3D(x, y, 0));
              m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
              m_program.setUniformValue(m_uColorLocation, color);
              glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
          }
      
          void drawRectangle(float x, float y, float w, float h,
              float angle, const QVector4D& color)
          {
              m_modelMatrix.setToIdentity();
              m_modelMatrix.translate(QVector3D(x, y, 0));
              m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
              m_modelMatrix.scale(QVector3D(w, h, 1));
              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
              m_program.setUniformValue(m_uColorLocation, color);
              glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
          }
      
          void mousePressEvent(QMouseEvent *event) override
          {
              switch (event->button()) {
                  case Qt::MouseButton::LeftButton:
                  {
                      m_mouseHolding = true;
                      int x = event->pos().x() * devicePixelRatio();
                      int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                      if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                          (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                      {
                          float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                          float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                          m_disk1PosX = m_worldWidth * normalizedX;
                          m_disk1PosY = m_worldHeight * normalizedY;
                      }
                      update();
                      break;
                  }
                  default:
                      break;
              }
          }
      
          void mouseMoveEvent(QMouseEvent *event) override
          {
              if (!m_mouseHolding)
                  return;
      
              int x = event->pos().x() * devicePixelRatio();
              int y = (height() - event->pos().y() - 1) * devicePixelRatio();
              if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                  (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
              {
                  float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                  float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                  m_disk1PosX = m_worldWidth * normalizedX;
                  m_disk1PosY = m_worldHeight * normalizedY;
              }
              update();
          }
      
          void mouseReleaseEvent(QMouseEvent *event) override
          {
              switch (event->button()) {
                  case Qt::MouseButton::LeftButton:
                  {
                      m_mouseHolding = false;
                      break;
                  }
                  default:
                      break;
              }
          }
      
      private:
          QOpenGLBuffer m_vertPosBuffer;
          QOpenGLShaderProgram m_program;
          int m_uColorLocation;
          int m_uMvpMatrixLocation;
          QMatrix4x4 m_mvpMatrix;
          QMatrix4x4 m_projMatrix;
          QMatrix4x4 m_viewMatrix;
          QMatrix4x4 m_projViewMatrix;
          QMatrix4x4 m_modelMatrix;
          const float m_worldWidth = 200.f;
          const float m_worldHeight = 100.f;
          float m_worldAspect = m_worldHeight / m_worldWidth;
          int m_viewportX;
          int m_viewportY;
          int m_viewportWidth;
          int m_viewportHeight;
          float m_angleStep = 10.f;
          int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
          bool m_mouseHolding = false;
          float m_disk1PosX = 150.f;
          float m_disk1PosY = 50.f;
          QVector4D m_disk2Color = QVector4D(0.8f, 0.f, 0.f, 0.2f);
          float m_disk2PosX = 70.f;
          float m_disk2PosY = 50.f;
      };
      
      int main(int argc, char *argv[])
      {
          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
          QApplication app(argc, argv);
          OpenGLWindow w;
          w.show();
          return app.exec();
      }
      1 Reply Last reply
      0
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on 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
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on 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
          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on 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
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #27

              Disk drawer

              WebAssembly demo on free Netlify hosting

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

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

              disk-drawer-opengles2-qt6-cpp.pro

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

              main.cpp

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

              disk_drawer.h

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

              disk_drawer.cpp

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

              opengl_window.h

              #ifndef OPENGL_WINDOW
              #define OPENGL_WINDOW
              
              #include <QtMath>
              #include <QtGui/QMatrix4x4>
              #include <QtGui/QOpenGLFunctions>
              #include <QtGui/QQuaternion>
              #include <QtGui/QSurfaceFormat>
              #include <QtGui/QVector2D>
              #include <QtGui/QVector3D>
              #include <QtOpenGL/QOpenGLShader>
              #include <QtOpenGL/QOpenGLShaderProgram>
              #include <QtOpenGL/QOpenGLWindow>
              
              #include "disk_drawer.h"
              
              class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
              {
              public:
                  OpenGLWindow();
              
                  ~OpenGLWindow();
              
              private:
                  void initializeGL() override;
                  void resizeGL(int w, int h) override;
                  void paintGL() override;
              
              private:
                  QOpenGLShaderProgram m_program;
                  QMatrix4x4 m_projMatrix;
                  QMatrix4x4 m_viewMatrix;
                  QMatrix4x4 m_projViewMatrix;
                  const float m_worldWidth = 200.f;
                  const float m_worldHeight = 100.f;
                  float m_worldAspect = m_worldHeight / m_worldWidth;
                  int m_viewportX;
                  int m_viewportY;
                  int m_viewportWidth;
                  int m_viewportHeight;
                  DiskDrawer *m_diskDrawer;
              };
              
              #endif // OPENGL_WINDOW
              

              opengl_window.cpp

              #include "opengl_window.h"
              
              OpenGLWindow::OpenGLWindow()
              {
                  setTitle("OpenGL ES 2.0, Qt6, C++");
                  resize(600, 300);
              
                  QSurfaceFormat surfaceFormat;
                  surfaceFormat.setDepthBufferSize(24);
                  surfaceFormat.setSamples(4);
                  setFormat(surfaceFormat);
              }
              
              OpenGLWindow::~OpenGLWindow()
              {
                  delete m_diskDrawer;
              }
              
              void OpenGLWindow::initializeGL()
              {
                  initializeOpenGLFunctions();
              
                  QString vertShaderSrc =
                      "attribute vec2 aPosition;\n"
                      "uniform mat4 uMvpMatrix;"
                      "void main()\n"
                      "{\n"
                      "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                      "}\n";
              
                  QString fragShaderSrc =
                      "#ifdef GL_ES\n"
                      "precision mediump float;\n"
                      "#endif\n"
                      "uniform vec3 uColor;\n"
                      "void main()\n"
                      "{\n"
                      "    gl_FragColor = vec4(uColor, 1.0);\n"
                      "}\n";
              
                  m_program.create();
                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                  m_program.link();
                  m_program.bind();
              
                  m_diskDrawer = new DiskDrawer(&m_program);
              
                  m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
              }
              
              void OpenGLWindow::resizeGL(int w, int h)
              {
                  int deviceW = w * devicePixelRatio();
                  int deviceH = h * devicePixelRatio();
                  float deviceAspect = deviceH / (float) deviceW;
              
                  if (deviceAspect > m_worldAspect)
                  {
                      m_viewportWidth = deviceW;
                      m_viewportHeight = (int) deviceW * m_worldAspect;
                      m_viewportX = 0;
                      m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                  }
                  else
                  {
                      m_viewportWidth = (int) deviceH / m_worldAspect;
                      m_viewportHeight = deviceH;
                      m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                      m_viewportY = 0;
                  }
                  m_projMatrix.setToIdentity();
                  m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                  m_projViewMatrix = m_projMatrix * m_viewMatrix;
              
                  m_diskDrawer->setProjViewMatrix(m_projViewMatrix);
              }
              
              void OpenGLWindow::paintGL()
              {
                  glClear(GL_COLOR_BUFFER_BIT);
                  // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                  glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                  glClear(GL_COLOR_BUFFER_BIT);
                  glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                  glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                  glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                  glEnable(GL_SCISSOR_TEST);
                  glClear(GL_COLOR_BUFFER_BIT);
                  glDisable(GL_SCISSOR_TEST);
              
                  m_diskDrawer->draw(QVector2D(50.f, 70.f), 40.f,
                      QVector3D(0.80f, 0.15f, 0.18f));
                  m_diskDrawer->draw(QVector2D(160.f, 50.f), 50.f,
                      QVector3D(0.20f, 0.60f, 0.30f));
                  m_diskDrawer->draw(QVector2D(100.f, 15.f), 20.f,
                      QVector3D(0.25f, 0.31f, 0.85f));
              }
              
              1 Reply Last reply
              0
              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on 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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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #29

                  Orbit controls

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

                  WebAssembly demo on free Netlify hosting

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

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

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

                  Source code for QOpenGLWindow, Qt6, C++

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                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote on 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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                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on 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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                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #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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                        • 8Observer88 Offline
                          8Observer88 Offline
                          8Observer8
                          wrote on last edited by 8Observer8
                          #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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                          • 8Observer88 Offline
                            8Observer88 Offline
                            8Observer8
                            wrote on last edited by 8Observer8
                            #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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                            • 8Observer88 Offline
                              8Observer88 Offline
                              8Observer8
                              wrote on last edited by 8Observer8
                              #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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                              • 8Observer88 Offline
                                8Observer88 Offline
                                8Observer8
                                wrote on 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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                                • 8Observer88 Offline
                                  8Observer88 Offline
                                  8Observer8
                                  wrote on 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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                                  • 8Observer88 8Observer8 referenced this topic on
                                  • 8Observer88 Offline
                                    8Observer88 Offline
                                    8Observer8
                                    wrote on last edited by 8Observer8
                                    #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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                                    • 8Observer88 Offline
                                      8Observer88 Offline
                                      8Observer8
                                      wrote on last edited by 8Observer8
                                      #39
                                      This post is deleted!
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                                      • 8Observer88 Offline
                                        8Observer88 Offline
                                        8Observer8
                                        wrote on last edited by 8Observer8
                                        #40

                                        I have found two solutions how I can make the first person movement in the browser. Qt doesn't allow it because it is impossible to call emscripten_request_pointerlock() from Qt application: https://bugreports.qt.io/browse/QTBUG-126513

                                        The first solution is to use pure WebGL and Ammo.js: Click to run a demo in the browser

                                        The second solution is to use SDL3, Emscripten, and Bullet Physics: Click to run a demo in the browser

                                        The demo allows to move with first person and third person view:

                                        image.png

                                        Baked shadows and textures using SDL3, Emscripten, OpenGL ES 2.0, Bullet Physics, and C++

                                        Demo in the browser

                                        5f457ae3-d03b-492f-b513-f540abaec581-image.png

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                                        • 8Observer88 8Observer8 referenced this topic on
                                        • 8Observer88 Offline
                                          8Observer88 Offline
                                          8Observer8
                                          wrote on last edited by 8Observer8
                                          #41

                                          Critical problems for WebAssembly

                                          • Background color of parent window is changed to black: https://bugreports.qt.io/browse/QTBUG-120651
                                          • emscripten_request_pointerlock() returns EMSCRIPTEN_RESULT_UNKNOWN_TARGET: https://bugreports.qt.io/browse/QTBUG-126513
                                          • Dealing with keyboard layout for input on Qt WebAssembly: https://forum.qt.io/post/790688
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