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

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  • 8 Offline
    8 Offline
    8Observer8
    wrote on 29 May 2024, 08:58 last edited by
    #26

    Rectangle drawer

    WebAssembly demo on free Netlify hosting

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

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

    rectangle-drawer-opengles2-qt6-cpp.pro

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

    main.cpp

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

    rectangle_drawer.h

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

    rectangle_drawer.cpp

    #include "rectangle_drawer.h"
    
    RectangleDrawer::RectangleDrawer(QOpenGLShaderProgram *program)
    {
        m_program = program;
        m_program->bind();
    
        m_aPositionLocation = m_program->attributeLocation("aPosition");
        m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
        m_uColorLocation = m_program->uniformLocation("uColor");
    
        float vertPositions[] = {
            -0.5, -0.5,
            0.5, -0.5,
            -0.5, 0.5,
            0.5, 0.5
        };
        m_vertPosBuffer.create();
        m_vertPosBuffer.bind();
        m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
    }
    
    void RectangleDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
    {
        m_projViewMatrix = projViewMatrix;
    }
    
    void RectangleDrawer::bind()
    {
        m_program->bind();
        m_vertPosBuffer.bind();
        m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
        m_program->enableAttributeArray(m_aPositionLocation);
    }
    
    void RectangleDrawer::draw(const QVector2D &position, const QVector2D &size,
        const QVector3D &color, float angle)
    {
        bind();
        m_modelMatrix.setToIdentity();
        m_modelMatrix.translate(QVector3D(position.x(), position.y(), 0.f));
        m_modelMatrix.rotate(angle, QVector3D(0.f, 0.f, 1.f));
        m_modelMatrix.scale(QVector3D(size.x(), size.y(), 1.f));
        m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
        m_program->setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
        m_program->setUniformValue(m_uColorLocation, color);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    }
    

    opengl_window.h

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

    opengl_window.cpp

    #include "opengl_window.h"
    
    OpenGLWindow::OpenGLWindow()
    {
        setTitle("OpenGL ES 2.0, Qt6, C++");
        resize(600, 300);
    
        QSurfaceFormat surfaceFormat;
        surfaceFormat.setDepthBufferSize(24);
        surfaceFormat.setSamples(4);
        setFormat(surfaceFormat);
    }
    
    OpenGLWindow::~OpenGLWindow()
    {
        delete m_rectangleDrawer;
    }
    
    void OpenGLWindow::initializeGL()
    {
        initializeOpenGLFunctions();
    
        QString vertShaderSrc =
            "attribute vec2 aPosition;\n"
            "uniform mat4 uMvpMatrix;"
            "void main()\n"
            "{\n"
            "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
            "}\n";
    
        QString fragShaderSrc =
            "#ifdef GL_ES\n"
            "precision mediump float;\n"
            "#endif\n"
            "uniform vec3 uColor;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(uColor, 1.0);\n"
            "}\n";
    
        m_program.create();
        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
        m_program.link();
        m_program.bind();
    
        m_rectangleDrawer = new RectangleDrawer(&m_program);
    
        m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
    }
    
    void OpenGLWindow::resizeGL(int w, int h)
    {
        int deviceW = w * devicePixelRatio();
        int deviceH = h * devicePixelRatio();
        float deviceAspect = deviceH / (float) deviceW;
    
        if (deviceAspect > m_worldAspect)
        {
            m_viewportWidth = deviceW;
            m_viewportHeight = (int) deviceW * m_worldAspect;
            m_viewportX = 0;
            m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
        }
        else
        {
            m_viewportWidth = (int) deviceH / m_worldAspect;
            m_viewportHeight = deviceH;
            m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
            m_viewportY = 0;
        }
        m_projMatrix.setToIdentity();
        m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
        m_projViewMatrix = m_projMatrix * m_viewMatrix;
    
        m_rectangleDrawer->setProjViewMatrix(m_projViewMatrix);
    }
    
    void OpenGLWindow::paintGL()
    {
        glClear(GL_COLOR_BUFFER_BIT);
        glClearColor(0.2f, 0.2f, 0.2f, 1.f);
        // glClearColor(0.82f, 0.87f, 0.97f, 1.f);
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
        glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
        glClearColor(0.82f, 0.87f, 0.97f, 1.f);
        glEnable(GL_SCISSOR_TEST);
        glClear(GL_COLOR_BUFFER_BIT);
        glDisable(GL_SCISSOR_TEST);
    
        m_rectangleDrawer->draw(QVector2D(50.f, 70.f), QVector2D(72.f, 7.f),
            QVector3D(0.80f, 0.15f, 0.18f), -27.f);
        m_rectangleDrawer->draw(QVector2D(160.f, 50.f), QVector2D(70.f, 5.f),
            QVector3D(0.20f, 0.60f, 0.30f), 10.f);
        m_rectangleDrawer->draw(QVector2D(100.f, 15.f), QVector2D(150.f, 7.f),
            QVector3D(0.25f, 0.31f, 0.85f));
    }
    
    1 Reply Last reply
    0
    • 8 Offline
      8 Offline
      8Observer8
      wrote on 29 May 2024, 15:05 last edited by 8Observer8
      #27

      Disk drawer

      WebAssembly demo on free Netlify hosting

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

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

      disk-drawer-opengles2-qt6-cpp.pro

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

      main.cpp

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

      disk_drawer.h

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

      disk_drawer.cpp

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

      opengl_window.h

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

      opengl_window.cpp

      #include "opengl_window.h"
      
      OpenGLWindow::OpenGLWindow()
      {
          setTitle("OpenGL ES 2.0, Qt6, C++");
          resize(600, 300);
      
          QSurfaceFormat surfaceFormat;
          surfaceFormat.setDepthBufferSize(24);
          surfaceFormat.setSamples(4);
          setFormat(surfaceFormat);
      }
      
      OpenGLWindow::~OpenGLWindow()
      {
          delete m_diskDrawer;
      }
      
      void OpenGLWindow::initializeGL()
      {
          initializeOpenGLFunctions();
      
          QString vertShaderSrc =
              "attribute vec2 aPosition;\n"
              "uniform mat4 uMvpMatrix;"
              "void main()\n"
              "{\n"
              "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
              "}\n";
      
          QString fragShaderSrc =
              "#ifdef GL_ES\n"
              "precision mediump float;\n"
              "#endif\n"
              "uniform vec3 uColor;\n"
              "void main()\n"
              "{\n"
              "    gl_FragColor = vec4(uColor, 1.0);\n"
              "}\n";
      
          m_program.create();
          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
          m_program.link();
          m_program.bind();
      
          m_diskDrawer = new DiskDrawer(&m_program);
      
          m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
      }
      
      void OpenGLWindow::resizeGL(int w, int h)
      {
          int deviceW = w * devicePixelRatio();
          int deviceH = h * devicePixelRatio();
          float deviceAspect = deviceH / (float) deviceW;
      
          if (deviceAspect > m_worldAspect)
          {
              m_viewportWidth = deviceW;
              m_viewportHeight = (int) deviceW * m_worldAspect;
              m_viewportX = 0;
              m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
          }
          else
          {
              m_viewportWidth = (int) deviceH / m_worldAspect;
              m_viewportHeight = deviceH;
              m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
              m_viewportY = 0;
          }
          m_projMatrix.setToIdentity();
          m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
          m_projViewMatrix = m_projMatrix * m_viewMatrix;
      
          m_diskDrawer->setProjViewMatrix(m_projViewMatrix);
      }
      
      void OpenGLWindow::paintGL()
      {
          glClear(GL_COLOR_BUFFER_BIT);
          // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
          glClearColor(0.82f, 0.87f, 0.97f, 1.f);
          glClear(GL_COLOR_BUFFER_BIT);
          glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
          glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
          glClearColor(0.82f, 0.87f, 0.97f, 1.f);
          glEnable(GL_SCISSOR_TEST);
          glClear(GL_COLOR_BUFFER_BIT);
          glDisable(GL_SCISSOR_TEST);
      
          m_diskDrawer->draw(QVector2D(50.f, 70.f), 40.f,
              QVector3D(0.80f, 0.15f, 0.18f));
          m_diskDrawer->draw(QVector2D(160.f, 50.f), 50.f,
              QVector3D(0.20f, 0.60f, 0.30f));
          m_diskDrawer->draw(QVector2D(100.f, 15.f), 20.f,
              QVector3D(0.25f, 0.31f, 0.85f));
      }
      
      1 Reply Last reply
      0
      • 8 Offline
        8 Offline
        8Observer8
        wrote on 30 May 2024, 09:09 last edited by 8Observer8
        #28

        Ring drawer using line drawer

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

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

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

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

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

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

        ring-drawer-opengles2-qt6-cpp.pro

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

        main.cpp

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

        ring_drawer.h

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

        ring_drawer.cpp

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

        opengl_window.h

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

        opengl_window.cpp

        #include "opengl_window.h"
        
        OpenGLWindow::OpenGLWindow()
        {
            setTitle("OpenGL ES 2.0, Qt6, C++");
            resize(600, 300);
        
            QSurfaceFormat surfaceFormat;
            surfaceFormat.setDepthBufferSize(24);
            surfaceFormat.setSamples(4);
            setFormat(surfaceFormat);
        }
        
        OpenGLWindow::~OpenGLWindow()
        {
            delete m_ringDrawer;
        }
        
        void OpenGLWindow::initializeGL()
        {
            initializeOpenGLFunctions();
        
        
            QString vertShaderSrc =
                "attribute vec2 aPosition;\n"
                "uniform mat4 uMvpMatrix;"
                "void main()\n"
                "{\n"
                "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                "}\n";
        
            QString fragShaderSrc =
                "#ifdef GL_ES\n"
                "precision mediump float;\n"
                "#endif\n"
                "uniform vec3 uColor;\n"
                "void main()\n"
                "{\n"
                "    gl_FragColor = vec4(uColor, 1.0);\n"
                "}\n";
        
            m_program.create();
            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
            m_program.link();
            m_program.bind();
        
            m_ringDrawer = new RingDrawer(&m_program);
        
            m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
        }
        
        void OpenGLWindow::resizeGL(int w, int h)
        {
            int deviceW = w * devicePixelRatio();
            int deviceH = h * devicePixelRatio();
            float deviceAspect = deviceH / (float) deviceW;
        
            if (deviceAspect > m_worldAspect)
            {
                m_viewportWidth = deviceW;
                m_viewportHeight = (int) deviceW * m_worldAspect;
                m_viewportX = 0;
                m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
            }
            else
            {
                m_viewportWidth = (int) deviceH / m_worldAspect;
                m_viewportHeight = deviceH;
                m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                m_viewportY = 0;
            }
            m_projMatrix.setToIdentity();
            m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
            m_projViewMatrix = m_projMatrix * m_viewMatrix;
        
            m_ringDrawer->setProjViewMatrix(m_projViewMatrix);
        }
        
        void OpenGLWindow::paintGL()
        {
            glClear(GL_COLOR_BUFFER_BIT);
            // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
            glClearColor(0.82f, 0.87f, 0.97f, 1.f);
            glClear(GL_COLOR_BUFFER_BIT);
            glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
            glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
            glClearColor(0.82f, 0.87f, 0.97f, 1.f);
            glEnable(GL_SCISSOR_TEST);
            glClear(GL_COLOR_BUFFER_BIT);
            glDisable(GL_SCISSOR_TEST);
        
            m_ringDrawer->draw(QVector2D(50.f, 70.f), 20.f,
                QVector3D(0.80f, 0.15f, 0.18f));
            m_ringDrawer->draw(QVector2D(160.f, 50.f), 25.f,
                QVector3D(0.20f, 0.60f, 0.30f));
            m_ringDrawer->draw(QVector2D(100.f, 15.f), 10.f,
                QVector3D(0.25f, 0.31f, 0.85f));
        }
        

        line_drawer.h

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

        line_drawer.cpp

        #include "line_drawer.h"
        
        LineDrawer::LineDrawer(QOpenGLShaderProgram *program)
        {
            m_program = program;
            m_program->bind();
        
            m_aPositionLocation = m_program->attributeLocation("aPosition");
            m_uMvpMatrixLocation = m_program->uniformLocation("uMvpMatrix");
            m_uColorLocation = m_program->uniformLocation("uColor");
        
            float vertPositions[] = {
                -0.5, -0.5,
                0.5, -0.5,
                -0.5, 0.5,
                0.5, 0.5
            };
            m_vertPosBuffer.create();
            m_vertPosBuffer.bind();
            m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
        }
        
        void LineDrawer::setProjViewMatrix(const QMatrix4x4 &projViewMatrix)
        {
            m_projViewMatrix = projViewMatrix;
        }
        
        void LineDrawer::bind()
        {
            m_program->bind();
            m_vertPosBuffer.bind();
            m_program->setAttributeBuffer(m_aPositionLocation, GL_FLOAT, 0, 2);
            m_program->enableAttributeArray(m_aPositionLocation);
        }
        
        void LineDrawer::draw(const QVector2D &from, const QVector2D &to,
            const QVector3D &color, float thickness)
        {
            bind();
            float centerX, centerY;
            QVector3D tempVec;
        
            if (from.x() > to.x())
            {
                centerX = to.x() + std::abs(from.x() - to.x()) / 2.f;
            }
            else
            {
                centerX = from.x() + std::abs(to.x() - from.x()) / 2.f;
            }
        
            if (from.y() > to.y())
            {
                centerY = to.y() + std::abs(from.y() - to.y()) / 2.f;
            }
            else
            {
                centerY = from.y() + std::abs(to.y() - from.y()) / 2.f;
            }
        
            tempVec.setX(to.x() - from.x());
            tempVec.setY(to.y() - from.y());
            float length = tempVec.length();
            tempVec.normalize();
            QQuaternion quat = QQuaternion::rotationTo(QVector3D(1, 0, 0), tempVec);
        
            m_modelMatrix.setToIdentity();
            m_modelMatrix.translate(QVector3D(centerX, centerY, 0));
            m_modelMatrix.rotate(quat);
            m_modelMatrix.scale(QVector3D(length, thickness, 1));
            m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
            m_program->setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
            m_program->setUniformValue(m_uColorLocation, color);
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        }
        
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        • 8 Offline
          8 Offline
          8Observer8
          wrote on 31 May 2024, 16:33 last edited by 8Observer8
          #29

          Orbit controls

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

          WebAssembly demo on free Netlify hosting

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

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

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

          Source code for QOpenGLWindow, Qt6, C++

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

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

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

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

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

              Detecting a mobile browser with Qt WebAssembly (topic)

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

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

              Don't forget to add wasm: here:

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

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

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

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

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

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

                Add the following path to your pro-file:

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

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

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

                main.cpp

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

                  How to set up PyOpenAL

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

                  pip install PyOpenAL

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

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

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

                    Play sound by button click with PyOpenAL

                    pip install PyOpenAL PySide6

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

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

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

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

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

                      Music volume slider

                      pip install PyOpenAL PySide6

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

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

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

                        Custom OpenGL button for WebAssembly and Android

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

                        WebAssembly demo on free Netlify hosting (QOpenGLWindow)

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

                        Source code for Qt6 C++

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

                        The same demo for SDL3:

                        Click buttons with color ID using glReadPixels

                        Demo in the browser

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

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

                        click-buttons-with-color-id.gif

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

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

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

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

                          main.cpp

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

                          Output:

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

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

                          main.cpp

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

                          Output:

                          Requesting 3.3 core context
                          OpenGL version: 3.1.0 - Build 9.17.10.4459
                          GLSL version:  1.40 - Intel Build 9.17.10.4459
                          Vendor:  Intel
                          
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                          • 8 8Observer8 referenced this topic on 16 Jun 2024, 09:14
                          • 8 Offline
                            8 Offline
                            8Observer8
                            wrote on 17 Jun 2024, 16:37 last edited by 8Observer8 7 Jun 2024, 14:55
                            #38

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

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

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

                            pro

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

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

                            Using GLM:

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

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

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                            • 8 Offline
                              8 Offline
                              8Observer8
                              wrote on 2 Jul 2024, 10:10 last edited by 8Observer8 7 Feb 2024, 10:11
                              #39
                              This post is deleted!
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                              0
                              • 8 Offline
                                8 Offline
                                8Observer8
                                wrote on 18 Jul 2024, 09:31 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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                                • 8 8Observer8 referenced this topic on 24 Jul 2024, 12:01
                                • 8 Offline
                                  8 Offline
                                  8Observer8
                                  wrote on 4 Nov 2024, 09:36 last edited by 8Observer8 11 Apr 2024, 09:36
                                  #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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