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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
    #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);
      }
      
      1 Reply Last reply
      0
      • 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++

        1 Reply Last reply
        0
        • 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

          1 Reply Last reply
          0
          • 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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                              1
                              • 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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                                0

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