Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. Game Development
  4. Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL
Forum Updated to NodeBB v4.3 + New Features

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

Scheduled Pinned Locked Moved Game Development
41 Posts 2 Posters 10.7k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • BondrusiekB Offline
    BondrusiekB Offline
    Bondrusiek
    wrote on last edited by Bondrusiek
    #12

    @8Observer8 Hi! I tested your example with QOpenGLWindow
    For my Mac I can compile project using :

    QT       += core gui openglwidgets
    

    instead of :

    QT += core gui opengl widgets
    
    win32: LIBS += -lopengl32 # I don't set it for Mac
    

    I think it can be similar on Windows.

    8Observer88 1 Reply Last reply
    1
    • BondrusiekB Bondrusiek

      @8Observer8 Hi! I tested your example with QOpenGLWindow
      For my Mac I can compile project using :

      QT       += core gui openglwidgets
      

      instead of :

      QT += core gui opengl widgets
      
      win32: LIBS += -lopengl32 # I don't set it for Mac
      

      I think it can be similar on Windows.

      8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #13

      @Bondrusiek said in Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL:

      I think it can be similar on Windows.

      I confirm that it works on Windows. I'm guessing that the openglwidgets module includes the opengl and widgets modules. I've modified the examples to be the same for QOpenGLWindow and QOpenGLWidget. Thank you very much!

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

      win32: means that it is used on Windows only and it will be ignored on other OS like Android, iOS, macOS and so on. When I use glDrawArrays in separated file and if I don't add this line win32: LIBS += -lopengl32, I have this error on Windows:

      line_drawer.cpp:74: error: undefined reference to `__imp_glDrawArrays'
      

      It can be solved by adding this line of code to pro-file:

      win32: LIBS += -lopengl32
      

      What is interesting, I can delete the line above after recompilation and it will run. But when I change something in the code and recompile it I will have the same error. So the win32: LIBS += -lopengl32 must be in pro-file if you don't call glDrawArrays in the same file.

      1 Reply Last reply
      0
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #14

        I have made the next demo for WebAssembly, Android, and Desktop using: Qt C++, OpenGL ES 2.0, OpenAL-Soft (this is a library for music and sounds), Box2D (for jumps, collision detections, and ray casting), Hiero (this is an application to create a font with distance field from TTF), Free Texture Packer (to pack images to one texture atlas), and Tiled map editor (to position sprites and Box2D static colliders).

        • Click to run in your browser (it is a link to itch where you can download EXE for Windows 10 64 bit and APK for Android 7-14)
        • Click to run in your browser (it is a link to the Netlify free hosting)

        All resources (sprites, music and sounds) have been replaced with free ones. You can see a list of free resources here. For example, I took the sprites here: https://webfussel.itch.io/more-bit-8-bit-mario

        I have made a custom joystick for Android in pure OpenGL ES 2.0 (this is an animation from the real phone that I made using scrcpy):

        mario-2d-jumps-webfussel-opengles2-qt6-cpp-android.gif

        1 Reply Last reply
        0
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by
          #15

          Setting English as system language

          If a user system language is not English it will not work:

          void OpenGLWindow::keyPressEvent(QKeyEvent *event)
          {
              switch (event->key())
              {
                  case Qt::Key::Key_W:
                  case Qt::Key::Key_Up:
                  {
                          break;
                  {
          

          The following command is a solution for Windows. You can set English as system language:

          OpenGLWindow::OpenGLWindow()
          {
              setTitle("OpenGL ES 2.0, Qt6, C++");
              resize(400, 400);
          
          // Set English as system language
          #ifdef _WIN32
              PostMessage(GetForegroundWindow(), WM_INPUTLANGCHANGEREQUEST, 1, 0x04090409);
          #endif
          

          You don't need to include <windows.h> because Qt is included it by default:

          #ifdef _WIN32
          #include <windows.h>
          #endif
          
          1 Reply Last reply
          0
          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #16

            Printing OpenGL version to the Debug console

            The following commands print OpenGL and GLSL version and vendor:

            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);
            

            or

            std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
            std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
            std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
            

            Qt by default runs programs with integrated video card on laptop:

            OpenGL version: 3.1.0 - Build 9.17.10.4459
            GLSL version:  1.40 - Intel Build 9.17.10.4459
            Vendor:  Intel
            
            1 Reply Last reply
            0
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #17

              Loading 3D models from DAE COLLADA

              This example shows how to parse XML (.dae) using QDomDocument. It was tested on Android 7.1.1, Windows 10, and WebAssembly.

              • Click this link to run the demo in your browser
              • QOpenGLWindow: Source code on GitHub
              • QOpenGLWidget: Source code on GitHub

              Note. antialiasing works for WebAssembly with QOpenGLWindow for Qt 6.6.3 but it doesn't work for QOpenGLWidget. It was fixed in Qt 6.7.0. See the bug report: https://bugreports.qt.io/browse/QTBUG-123816

              fd06b132-c804-445f-ac4f-bb91687ff5aa-image.png

              1 Reply Last reply
              0
              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #18

                Pick color of a pixel with glReadPixels by mouse click or by touching on Mobile

                glReadPixels requires the following parameters:

                GLubyte pixel[4];
                glReadPixels(m_mouseX, m_mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
                

                Where m_mouseX and m_mouseY are the mouse click coordinates. You should recalculate them before of calling glReadPixels because glReadPixels uses bottom left corner as (0, 0) but Qt uses top left corner as (0, 0). You should add QWindow::devicePixelRatio() because Windows has devicePixelRatio = 1 but Android and macOS (maybe) has devicePixelRatio = 2:

                void mousePressEvent(QMouseEvent *event) override
                {
                    m_mouseX = event->pos().x() * devicePixelRatio();
                    m_mouseY = (height() - event->pos().y() - 1) * devicePixelRatio();
                    m_mouseClicked = true;
                    update();
                }
                

                pick-color-with-mouse-opengles2-qt6-cpp.gif

                pick-color-of-simple-triangle-qopenglwindow-qt6-cpp.pro

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

                main.cpp

                #include <QtGui/QMouseEvent>
                #include <QtGui/QOpenGLFunctions>
                #include <QtOpenGL/QOpenGLBuffer>
                #include <QtOpenGL/QOpenGLShaderProgram>
                #include <QtOpenGL/QOpenGLWindow>
                #include <QtWidgets/QApplication>
                
                class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                {
                public:
                    OpenGLWindow()
                    {
                        setTitle("OpenGL ES 2.0, Qt6, C++");
                        resize(380, 380);
                    }
                
                private:
                    void initializeGL() override
                    {
                        initializeOpenGLFunctions();
                        glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                        qDebug() << "Device pixel ratio:" << devicePixelRatio();
                
                        QString vertexShaderSource =
                            "attribute vec2 aPosition;\n"
                            "void main()\n"
                            "{\n"
                            "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                            "}\n";
                
                        QString fragmentShaderSource =
                            "#ifdef GL_ES\n"
                            "precision mediump float;\n"
                            "#endif\n"
                            "void main()\n"
                            "{\n"
                            "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                            "}\n";
                
                        m_program.create();
                        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex,
                                                          vertexShaderSource);
                        m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment,
                                                          fragmentShaderSource);
                        m_program.link();
                        m_program.bind();
                
                        float vertPositions[] = {
                            -0.5f, -0.5f,
                            0.5f, -0.5f,
                            0.f, 0.5f
                        };
                        m_vertPosBuffer.create();
                        m_vertPosBuffer.bind();
                        m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                
                        m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                        m_program.enableAttributeArray("aPosition");
                    }
                
                    void paintGL() override
                    {
                        glClear(GL_COLOR_BUFFER_BIT);
                        glDrawArrays(GL_TRIANGLES, 0, 3);
                
                        if (m_mouseClicked)
                        {
                            // Read the pixel
                            GLubyte pixel[4];
                            glReadPixels(m_mouseX, m_mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
                            // Print a color
                            qDebug() << pixel[0] / 255.f << pixel[1] / 255.f << pixel[2] / 255.f;
                            m_mouseClicked = false;
                        }
                    }
                
                    void mousePressEvent(QMouseEvent *event) override
                    {
                        m_mouseX = event->pos().x() * devicePixelRatio();
                        m_mouseY = (height() - event->pos().y() - 1) * devicePixelRatio();
                        m_mouseClicked = true;
                        update();
                    }
                
                private:
                    int m_mouseX;
                    int m_mouseY;
                    bool m_mouseClicked = false;
                    QOpenGLBuffer m_vertPosBuffer;
                    QOpenGLShaderProgram m_program;
                };
                
                int main(int argc, char *argv[])
                {
                    QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                    QApplication app(argc, argv);
                    OpenGLWindow w;
                    w.show();
                    return app.exec();
                }
                
                1 Reply Last reply
                0
                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #19

                  Perspective camera

                  1273b633-a79a-41c0-bab9-16adca1581ac-image.png

                  perspective-camera-opengles2-qt6-cpp.pro

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

                  main.cpp

                  #include <QtGui/QMatrix4x4>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtGui/QVector3D>
                  #include <QtOpenGL/QOpenGLBuffer>
                  #include <QtOpenGL/QOpenGLShader>
                  #include <QtOpenGL/QOpenGLShaderProgram>
                  #include <QtOpenGL/QOpenGLWindow>
                  #include <QtWidgets/QApplication>
                  
                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                  {
                  public:
                      OpenGLWindow()
                      {
                          setTitle("OpenGL ES 2.0, Qt6, C++");
                          resize(500, 500);
                  
                          QSurfaceFormat surfaceFormat;
                          surfaceFormat.setDepthBufferSize(24);
                          surfaceFormat.setSamples(4);
                          setFormat(surfaceFormat);
                      }
                  
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                          glClearColor(153.f/255.f, 220.f/255.f, 236.f/255.f, 1.f);
                  
                          QString vertShaderSrc =
                              "attribute vec2 aPosition;\n"
                              "uniform mat4 uMvpMatrix;"
                              "void main()\n"
                              "{\n"
                              "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                              "}\n";
                  
                          QString fragShaderSrc =
                              "#ifdef GL_ES\n"
                              "precision mediump float;\n"
                              "#endif\n"
                              "void main()\n"
                              "{\n"
                              "    gl_FragColor = vec4(0.058, 0.615, 0.345, 1.0);\n"
                              "}\n";
                  
                          m_program.create();
                          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                          m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                          m_program.link();
                          m_program.bind();
                  
                          float vertPositions[] = {
                              -0.5f, -0.5f,
                              0.5f, -0.5f,
                              -0.5f, 0.5f,
                              0.5f, 0.5f
                          };
                          m_vertPosBuffer.create();
                          m_vertPosBuffer.bind();
                          m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                          m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                          m_program.enableAttributeArray("aPosition");
                  
                          m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                          m_viewMatrix.lookAt(QVector3D(0, 3, 5), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                      }
                  
                      void resizeGL(int w, int h) override
                      {
                          m_projMatrix.setToIdentity();
                          m_projMatrix.perspective(50.f, w / (float) h, 0.1f, 100.f);
                          m_projViewMatrix = m_projMatrix * m_viewMatrix;
                      }
                  
                      void paintGL() override
                      {
                          glClear(GL_COLOR_BUFFER_BIT);
                          m_modelMatrix.setToIdentity();
                          m_modelMatrix.translate(QVector3D(0, 0, 0));
                          m_modelMatrix.rotate(90, QVector3D(1, 0, 0));
                          m_modelMatrix.scale(QVector3D(3, 3, 1));
                          m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                          m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                          glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                      }
                  
                  private:
                      QOpenGLBuffer m_vertPosBuffer;
                      QOpenGLShaderProgram m_program;
                      int m_uMvpMatrixLocation;
                      QMatrix4x4 m_mvpMatrix;
                      QMatrix4x4 m_projMatrix;
                      QMatrix4x4 m_viewMatrix;
                      QMatrix4x4 m_projViewMatrix;
                      QMatrix4x4 m_modelMatrix;
                  };
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      OpenGLWindow w;
                      w.show();
                      return app.exec();
                  }
                  
                  1 Reply Last reply
                  0
                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote on last edited by
                    #20

                    Rotate and zoom camera

                    Click here to test WebAssembly demo in the browser

                    rotate-and-zoom-camera-opengles2-qt6-cpp-desktop.gif

                    On Android only rotation works. Some work must be made with touch events for zooming:

                    rotate-and-zoom-camera-opengles2-qt6-cpp.gif

                    rotate-and-zoom-camera-opengles2-qt6-cpp.pro

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

                    main.cpp

                    #include <QtGui/QMatrix4x4>
                    #include <QtGui/QOpenGLFunctions>
                    #include <QtGui/QSurfaceFormat>
                    #include <QtGui/QVector3D>
                    #include <QtGui/QMouseEvent>
                    #include <QtOpenGL/QOpenGLBuffer>
                    #include <QtOpenGL/QOpenGLShader>
                    #include <QtOpenGL/QOpenGLShaderProgram>
                    #include <QtOpenGL/QOpenGLWindow>
                    #include <QtWidgets/QApplication>
                    
                    class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                    {
                    public:
                        OpenGLWindow()
                        {
                            setTitle("OpenGL ES 2.0, Qt6, C++");
                            resize(500, 500);
                            m_degreesPerPixelX = 90.f / (float) width();
                            m_degreesPerPixelY = 180.f / (float) height();
                    
                            QSurfaceFormat surfaceFormat;
                            surfaceFormat.setDepthBufferSize(24);
                            surfaceFormat.setSamples(4);
                            setFormat(surfaceFormat);
                        }
                    
                        void initializeGL() override
                        {
                            initializeOpenGLFunctions();
                            glClearColor(153.f/255.f, 220.f/255.f, 236.f/255.f, 1.f);
                    
                            QString vertShaderSrc =
                                "attribute vec2 aPosition;\n"
                                "uniform mat4 uMvpMatrix;"
                                "void main()\n"
                                "{\n"
                                "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                "}\n";
                    
                            QString fragShaderSrc =
                                "#ifdef GL_ES\n"
                                "precision mediump float;\n"
                                "#endif\n"
                                "void main()\n"
                                "{\n"
                                "    gl_FragColor = vec4(0.058, 0.615, 0.345, 1.0);\n"
                                "}\n";
                    
                            m_program.create();
                            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                            m_program.link();
                            m_program.bind();
                    
                            float vertPositions[] = {
                                -0.5f, -0.5f,
                                0.5f, -0.5f,
                                -0.5f, 0.5f,
                                0.5f, 0.5f
                            };
                            m_vertPosBuffer.create();
                            m_vertPosBuffer.bind();
                            m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                            m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                            m_program.enableAttributeArray("aPosition");
                    
                            m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                            m_viewMatrix = getViewMatrix();
                        }
                    
                        void resizeGL(int w, int h) override
                        {
                            m_projMatrix.setToIdentity();
                            m_projMatrix.perspective(50.f, w / (float)h, 0.1f, 100.f);
                        }
                    
                        void paintGL() override
                        {
                            glClear(GL_COLOR_BUFFER_BIT);
                            m_modelMatrix.setToIdentity();
                            m_modelMatrix.translate(QVector3D(0, 0, 0));
                            m_modelMatrix.rotate(90, QVector3D(1, 0, 0));
                            m_modelMatrix.scale(QVector3D(3, 3, 1));
                            m_projViewMatrix = m_projMatrix * m_viewMatrix;
                            m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                            m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                        }
                    
                        void mousePressEvent(QMouseEvent *event) override
                        {
                            switch (event->button())
                            {
                                case Qt::MouseButton::LeftButton:
                                {
                                    if (m_mouseHolding)
                                        return;
                    
                                    m_mouseHolding = true;
                                    m_mousePrevX = (float) event->pos().x();
                                    m_mousePrevY = (float) event->pos().y();
                                    break;
                                }
                                default:
                                    break;
                            }
                        }
                    
                        void mouseMoveEvent(QMouseEvent *event) override
                        {
                            if (!m_mouseHolding)
                                return;
                    
                            float x = (float) event->pos().x();
                            float y = (float) event->pos().y();
                    
                            float newCameraRotX = m_cameraRotX + m_degreesPerPixelX * (y - m_mousePrevY);
                            newCameraRotX = qMax(-85.f, qMin(85.f, newCameraRotX));
                            float newCameraRotY = m_cameraRotY + m_degreesPerPixelY * (x - m_mousePrevX);
                            m_mousePrevX = x;
                            m_mousePrevY = y;
                            m_cameraRotX = newCameraRotX;
                            m_cameraRotY = newCameraRotY;
                    
                            m_viewMatrix = getViewMatrix();
                            update();
                        }
                    
                        void mouseReleaseEvent(QMouseEvent *event) override
                        {
                            Q_UNUSED(event);
                            m_mouseHolding = false;
                        }
                    
                        void wheelEvent(QWheelEvent *event) override
                        {
                            float delta = event->angleDelta().y();
                            m_viewDistance += -delta / 500.f;
                            m_viewMatrix = getViewMatrix();
                            update();
                        }
                    
                        QMatrix4x4 getViewMatrix()
                        {
                            QMatrix4x4 mat;
                    
                            const float cosX = qCos(m_cameraRotX / 180.f * M_PI);
                            const float sinX = qSin(m_cameraRotX / 180.f * M_PI);
                            const float cosY = qCos(m_cameraRotY / 180.f * M_PI);
                            const float sinY = qSin(m_cameraRotY / 180.f * M_PI);
                    
                            mat.setColumn(0, QVector4D(cosY, sinX * sinY, -cosX * sinY, 0.f));
                            mat.setColumn(1, QVector4D(0.f, cosX, sinX, 0.f));
                            mat.setColumn(2, QVector4D(sinY, -sinX * cosY, cosX * cosY, 0.f));
                            mat.setColumn(3, QVector4D(0, 0, -m_viewDistance, 1.f));
                    
                            return mat;
                        }
                    
                    private:
                        QOpenGLBuffer m_vertPosBuffer;
                        QOpenGLShaderProgram m_program;
                        int m_uMvpMatrixLocation;
                        QMatrix4x4 m_mvpMatrix;
                        QMatrix4x4 m_projMatrix;
                        QMatrix4x4 m_viewMatrix;
                        QMatrix4x4 m_projViewMatrix;
                        QMatrix4x4 m_modelMatrix;
                        bool m_mouseHolding = false;
                        float m_mousePrevX = 0.f;
                        float m_mousePrevY = 0.f;
                        float m_cameraRotX = 30.f;
                        float m_cameraRotY = 0.f;
                        float m_viewDistance = 5.f;
                        float m_degreesPerPixelX;
                        float m_degreesPerPixelY;
                    };
                    
                    int main(int argc, char *argv[])
                    {
                        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                        QApplication app(argc, argv);
                        OpenGLWindow w;
                        w.show();
                        return app.exec();
                    }
                    
                    1 Reply Last reply
                    0
                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on last edited by 8Observer8
                      #21

                      A circle (disk) is inscribed in a square

                      WebAssembly demo on free Netlify hosting

                      7839944d-05e1-4f20-881c-5ad2e41d8519-image.png

                      disk-opengles2-qt6-cpp.pro

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

                      main.cpp

                      #include <QtMath>
                      #include <QtGui/QMatrix4x4>
                      #include <QtGui/QOpenGLFunctions>
                      #include <QtGui/QSurfaceFormat>
                      #include <QtGui/QVector3D>
                      #include <QtOpenGL/QOpenGLBuffer>
                      #include <QtOpenGL/QOpenGLShader>
                      #include <QtOpenGL/QOpenGLShaderProgram>
                      #include <QtOpenGL/QOpenGLWindow>
                      #include <QtWidgets/QApplication>
                      
                      class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                      {
                      public:
                          OpenGLWindow()
                          {
                              setTitle("OpenGL ES 2.0, Qt6, C++");
                              resize(380, 380);
                      
                              QSurfaceFormat surfaceFormat;
                              surfaceFormat.setDepthBufferSize(24);
                              surfaceFormat.setSamples(4);
                              setFormat(surfaceFormat);
                          }
                      
                          void initializeGL() override
                          {
                              initializeOpenGLFunctions();
                              glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                      
                              QString vertShaderSrc =
                                  "attribute vec2 aPosition;\n"
                                  "uniform mat4 uMvpMatrix;"
                                  "void main()\n"
                                  "{\n"
                                  "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                  "}\n";
                      
                              QString fragShaderSrc =
                                  "#ifdef GL_ES\n"
                                  "precision mediump float;\n"
                                  "#endif\n"
                                  "uniform vec3 uColor;\n"
                                  "void main()\n"
                                  "{\n"
                                  "    gl_FragColor = vec4(uColor, 1.0);\n"
                                  "}\n";
                      
                              m_program.create();
                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                              m_program.link();
                              m_program.bind();
                      
                              float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                              float radius = 0.5f;
                              float angle = 0.f;
                      
                              int index = 0;
                              // Disk center
                              vertPositions[index++] = 0.f;
                              vertPositions[index++] = 0.f;
                      
                              // Disk
                              for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                              {
                                  float radians = qDegreesToRadians(angle);
                                  float x = radius * qCos(radians);
                                  float y = radius * qSin(radians);
                                  vertPositions[index++] = x;
                                  vertPositions[index++] = y;
                                  angle += m_angleStep;
                              }
                              // Square
                              vertPositions[index++] = -0.5f;
                              vertPositions[index++] = -0.5f;
                              vertPositions[index++] = 0.5f;
                              vertPositions[index++] = -0.5f;
                              vertPositions[index++] = -0.5f;
                              vertPositions[index++] = 0.5f;
                              vertPositions[index++] = 0.5f;
                              vertPositions[index++] = 0.5f;
                              m_vertPosBuffer.create();
                              m_vertPosBuffer.bind();
                              m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                              m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                              m_program.enableAttributeArray("aPosition");
                      
                              m_uColorLocation = m_program.uniformLocation("uColor");
                              m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                              m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                          }
                      
                          void resizeGL(int w, int h) override
                          {
                              int deviceW = w * devicePixelRatio();
                              int deviceH = h * devicePixelRatio();
                              float deviceAspect = deviceH / (float) deviceW;
                      
                              if (deviceAspect > m_worldAspect)
                              {
                                  m_viewportWidth = deviceW;
                                  m_viewportHeight = (int) deviceW * m_worldAspect;
                                  m_viewportX = 0;
                                  m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                              }
                              else
                              {
                                  m_viewportWidth = (int) deviceH / m_worldAspect;
                                  m_viewportHeight = deviceH;
                                  m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                  m_viewportY = 0;
                              }
                              m_projMatrix.setToIdentity();
                              m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                              m_projViewMatrix = m_projMatrix * m_viewMatrix;
                          }
                      
                          void paintGL() override
                          {
                              glClear(GL_COLOR_BUFFER_BIT);
                              glClearColor(0.2, 0.2, 0.2, 1);
                              glClear(GL_COLOR_BUFFER_BIT);
                              glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                              glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                              glClearColor(0.04, 0.62, 0.48, 1);
                              glEnable(GL_SCISSOR_TEST);
                              glClear(GL_COLOR_BUFFER_BIT);
                              glDisable(GL_SCISSOR_TEST);
                      
                              // Square
                              drawRectangle(100, 50, 50, 50, 0, QVector3D(0.3, 0.07, 0.5));
                              // Disk
                              drawDisk(100, 50, 50, QVector3D(0.8, 0.8, 0.5));
                              // Left border
                              drawRectangle(5, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                              // Right border
                              drawRectangle(195, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                              // Top border
                              drawRectangle(100, 95, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                              // Bottom border
                              drawRectangle(100, 5, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                          }
                      
                          void drawDisk(float x, float y, float diameter, const QVector3D& color)
                          {
                              m_modelMatrix.setToIdentity();
                              m_modelMatrix.translate(QVector3D(x, y, 0));
                              m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
                              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                              m_program.setUniformValue(m_uColorLocation, color);
                              glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                          }
                      
                          void drawRectangle(float x, float y, float w, float h,
                              float angle, const QVector3D& color)
                          {
                              m_modelMatrix.setToIdentity();
                              m_modelMatrix.translate(QVector3D(x, y, 0));
                              m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                              m_modelMatrix.scale(QVector3D(w, h, 1));
                              m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                              m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                              m_program.setUniformValue(m_uColorLocation, color);
                              glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                          }
                      
                      private:
                          QOpenGLBuffer m_vertPosBuffer;
                          QOpenGLShaderProgram m_program;
                          int m_uColorLocation;
                          int m_uMvpMatrixLocation;
                          QMatrix4x4 m_mvpMatrix;
                          QMatrix4x4 m_projMatrix;
                          QMatrix4x4 m_viewMatrix;
                          QMatrix4x4 m_projViewMatrix;
                          QMatrix4x4 m_modelMatrix;
                          const float m_worldWidth = 200.f;
                          const float m_worldHeight = 100.f;
                          float m_worldAspect = m_worldHeight / m_worldWidth;
                          int m_viewportX;
                          int m_viewportY;
                          int m_viewportWidth;
                          int m_viewportHeight;
                          float m_angleStep = 10.f;
                          int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
                      };
                      
                      int main(int argc, char *argv[])
                      {
                          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                          QApplication app(argc, argv);
                          OpenGLWindow w;
                          w.show();
                          return app.exec();
                      }
                      
                      1 Reply Last reply
                      0
                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #22

                        Moving a disk by mouse and touching

                        WebAssembly demo on free Netlify hosting

                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp-android.gif

                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp-desktop.gif

                        move-disk-by-mouse-and-touching-opengles2-qt6-cpp.pro

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

                        main.cpp

                        #include <QtMath>
                        #include <QtGui/QMatrix4x4>
                        #include <QtGui/QMouseEvent>
                        #include <QtGui/QOpenGLFunctions>
                        #include <QtGui/QSurfaceFormat>
                        #include <QtGui/QVector3D>
                        #include <QtOpenGL/QOpenGLBuffer>
                        #include <QtOpenGL/QOpenGLShader>
                        #include <QtOpenGL/QOpenGLShaderProgram>
                        #include <QtOpenGL/QOpenGLWindow>
                        #include <QtWidgets/QApplication>
                        
                        class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                        {
                        public:
                            OpenGLWindow()
                            {
                                setTitle("OpenGL ES 2.0, Qt6, C++");
                                resize(380, 380);
                        
                                QSurfaceFormat surfaceFormat;
                                surfaceFormat.setDepthBufferSize(24);
                                surfaceFormat.setSamples(4);
                                setFormat(surfaceFormat);
                            }
                        
                            void initializeGL() override
                            {
                                initializeOpenGLFunctions();
                                glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                        
                                QString vertShaderSrc =
                                    "attribute vec2 aPosition;\n"
                                    "uniform mat4 uMvpMatrix;"
                                    "void main()\n"
                                    "{\n"
                                    "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                    "}\n";
                        
                                QString fragShaderSrc =
                                    "#ifdef GL_ES\n"
                                    "precision mediump float;\n"
                                    "#endif\n"
                                    "uniform vec3 uColor;\n"
                                    "void main()\n"
                                    "{\n"
                                    "    gl_FragColor = vec4(uColor, 1.0);\n"
                                    "}\n";
                        
                                m_program.create();
                                m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                m_program.link();
                                m_program.bind();
                        
                                float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                                float radius = 0.5f;
                                float angle = 0.f;
                        
                                int index = 0;
                                // Disk center
                                vertPositions[index++] = 0.f;
                                vertPositions[index++] = 0.f;
                        
                                // Disk
                                for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                                {
                                    float radians = qDegreesToRadians(angle);
                                    float x = radius * qCos(radians);
                                    float y = radius * qSin(radians);
                                    vertPositions[index++] = x;
                                    vertPositions[index++] = y;
                                    angle += m_angleStep;
                                }
                                // Square
                                vertPositions[index++] = -0.5f;
                                vertPositions[index++] = -0.5f;
                                vertPositions[index++] = 0.5f;
                                vertPositions[index++] = -0.5f;
                                vertPositions[index++] = -0.5f;
                                vertPositions[index++] = 0.5f;
                                vertPositions[index++] = 0.5f;
                                vertPositions[index++] = 0.5f;
                                m_vertPosBuffer.create();
                                m_vertPosBuffer.bind();
                                m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                m_program.enableAttributeArray("aPosition");
                        
                                m_uColorLocation = m_program.uniformLocation("uColor");
                                m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                            }
                        
                            void resizeGL(int w, int h) override
                            {
                                int deviceW = w * devicePixelRatio();
                                int deviceH = h * devicePixelRatio();
                                float deviceAspect = deviceH / (float) deviceW;
                        
                                if (deviceAspect > m_worldAspect)
                                {
                                    m_viewportWidth = deviceW;
                                    m_viewportHeight = (int) deviceW * m_worldAspect;
                                    m_viewportX = 0;
                                    m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                }
                                else
                                {
                                    m_viewportWidth = (int) deviceH / m_worldAspect;
                                    m_viewportHeight = deviceH;
                                    m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                    m_viewportY = 0;
                                }
                                m_projMatrix.setToIdentity();
                                m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                m_projViewMatrix = m_projMatrix * m_viewMatrix;
                            }
                        
                            void paintGL() override
                            {
                                glClear(GL_COLOR_BUFFER_BIT);
                                glClearColor(0.2, 0.2, 0.2, 1);
                                glClear(GL_COLOR_BUFFER_BIT);
                                glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                glClearColor(0.04, 0.62, 0.48, 1);
                                glEnable(GL_SCISSOR_TEST);
                                glClear(GL_COLOR_BUFFER_BIT);
                                glDisable(GL_SCISSOR_TEST);
                        
                                // Square
                                drawRectangle(100, 50, 50, 50, 0, QVector3D(0.3, 0.07, 0.5));
                                // Disk
                                drawDisk(m_diskPosX, m_diskPosY, 50, QVector3D(0.8, 0.8, 0.5));
                                // Left border
                                drawRectangle(5, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                // Right border
                                drawRectangle(195, 50, 5, 85, 0, QVector3D(0.62, 0.04, 0.18));
                                // Top border
                                drawRectangle(100, 95, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                                // Bottom border
                                drawRectangle(100, 5, 185, 5, 0, QVector3D(0.62, 0.04, 0.18));
                            }
                        
                            void drawDisk(float x, float y, float diameter, const QVector3D& color)
                            {
                                m_modelMatrix.setToIdentity();
                                m_modelMatrix.translate(QVector3D(x, y, 0));
                                m_modelMatrix.scale(QVector3D(diameter, diameter, 1));
                                m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                m_program.setUniformValue(m_uColorLocation, color);
                                glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                            }
                        
                            void drawRectangle(float x, float y, float w, float h,
                                float angle, const QVector3D& color)
                            {
                                m_modelMatrix.setToIdentity();
                                m_modelMatrix.translate(QVector3D(x, y, 0));
                                m_modelMatrix.rotate(angle, QVector3D(0, 0, 1));
                                m_modelMatrix.scale(QVector3D(w, h, 1));
                                m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                m_program.setUniformValue(m_uColorLocation, color);
                                glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                            }
                        
                            void mousePressEvent(QMouseEvent *event) override
                            {
                                switch (event->button()) {
                                    case Qt::MouseButton::LeftButton:
                                    {
                                        m_mouseHolding = true;
                                        int x = event->pos().x() * devicePixelRatio();
                                        int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                        if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                            (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                        {
                                            float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                            float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                            m_diskPosX = m_worldWidth * normalizedX;
                                            m_diskPosY = m_worldHeight * normalizedY;
                                        }
                                        update();
                                        break;
                                    }
                                    default:
                                        break;
                                }
                            }
                        
                            void mouseMoveEvent(QMouseEvent *event) override
                            {
                                if (!m_mouseHolding)
                                    return;
                        
                                int x = event->pos().x() * devicePixelRatio();
                                int y = (height() - event->pos().y() - 1) * devicePixelRatio();
                                if ((m_viewportX <= x && x < (m_viewportX + m_viewportWidth)) &&
                                    (m_viewportY <= y && y < (m_viewportY + m_viewportHeight)))
                                {
                                    float normalizedX = (x - m_viewportX) / (float) m_viewportWidth;
                                    float normalizedY = (y - m_viewportY) / (float) m_viewportHeight;
                                    m_diskPosX = m_worldWidth * normalizedX;
                                    m_diskPosY = m_worldHeight * normalizedY;
                                }
                                update();
                            }
                        
                            void mouseReleaseEvent(QMouseEvent *event) override
                            {
                                switch (event->button()) {
                                    case Qt::MouseButton::LeftButton:
                                    {
                                        m_mouseHolding = false;
                                        break;
                                    }
                                    default:
                                        break;
                                }
                            }
                        
                        private:
                            QOpenGLBuffer m_vertPosBuffer;
                            QOpenGLShaderProgram m_program;
                            int m_uColorLocation;
                            int m_uMvpMatrixLocation;
                            QMatrix4x4 m_mvpMatrix;
                            QMatrix4x4 m_projMatrix;
                            QMatrix4x4 m_viewMatrix;
                            QMatrix4x4 m_projViewMatrix;
                            QMatrix4x4 m_modelMatrix;
                            const float m_worldWidth = 200.f;
                            const float m_worldHeight = 100.f;
                            float m_worldAspect = m_worldHeight / m_worldWidth;
                            int m_viewportX;
                            int m_viewportY;
                            int m_viewportWidth;
                            int m_viewportHeight;
                            float m_angleStep = 10.f;
                            int m_amountOfDiskVertices = 360.f / m_angleStep + 2;
                            bool m_mouseHolding = false;
                            float m_diskPosX = 100.f;
                            float m_diskPosY = 50.f;
                        };
                        
                        int main(int argc, char *argv[])
                        {
                            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                            QApplication app(argc, argv);
                            OpenGLWindow w;
                            w.show();
                            return app.exec();
                        }
                        
                        1 Reply Last reply
                        0
                        • 8Observer88 Offline
                          8Observer88 Offline
                          8Observer8
                          wrote on last edited by
                          #23

                          Custom collision detection between two disks

                          WebAssembly demo on free Netlify hosting

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

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

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

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

                          main.cpp

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

                            Lines with thickness with disks between them

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

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

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

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

                            WebAssembly demo on free Netlify hosting

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

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

                            lines-with-thickness-opengles2-qt6-cpp.pro

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

                            main.cpp

                            #include <QtMath>
                            #include <QtGui/QMatrix4x4>
                            #include <QtGui/QOpenGLFunctions>
                            #include <QtGui/QQuaternion>
                            #include <QtGui/QSurfaceFormat>
                            #include <QtGui/QVector2D>
                            #include <QtGui/QVector3D>
                            #include <QtOpenGL/QOpenGLBuffer>
                            #include <QtOpenGL/QOpenGLShader>
                            #include <QtOpenGL/QOpenGLShaderProgram>
                            #include <QtOpenGL/QOpenGLWindow>
                            #include <QtWidgets/QApplication>
                            
                            class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                            {
                            public:
                                OpenGLWindow()
                                {
                                    setTitle("OpenGL ES 2.0, Qt6, C++");
                                    resize(450, 450);
                            
                                    QSurfaceFormat surfaceFormat;
                                    surfaceFormat.setDepthBufferSize(24);
                                    surfaceFormat.setSamples(4);
                                    setFormat(surfaceFormat);
                                }
                            
                                void initializeGL() override
                                {
                                    initializeOpenGLFunctions();
                                    glClearColor(0.04f, 0.62f, 0.48f, 1.f);
                            
                                    QString vertShaderSrc =
                                        "attribute vec2 aPosition;\n"
                                        "uniform mat4 uMvpMatrix;"
                                        "void main()\n"
                                        "{\n"
                                        "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                        "}\n";
                            
                                    QString fragShaderSrc =
                                        "#ifdef GL_ES\n"
                                        "precision mediump float;\n"
                                        "#endif\n"
                                        "uniform vec3 uColor;\n"
                                        "void main()\n"
                                        "{\n"
                                        "    gl_FragColor = vec4(uColor, 1.0);\n"
                                        "}\n";
                            
                                    m_program.create();
                                    m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                    m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                    m_program.link();
                                    m_program.bind();
                            
                                    float vertPositions[m_amountOfDiskVertices * 2 + 8]; // Disk + Square
                                    float radius = 0.5f;
                                    float angle = 0.f;
                            
                                    int index = 0;
                                    // Disk center
                                    vertPositions[index++] = 0.f;
                                    vertPositions[index++] = 0.f;
                            
                                    // Disk
                                    for (int i = 0; i < m_amountOfDiskVertices - 1; i++)
                                    {
                                        float radians = qDegreesToRadians(angle);
                                        float x = radius * qCos(radians);
                                        float y = radius * qSin(radians);
                                        vertPositions[index++] = x;
                                        vertPositions[index++] = y;
                                        angle += m_angleStep;
                                    }
                                    // Square
                                    vertPositions[index++] = -0.5f;
                                    vertPositions[index++] = -0.5f;
                                    vertPositions[index++] = 0.5f;
                                    vertPositions[index++] = -0.5f;
                                    vertPositions[index++] = -0.5f;
                                    vertPositions[index++] = 0.5f;
                                    vertPositions[index++] = 0.5f;
                                    vertPositions[index++] = 0.5f;
                                    m_vertPosBuffer.create();
                                    m_vertPosBuffer.bind();
                                    m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                                    m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                                    m_program.enableAttributeArray("aPosition");
                            
                                    m_uColorLocation = m_program.uniformLocation("uColor");
                                    m_uMvpMatrixLocation = m_program.uniformLocation("uMvpMatrix");
                                    m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                }
                            
                                void resizeGL(int w, int h) override
                                {
                                    int deviceW = w * devicePixelRatio();
                                    int deviceH = h * devicePixelRatio();
                                    float deviceAspect = deviceH / (float) deviceW;
                            
                                    if (deviceAspect > m_worldAspect)
                                    {
                                        m_viewportWidth = deviceW;
                                        m_viewportHeight = (int) deviceW * m_worldAspect;
                                        m_viewportX = 0;
                                        m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                    }
                                    else
                                    {
                                        m_viewportWidth = (int) deviceH / m_worldAspect;
                                        m_viewportHeight = deviceH;
                                        m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                        m_viewportY = 0;
                                    }
                                    m_projMatrix.setToIdentity();
                                    m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                    m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                }
                            
                                void paintGL() override
                                {
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                    glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                    glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                    glEnable(GL_SCISSOR_TEST);
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glDisable(GL_SCISSOR_TEST);
                            
                                    // Strip line
                                    // Disk
                                    QVector3D lineColor(0.25f, 0.31f, 0.85f);
                                    drawDisk(20.f, 50.f, 10.f, lineColor);
                                    // Line
                                    drawLine(QVector2D(20.f, 50.f), QVector2D(50.f, 70.f), 10.f, lineColor);
                                    // Disk
                                    drawDisk(50.f, 70.f, 10.f, lineColor);
                                    // Line
                                    drawLine(QVector2D(50.f, 70.f), QVector2D(60.f, 20.f), 10.f, lineColor);
                                    // Disk
                                    drawDisk(60.f, 20.f, 10.f, lineColor);
                            
                                    // Square
                                    drawRectangle(100.f, 50.f, 50.f, 50.f, 0.f, QVector3D(0.3f, 0.07f, 0.5f));
                                    // Disk
                                    drawDisk(100.f, 50.f, 50.f, QVector3D(0.8f, 0.8f, 0.5f));
                            
                                    // Borders
                                    QVector3D borderColor(0.62f, 0.04f, 0.18f);
                                    // Left border
                                    drawRectangle(5.f, 50.f, 5.f, 85.f, 0.f, borderColor);
                                    // Right border
                                    drawRectangle(195.f, 50.f, 5.f, 85.f, 0.f, borderColor);
                                    // Top border
                                    drawRectangle(100.f, 95.f, 185.f, 5.f, 0.f, borderColor);
                                    // Bottom border
                                    drawRectangle(100.f, 5.f, 185.f, 5.f, 0.f, borderColor);
                                }
                            
                                void drawDisk(float x, float y, float diameter, const QVector3D& color)
                                {
                                    m_modelMatrix.setToIdentity();
                                    m_modelMatrix.translate(QVector3D(x, y, 0.f));
                                    m_modelMatrix.scale(QVector3D(diameter, diameter, 1.f));
                                    m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                    m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                    m_program.setUniformValue(m_uColorLocation, color);
                                    glDrawArrays(GL_TRIANGLE_FAN, 0, m_amountOfDiskVertices);
                                }
                            
                                void drawRectangle(float x, float y, float w, float h,
                                    float angle, const QVector3D& color)
                                {
                                    m_modelMatrix.setToIdentity();
                                    m_modelMatrix.translate(QVector3D(x, y, 0.f));
                                    m_modelMatrix.rotate(angle, QVector3D(0.f, 0.f, 1.f));
                                    m_modelMatrix.scale(QVector3D(w, h, 1.f));
                                    m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                    m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                    m_program.setUniformValue(m_uColorLocation, color);
                                    glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                                }
                            
                                void drawLine(const QVector2D &from, const QVector2D &to, float thickness,
                                    const QVector3D& color)
                                {
                                    QVector2D center;
                            
                                    if (from.x() > to.x())
                                    {
                                        center.setX(to.x() + qFabs(from.x() - to.x()) / 2.f);
                                    }
                                    else
                                    {
                                        center.setX(from.x() + qFabs(to.x() - from.x()) / 2.f);
                                    }
                            
                                    if (from.y() > to.y())
                                    {
                                        center.setY(to.y() + qFabs(from.y() - to.y()) / 2.f);
                                    }
                                    else
                                    {
                                        center.setY(from.y() + qFabs(to.y() - from.y()) / 2.f);
                                    }
                            
                                    QVector3D tempVec;
                                    tempVec.setX(to.x() - from.x());
                                    tempVec.setY(to.y() - from.y());
                                    float length = tempVec.length();
                                    tempVec.normalize();
                                    QQuaternion quat = QQuaternion::rotationTo(QVector3D(1.f, 0.f, 0.f), tempVec);
                            
                                    m_modelMatrix.setToIdentity();
                                    m_modelMatrix.translate(QVector3D(center.x(), center.y(), 0.f));
                                    m_modelMatrix.rotate(quat);
                                    m_modelMatrix.scale(QVector3D(length, thickness, 1.f));
                                    m_mvpMatrix = m_projViewMatrix * m_modelMatrix;
                                    m_program.setUniformValue(m_uMvpMatrixLocation, m_mvpMatrix);
                                    m_program.setUniformValue(m_uColorLocation, color);
                                    glDrawArrays(GL_TRIANGLE_STRIP, m_amountOfDiskVertices, 4);
                                }
                            
                            private:
                                QOpenGLBuffer m_vertPosBuffer;
                                QOpenGLShaderProgram m_program;
                                int m_uColorLocation;
                                int m_uMvpMatrixLocation;
                                QMatrix4x4 m_mvpMatrix;
                                QMatrix4x4 m_projMatrix;
                                QMatrix4x4 m_viewMatrix;
                                QMatrix4x4 m_projViewMatrix;
                                QMatrix4x4 m_modelMatrix;
                                const float m_worldWidth = 200.f;
                                const float m_worldHeight = 100.f;
                                float m_worldAspect = m_worldHeight / m_worldWidth;
                                int m_viewportX;
                                int m_viewportY;
                                int m_viewportWidth;
                                int m_viewportHeight;
                                int m_angleStep = 10;
                                int m_amountOfDiskVertices = 360 / m_angleStep + 2;
                            };
                            
                            int main(int argc, char *argv[])
                            {
                                QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                                QApplication app(argc, argv);
                                OpenGLWindow w;
                                w.show();
                                return app.exec();
                            }
                            
                            1 Reply Last reply
                            0
                            • 8Observer88 Offline
                              8Observer88 Offline
                              8Observer8
                              wrote on last edited by 8Observer8
                              #25

                              Line drawer

                              Created a separate class for drawing a line.

                              WebAssembly demo on free Netlify hosting

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

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

                              line-drawer-opengles2-qt6-cpp.pro

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

                              main.cpp

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

                              line_drawer.h

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

                              line_drawer.cpp

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

                              opengl_window.h

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

                              opengl_window.cpp

                              #include "opengl_window.h"
                              
                              OpenGLWindow::OpenGLWindow()
                              {
                                  setTitle("OpenGL ES 2.0, Qt6, C++");
                                  resize(450, 450);
                              
                                  QSurfaceFormat surfaceFormat;
                                  surfaceFormat.setDepthBufferSize(24);
                                  surfaceFormat.setSamples(4);
                                  setFormat(surfaceFormat);
                              }
                              
                              OpenGLWindow::~OpenGLWindow()
                              {
                                  delete m_lineDrawer;
                              }
                              
                              void OpenGLWindow::initializeGL()
                              {
                                  initializeOpenGLFunctions();
                              
                                  QString vertShaderSrc =
                                      "attribute vec2 aPosition;\n"
                                      "uniform mat4 uMvpMatrix;"
                                      "void main()\n"
                                      "{\n"
                                      "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                      "}\n";
                              
                                  QString fragShaderSrc =
                                      "#ifdef GL_ES\n"
                                      "precision mediump float;\n"
                                      "#endif\n"
                                      "uniform vec3 uColor;\n"
                                      "void main()\n"
                                      "{\n"
                                      "    gl_FragColor = vec4(uColor, 1.0);\n"
                                      "}\n";
                              
                                  m_program.create();
                                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                  m_program.link();
                                  m_program.bind();
                              
                                  m_lineDrawer = new LineDrawer(&m_program);
                              
                                  m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                              }
                              
                              void OpenGLWindow::resizeGL(int w, int h)
                              {
                                  int deviceW = w * devicePixelRatio();
                                  int deviceH = h * devicePixelRatio();
                                  float deviceAspect = deviceH / (float) deviceW;
                              
                                  if (deviceAspect > m_worldAspect)
                                  {
                                      m_viewportWidth = deviceW;
                                      m_viewportHeight = (int) deviceW * m_worldAspect;
                                      m_viewportX = 0;
                                      m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                  }
                                  else
                                  {
                                      m_viewportWidth = (int) deviceH / m_worldAspect;
                                      m_viewportHeight = deviceH;
                                      m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                      m_viewportY = 0;
                                  }
                                  m_projMatrix.setToIdentity();
                                  m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                  m_projViewMatrix = m_projMatrix * m_viewMatrix;
                              
                                  m_lineDrawer->setProjViewMatrix(m_projViewMatrix);
                              }
                              
                              void OpenGLWindow::paintGL()
                              {
                                  glClear(GL_COLOR_BUFFER_BIT);
                                  glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                  glClear(GL_COLOR_BUFFER_BIT);
                                  glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                  glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                  glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                  glEnable(GL_SCISSOR_TEST);
                                  glClear(GL_COLOR_BUFFER_BIT);
                                  glDisable(GL_SCISSOR_TEST);
                              
                                  // X axis
                                  QVector3D xAxisColor(0.80f, 0.15f, 0.18f);
                                  m_lineDrawer->draw(QVector2D(30.f, 20.f), QVector2D(170.f, 20.f), xAxisColor);
                                  // Arrow
                                  m_lineDrawer->draw(QVector2D(165.f, 23.f), QVector2D(170.f, 20.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(165.f, 17.f), QVector2D(170.f, 20.f),xAxisColor);
                                  // Divisions
                                  m_lineDrawer->draw(QVector2D(50.f, 17.f), QVector2D(50.f, 23.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(70.f, 17.f), QVector2D(70.f, 23.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(90.f, 17.f), QVector2D(90.f, 23.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(110.f, 17.f), QVector2D(110.f, 23.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(130.f, 17.f), QVector2D(130.f, 23.f), xAxisColor);
                                  m_lineDrawer->draw(QVector2D(150.f, 17.f), QVector2D(150.f, 23.f), xAxisColor);
                              
                                  // Y axis
                                  QVector3D yAxisColor(0.20f, 0.60f, 0.30f);
                                  m_lineDrawer->draw(QVector2D(30.f, 20.f), QVector2D(30.f, 95.f), yAxisColor);
                                  // Arrow
                                  m_lineDrawer->draw(QVector2D(27.f, 90.f), QVector2D(30.f, 95.f), yAxisColor);
                                  m_lineDrawer->draw(QVector2D(33.f, 90.f), QVector2D(30.f, 95.f), yAxisColor);
                                  // Divisions
                                  m_lineDrawer->draw(QVector2D(27.f, 40.f), QVector2D(33.f, 40.f), yAxisColor);
                                  m_lineDrawer->draw(QVector2D(27.f, 60.f), QVector2D(33.f, 60.f), yAxisColor);
                                  m_lineDrawer->draw(QVector2D(27.f, 80.f), QVector2D(33.f, 80.f), yAxisColor);
                              
                                  // Graph
                                  QVector3D graphColor(0.25f, 0.31f, 0.85f);
                                  m_lineDrawer->draw(QVector2D(50.f, 40.f), QVector2D(70.f, 60.f), graphColor);
                                  m_lineDrawer->draw(QVector2D(70.f, 60.f), QVector2D(130.f, 60.f), graphColor);
                                  m_lineDrawer->draw(QVector2D(130.f, 60.f), QVector2D(150.f, 80.f), graphColor);
                              }
                              
                              1 Reply Last reply
                              0
                              • 8Observer88 Offline
                                8Observer88 Offline
                                8Observer8
                                wrote on last edited by
                                #26

                                Rectangle drawer

                                WebAssembly demo on free Netlify hosting

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

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

                                rectangle-drawer-opengles2-qt6-cpp.pro

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

                                main.cpp

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

                                rectangle_drawer.h

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

                                rectangle_drawer.cpp

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

                                opengl_window.h

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

                                opengl_window.cpp

                                #include "opengl_window.h"
                                
                                OpenGLWindow::OpenGLWindow()
                                {
                                    setTitle("OpenGL ES 2.0, Qt6, C++");
                                    resize(600, 300);
                                
                                    QSurfaceFormat surfaceFormat;
                                    surfaceFormat.setDepthBufferSize(24);
                                    surfaceFormat.setSamples(4);
                                    setFormat(surfaceFormat);
                                }
                                
                                OpenGLWindow::~OpenGLWindow()
                                {
                                    delete m_rectangleDrawer;
                                }
                                
                                void OpenGLWindow::initializeGL()
                                {
                                    initializeOpenGLFunctions();
                                
                                    QString vertShaderSrc =
                                        "attribute vec2 aPosition;\n"
                                        "uniform mat4 uMvpMatrix;"
                                        "void main()\n"
                                        "{\n"
                                        "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                        "}\n";
                                
                                    QString fragShaderSrc =
                                        "#ifdef GL_ES\n"
                                        "precision mediump float;\n"
                                        "#endif\n"
                                        "uniform vec3 uColor;\n"
                                        "void main()\n"
                                        "{\n"
                                        "    gl_FragColor = vec4(uColor, 1.0);\n"
                                        "}\n";
                                
                                    m_program.create();
                                    m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                    m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                    m_program.link();
                                    m_program.bind();
                                
                                    m_rectangleDrawer = new RectangleDrawer(&m_program);
                                
                                    m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                }
                                
                                void OpenGLWindow::resizeGL(int w, int h)
                                {
                                    int deviceW = w * devicePixelRatio();
                                    int deviceH = h * devicePixelRatio();
                                    float deviceAspect = deviceH / (float) deviceW;
                                
                                    if (deviceAspect > m_worldAspect)
                                    {
                                        m_viewportWidth = deviceW;
                                        m_viewportHeight = (int) deviceW * m_worldAspect;
                                        m_viewportX = 0;
                                        m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                    }
                                    else
                                    {
                                        m_viewportWidth = (int) deviceH / m_worldAspect;
                                        m_viewportHeight = deviceH;
                                        m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                        m_viewportY = 0;
                                    }
                                    m_projMatrix.setToIdentity();
                                    m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                    m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                
                                    m_rectangleDrawer->setProjViewMatrix(m_projViewMatrix);
                                }
                                
                                void OpenGLWindow::paintGL()
                                {
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                                    // glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                    glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                    glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                    glEnable(GL_SCISSOR_TEST);
                                    glClear(GL_COLOR_BUFFER_BIT);
                                    glDisable(GL_SCISSOR_TEST);
                                
                                    m_rectangleDrawer->draw(QVector2D(50.f, 70.f), QVector2D(72.f, 7.f),
                                        QVector3D(0.80f, 0.15f, 0.18f), -27.f);
                                    m_rectangleDrawer->draw(QVector2D(160.f, 50.f), QVector2D(70.f, 5.f),
                                        QVector3D(0.20f, 0.60f, 0.30f), 10.f);
                                    m_rectangleDrawer->draw(QVector2D(100.f, 15.f), QVector2D(150.f, 7.f),
                                        QVector3D(0.25f, 0.31f, 0.85f));
                                }
                                
                                1 Reply Last reply
                                0
                                • 8Observer88 Offline
                                  8Observer88 Offline
                                  8Observer8
                                  wrote on last edited by 8Observer8
                                  #27

                                  Disk drawer

                                  WebAssembly demo on free Netlify hosting

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

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

                                  disk-drawer-opengles2-qt6-cpp.pro

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

                                  main.cpp

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

                                  disk_drawer.h

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

                                  disk_drawer.cpp

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

                                  opengl_window.h

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

                                  opengl_window.cpp

                                  #include "opengl_window.h"
                                  
                                  OpenGLWindow::OpenGLWindow()
                                  {
                                      setTitle("OpenGL ES 2.0, Qt6, C++");
                                      resize(600, 300);
                                  
                                      QSurfaceFormat surfaceFormat;
                                      surfaceFormat.setDepthBufferSize(24);
                                      surfaceFormat.setSamples(4);
                                      setFormat(surfaceFormat);
                                  }
                                  
                                  OpenGLWindow::~OpenGLWindow()
                                  {
                                      delete m_diskDrawer;
                                  }
                                  
                                  void OpenGLWindow::initializeGL()
                                  {
                                      initializeOpenGLFunctions();
                                  
                                      QString vertShaderSrc =
                                          "attribute vec2 aPosition;\n"
                                          "uniform mat4 uMvpMatrix;"
                                          "void main()\n"
                                          "{\n"
                                          "    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);\n"
                                          "}\n";
                                  
                                      QString fragShaderSrc =
                                          "#ifdef GL_ES\n"
                                          "precision mediump float;\n"
                                          "#endif\n"
                                          "uniform vec3 uColor;\n"
                                          "void main()\n"
                                          "{\n"
                                          "    gl_FragColor = vec4(uColor, 1.0);\n"
                                          "}\n";
                                  
                                      m_program.create();
                                      m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex, vertShaderSrc);
                                      m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment, fragShaderSrc);
                                      m_program.link();
                                      m_program.bind();
                                  
                                      m_diskDrawer = new DiskDrawer(&m_program);
                                  
                                      m_viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0), QVector3D(0, 1, 0));
                                  }
                                  
                                  void OpenGLWindow::resizeGL(int w, int h)
                                  {
                                      int deviceW = w * devicePixelRatio();
                                      int deviceH = h * devicePixelRatio();
                                      float deviceAspect = deviceH / (float) deviceW;
                                  
                                      if (deviceAspect > m_worldAspect)
                                      {
                                          m_viewportWidth = deviceW;
                                          m_viewportHeight = (int) deviceW * m_worldAspect;
                                          m_viewportX = 0;
                                          m_viewportY = (int) (deviceH - m_viewportHeight) / 2.f;
                                      }
                                      else
                                      {
                                          m_viewportWidth = (int) deviceH / m_worldAspect;
                                          m_viewportHeight = deviceH;
                                          m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                          m_viewportY = 0;
                                      }
                                      m_projMatrix.setToIdentity();
                                      m_projMatrix.ortho(0.f, m_worldWidth, 0.f, m_worldHeight, 1.f, -1.f);
                                      m_projViewMatrix = m_projMatrix * m_viewMatrix;
                                  
                                      m_diskDrawer->setProjViewMatrix(m_projViewMatrix);
                                  }
                                  
                                  void OpenGLWindow::paintGL()
                                  {
                                      glClear(GL_COLOR_BUFFER_BIT);
                                      // glClearColor(0.2f, 0.2f, 0.2f, 1.f);
                                      glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                      glClear(GL_COLOR_BUFFER_BIT);
                                      glViewport(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                      glScissor(m_viewportX, m_viewportY, m_viewportWidth, m_viewportHeight);
                                      glClearColor(0.82f, 0.87f, 0.97f, 1.f);
                                      glEnable(GL_SCISSOR_TEST);
                                      glClear(GL_COLOR_BUFFER_BIT);
                                      glDisable(GL_SCISSOR_TEST);
                                  
                                      m_diskDrawer->draw(QVector2D(50.f, 70.f), 40.f,
                                          QVector3D(0.80f, 0.15f, 0.18f));
                                      m_diskDrawer->draw(QVector2D(160.f, 50.f), 50.f,
                                          QVector3D(0.20f, 0.60f, 0.30f));
                                      m_diskDrawer->draw(QVector2D(100.f, 15.f), 20.f,
                                          QVector3D(0.25f, 0.31f, 0.85f));
                                  }
                                  
                                  1 Reply Last reply
                                  0
                                  • 8Observer88 Offline
                                    8Observer88 Offline
                                    8Observer8
                                    wrote on last edited by 8Observer8
                                    #28

                                    Ring drawer using line drawer

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

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

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

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

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

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

                                    ring-drawer-opengles2-qt6-cpp.pro

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

                                    main.cpp

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

                                    ring_drawer.h

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

                                    ring_drawer.cpp

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

                                    opengl_window.h

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

                                    opengl_window.cpp

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

                                    line_drawer.h

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

                                    line_drawer.cpp

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

                                          • Login

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Groups
                                          • Search
                                          • Get Qt Extensions
                                          • Unsolved