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

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #1

    I will publish here small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL. I use OpenGL ES 2.0 because it is works on WebAssembly without problems.

    Tools:

    • emsdk 3.1.37
    • Qt 6.6.3
    • PySide 6.6.1
    • Python 3.8
    • PyOpenGL 3.1.6: https://pypi.org/project/PyOpenGL/
    • PyBox2D 2.3.10: https://pypi.org/project/Box2D/ It works maximum with Python version 3.8. You can read about it on the GitHub page: https://github.com/pybox2d/pybox2d Recent builds should be available for Windows, Linux, and OS X, with Python 3.6, 3.7, and 3.8
    • PyOpenAL 0.7.11a1: https://pypi.org/project/PyOpenAL/
    • numpy 1.21.3

    pip install PySide6 Box2D PyOpenGL PyOpenAL numpy Panda3D

    Note. Panda3D is needed for Bullet Physics

    Color calculators with normalized RGB:

    • https://doc.instantreality.org/tools/color_calculator/
    • https://keiwando.com/color-picker/

    Table of contents:

    • Set up tools and packages
    • Set the background color to gray
    • Simple triangle and simple square
    • Transformed rectangle
    • Game loop and delta time with QOpenGLWindow
    • Game loop and delta time with QOpenGLWidget
    • Keyboard handling
    • Draw a few rectangles with different colors
    • Scale the game world in the center of the screen
    • Place QLabel over QOpenGLWidget
    • Example of Super Mario 2D with free assets
    • Setting English as system language
    • Printing OpenGL version to the Debug console
    • Loading 3D models from DAE COLLADA
    • Pick color of a pixel with glReadPixels by mouse click or by touching on Mobile
    • Perspective camera
    • Rotate and zoom camera
    • A circle (disk) is inscribed in a square
    • Moving a disk by mouse and touching
    • Custom collision detection between two disks
    • Lines with thickness with disks between them
    • Line drawer
    • Rectangle drawer
    • Disk drawer
    • Ring drawer using line drawer
    • Orbit controls
    • How to set up Box2D in Qt Creator from sources for build for Android, Desktop, and WebAssembly
    • Detecting a mobile browser with Qt WebAssembly
    • Get data with Qt client from deployed Node.js server using WebSockets
    • How to set up PyOpenAL
    • Play sound by button click with PyOpenAL
    • Music volume slider
    • Custom OpenGL button for WebAssembly and Android
    • Activating the discrete GeForce of Radeon video card and OpenGL 3.3 Core profile on laptops
    • Rotate 3D vector around X, Y, Z axes

    2D Demo with free resources

    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

    • Click to run the WebAssembly demo in your browser (it is a link to the Netlify free hosting)
    • Click to run the WebAssembly demo 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)

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

    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).

    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.

    1 Reply Last reply
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    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #2

      Set up tools and packages

      Install all packages using this command: pip install PySide PyOpenGL numpy Box2D PyOpenAL

      Useful packages for development in Python: pip install isort and pip install pyflakes. Run them like this: isort . and pyflakes . The dot means that these commands will be applied to all files. isort . - sorts imports in the alphabet order. pyflakes . detects what imports are unused.

      Sublime Text 4 - very lightweight code editor for budget laptops. It can be used for Python, JavaScript, TypeScript, and even Qt C++.

      You can run applications from the command line like this:

      Python:

      python main.py

      JavaScript and TypeScript:

      npm run dev
      npm run release

      Qt C++:

      To build the Qt project from command like you need to run qmake.exe and mingw32-make.exe from the command line. qmake.exe is in this folder: C:\Qt\6.6.3\mingw_64\bin. You can find mingw32-make.exe is in this folder: C:\Qt\Tools\mingw1120_64\bin. These folder's paths must be added to the Path environment variable. You can open the Path environment variable dialog using this command: rundll32 sysdm.cpl,EditEnvironmentVariables Type the following commands from the root project folder to build and run the project:

      qmake -makefile
      mingw32-make
      "release/app"

      Note. You can type your application name instead of app above. You can set your EXE name by typing TARGET = app in the pro file like this:

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

      This is the .gitignore file for Qt6 projects:

      build/
      debug/
      release/
      *.stash
      *.pro.user
      Makefile
      Makefile.Debug
      Makefile.Release
      
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      • 8Observer88 8Observer8 marked this topic as a regular topic on
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #3

        Set the background color to gray

        For WebAssembly you should call glClearColor inside of paintGL for QOpenGLWidget. For QOpenGLWindow the glClearColor can be called inside of initializeGL.

        • WebAssembly demo on free Netlify hosting (QOpenGLWindow)
        • WebAssembly demo on free Netlify hosting (QOpenGLWidget)

        0e82eed8-4d1a-40ea-a905-ea9613e8c4e1-image.png

        Source code for QOpenGLWidget :

        • Qt6 C++
        • PySide6
        • PyQt6

        Source code for QOpenGLWindow :

        • Qt6 C++
        • PySide6
        • PyQt6

        Pure WebGL, JavaScript, and TypeScript:

        • WebGL 1.0 JavaScript
        • WebGL 1.0 TypeScript
        • WebGL 2.0 JavaScript
        • WebGL 2.0 TypeScript
        1 Reply Last reply
        0
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by 8Observer8
          #4

          Simple triangle

          • WebAssembly demo on free Netlify hosting (QOpenGLWidget)
          • WebAssembly demo on free Netlify hosting (QOpenGLWindow)

          ae6aafef-78bf-4d90-8b93-f73fdffe511a-image.png

          Source code for QOpenGLWidget:

          • PyQt6
          • PySide6
          • Qt6 C++

          Source code for QOpenGLWindow:

          • PyQt6
          • PySide6
          • Qt6 C++

          WebGL 1.0 and JavaScript:

          • Playground
          • Source code

          Simple square

          WebGL demo

          1684421a-6014-4cd8-8494-db78c12ae199-image.png

          Source code for QOpenGLWidget:

          • PyQt6
          • PySide6
          • Qt6 C++

          Source code for QOpenGLWindow:

          • PyQt6
          • PySide6
          • Qt6 C++

          WebGL 1.0 and JavaScript:

          • Playground
          • Source code
          1 Reply Last reply
          0
          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #5

            Transformed rectangle

            WebGL demo

            73f0f57c-5ea2-4afc-8768-5442a019f7bf-image.png

            Source code for QOpenGLWidget:

            • PyQt6
            • PySide6
            • Qt6 C++

            Source code for QOpenGLWindow:

            • PyQt6
            • PySide6
            • Qt6 C++

            WebGL 1.0 and JavaScript:

            • Playground
            • Source code
            1 Reply Last reply
            0
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #6

              Game loop and delta time with QOpenGLWindow

              PySide6, Python:

              217b3f61-c8cc-46b8-978e-c06b96a9f67c-image.png

              main.py

              import sys
              
              from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
              from PySide6.QtCore import QElapsedTimer, Qt
              from PySide6.QtGui import QSurfaceFormat
              from PySide6.QtOpenGL import QOpenGLWindow
              from PySide6.QtWidgets import QApplication
              
              
              class OpenGLWindow(QOpenGLWindow):
              
                  def __init__(self):
                      super().__init__()
              
                      self.setTitle("OpenGL ES 2.0, PySide6, Python")
                      self.resize(350, 350)
              
                      surfaceFormat = QSurfaceFormat()
                      surfaceFormat.setDepthBufferSize(24)
                      surfaceFormat.setSamples(4)
                      surfaceFormat.setSwapInterval(0)
                      self.frameSwapped.connect(self.update)
                      self.setFormat(surfaceFormat)
              
                  def initializeGL(self):
                      glClearColor(0.1, 0.3, 0.2, 1)
                      self.elapsedTimer = QElapsedTimer()
                      self.elapsedTimer.start()
              
                  def resizeGL(self, w, h):
                      pass
              
                  def paintGL(self):
                      glClear(GL_COLOR_BUFFER_BIT)
                      dt = self.elapsedTimer.elapsed() / 1000
                      self.elapsedTimer.restart()
                      print("dt =", dt)
              
              if __name__ == "__main__":
                  QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                  app = QApplication(sys.argv)
                  w = OpenGLWindow()
                  w.show()
                  sys.exit(app.exec())
              

              Qt6, C++:

              aa1b257d-628a-4d02-ad6f-b8140ddc14a9-image.png

              main.cpp

              #include <QtCore/QElapsedTimer>
              #include <QtGui/QOpenGLFunctions>
              #include <QtGui/QSurfaceFormat>
              #include <QtOpenGL/QOpenGLWindow>
              #include <QtWidgets/QApplication>
              
              class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
              {
              public:
                  OpenGLWindow()
                  {
                      setTitle("OpenGL ES 2.0, Qt6, C++");
                      resize(350, 350);
              
                      QSurfaceFormat surfaceFormat;
                      surfaceFormat.setDepthBufferSize(24);
                      surfaceFormat.setSamples(4);
                      surfaceFormat.setSwapInterval(0);
                      connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                      setFormat(surfaceFormat);
                  }
              
                  void initializeGL() override
                  {
                      initializeOpenGLFunctions();
                      glClearColor(0.1f, 0.3f, 0.2f, 1.f);
                      m_elapsedTimer.start();
                  }
              
                  void paintGL() override
                  {
                      glClear(GL_COLOR_BUFFER_BIT);
                      float dt = m_elapsedTimer.elapsed() / 1000.f;
                      m_elapsedTimer.restart();
                      qDebug() << "dt =" << dt;
                  }
              
              private:
                  QElapsedTimer m_elapsedTimer;
              };
              
              int main(int argc, char *argv[])
              {
                  QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                  QApplication app(argc, argv);
                  OpenGLWindow w;
                  w.show();
                  return app.exec();
              }
              

              game-loop-dt-qopenglwindow-opengles2-qt6-cpp.pro

              QT += core gui openglwidgets
              
              CONFIG += c++17
              
              SOURCES += \
                  main.cpp
              
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              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #7

                Game loop and delta time with QOpenGLWidget

                PySide6, Python:

                42c7a285-9196-4004-9110-10ea71dafed9-image.png

                main.py

                import sys
                
                from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
                from PySide6.QtCore import QElapsedTimer, Qt, QTimer
                from PySide6.QtOpenGLWidgets import QOpenGLWidget
                from PySide6.QtWidgets import QApplication
                
                
                class OpenGLWidget(QOpenGLWidget):
                
                    def __init__(self):
                        super().__init__()
                
                        self.setWindowTitle("OpenGL ES 2.0, PySide6, Python")
                        self.resize(350, 350)
                
                    def initializeGL(self):
                        glClearColor(0.1, 0.3, 0.2, 1)
                
                        self.elapsedTimer = QElapsedTimer()
                        self.elapsedTimer.start()
                
                        self.timer = QTimer()
                        self.timer.timeout.connect(self.update)
                        self.timer.start(1000//60)
                
                    def resizeGL(self, w, h):
                        pass
                
                    def paintGL(self):
                        glClear(GL_COLOR_BUFFER_BIT)
                        dt = self.elapsedTimer.elapsed() / 1000
                        self.elapsedTimer.restart()
                        print("dt =", dt)
                
                if __name__ == "__main__":
                    QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                    app = QApplication(sys.argv)
                    w = OpenGLWidget()
                    w.show()
                    sys.exit(app.exec())
                

                Qt6, C++:

                f89f8bbe-f680-4448-86df-ec35d27311d6-image.png

                main.cpp

                #include <QtCore/QElapsedTimer>
                #include <QtCore/QTimer>
                #include <QtGui/QOpenGLFunctions>
                #include <QtOpenGLWidgets/QOpenGLWidget>
                #include <QtWidgets/QApplication>
                
                class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
                {
                public:
                    OpenGLWidget()
                    {
                        setWindowTitle("OpenGL ES 2.0, Qt6, C++");
                        resize(350, 350);
                    }
                
                    void initializeGL() override
                    {
                        initializeOpenGLFunctions();
                        glClearColor(0.1f, 0.3f, 0.2f, 1.f);
                
                        // connect(&m_timer, &QTimer::timeout, &OpenGLWidget::update);
                        connect(&m_timer, SIGNAL(timeout()), this, SLOT(update()));
                        m_elapsedTimer.start();
                        m_timer.start();
                    }
                
                    void paintGL() override
                    {
                        glClear(GL_COLOR_BUFFER_BIT);
                        float dt = m_elapsedTimer.elapsed() / 1000.f;
                        m_elapsedTimer.restart();
                        qDebug() << "dt =" << dt;
                    }
                
                private:
                    QElapsedTimer m_elapsedTimer;
                    QTimer m_timer;
                };
                
                int main(int argc, char *argv[])
                {
                    QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                    QApplication app(argc, argv);
                    OpenGLWidget w;
                    w.show();
                    return app.exec();
                }
                

                game-loop-dt-qopenglwidget-opengles2-qt6-cpp.pro

                QT += core gui openglwidgets
                
                CONFIG += c++17
                
                SOURCES += \
                    main.cpp
                
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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #8

                  Keyboard handling

                  PySide6, Python:

                  076ed390-ce61-4028-8748-53169a75b85a-image.png

                  main.py

                  import sys
                  
                  from OpenGL.GL import GL_COLOR_BUFFER_BIT, glClear, glClearColor
                  from PySide6.QtCore import QElapsedTimer, Qt
                  from PySide6.QtGui import QSurfaceFormat
                  from PySide6.QtOpenGL import QOpenGLWindow
                  from PySide6.QtWidgets import QApplication
                  
                  
                  class OpenGLWindow(QOpenGLWindow):
                  
                      def __init__(self):
                          super().__init__()
                  
                          self.setTitle("OpenGL ES 2.0, PySide6, Python")
                          self.resize(350, 350)
                  
                          surfaceFormat = QSurfaceFormat()
                          surfaceFormat.setDepthBufferSize(24)
                          surfaceFormat.setSamples(4)
                          surfaceFormat.setSwapInterval(0)
                          self.frameSwapped.connect(self.update)
                          self.setFormat(surfaceFormat)
                  
                          self.keys = { "up": False, "left": False,
                              "down": False, "right": False }
                  
                      def initializeGL(self):
                          glClearColor(0.1, 0.3, 0.2, 1)
                          self.elapsedTimer = QElapsedTimer()
                          self.elapsedTimer.start()
                  
                      def resizeGL(self, w, h):
                          pass
                  
                      def paintGL(self):
                          glClear(GL_COLOR_BUFFER_BIT)
                          dt = self.elapsedTimer.elapsed() / 1000
                          self.elapsedTimer.restart()
                          # print("dt =", dt)
                          self.keyboardHandler()
                  
                      def keyboardHandler(self):
                          if self.keys["up"]:
                              print("up")
                          if self.keys["left"]:
                              print("left")
                          if self.keys["down"]:
                              print("down")
                          if self.keys["right"]:
                              print("right")
                  
                      def keyPressEvent(self, event):
                          if event.key() == Qt.Key.Key_W or event.key() == Qt.Key.Key_Up:
                              self.keys["up"] = True
                          if event.key() == Qt.Key.Key_A or event.key() == Qt.Key.Key_Left:
                              self.keys["left"] = True
                          if event.key() == Qt.Key.Key_S or event.key() == Qt.Key.Key_Down:
                              self.keys["down"] = True
                          if event.key() == Qt.Key.Key_D or event.key() == Qt.Key.Key_Right:
                              self.keys["right"] = True
                   
                      def keyReleaseEvent(self, event):
                          if event.key() == Qt.Key.Key_W or event.key() == Qt.Key.Key_Up:
                              self.keys["up"] = False
                          if event.key() == Qt.Key.Key_A or event.key() == Qt.Key.Key_Left:
                              self.keys["left"] = False
                          if event.key() == Qt.Key.Key_S or event.key() == Qt.Key.Key_Down:
                              self.keys["down"] = False
                          if event.key() == Qt.Key.Key_D or event.key() == Qt.Key.Key_Right:
                              self.keys["right"] = False
                  
                  if __name__ == "__main__":
                      QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                      app = QApplication(sys.argv)
                      w = OpenGLWindow()
                      w.show()
                      sys.exit(app.exec())
                  

                  Qt6, C++:

                  7ed6d07c-c3ea-43c9-a7b1-27fbf22d6758-image.png

                  main.cpp

                  #include <QtCore/QElapsedTimer>
                  #include <QtCore/QMap>
                  #include <QtGui/QKeyEvent>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtOpenGL/QOpenGLWindow>
                  #include <QtWidgets/QApplication>
                  
                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                  {
                  public:
                      OpenGLWindow()
                      {
                          setTitle("OpenGL ES 2.0, Qt6, C++");
                          resize(350, 350);
                      }
                  
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                          glClearColor(0.1f, 0.3f, 0.2f, 1.f);
                  
                          QSurfaceFormat surfaceFormat;
                          surfaceFormat.setDepthBufferSize(24);
                          surfaceFormat.setSamples(4);
                          surfaceFormat.setSwapInterval(0);
                          connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                          setFormat(surfaceFormat);
                  
                          m_elapsedTimer.start();
                      }
                  
                      void paintGL() override
                      {
                          glClear(GL_COLOR_BUFFER_BIT);
                          float dt = m_elapsedTimer.elapsed() / 1000.f;
                          m_elapsedTimer.restart();
                          // qDebug() << "dt =" << dt;
                          keyboardHandler();
                      }
                  
                      void keyboardHandler()
                      {
                          if (m_keys["up"])
                          {
                              qDebug() << "up";
                          }
                          if (m_keys["left"])
                          {
                              qDebug() << "left";
                          }
                          if (m_keys["down"])
                          {
                              qDebug() << "down";
                          }
                          if (m_keys["right"])
                          {
                              qDebug() << "right";
                          }
                      }
                  
                      void keyPressEvent(QKeyEvent *event) override
                      {
                          if (event->key() == Qt::Key::Key_W || event->key() == Qt::Key::Key_Up)
                          {
                              m_keys["up"] = true;
                          }
                          if (event->key() == Qt::Key::Key_A || event->key() == Qt::Key::Key_Left)
                          {
                              m_keys["left"] = true;
                          }
                          if (event->key() == Qt::Key::Key_S || event->key() == Qt::Key::Key_Down)
                          {
                              m_keys["down"] = true;
                          }
                          if (event->key() == Qt::Key::Key_D || event->key() == Qt::Key::Key_Right)
                          {
                              m_keys["right"] = true;
                          }
                      }
                  
                      void keyReleaseEvent(QKeyEvent *event) override
                      {
                          if (event->key() == Qt::Key::Key_W || event->key() == Qt::Key::Key_Up)
                          {
                              m_keys["up"] = false;
                          }
                          if (event->key() == Qt::Key::Key_A || event->key() == Qt::Key::Key_Left)
                          {
                              m_keys["left"] = false;
                          }
                          if (event->key() == Qt::Key::Key_S || event->key() == Qt::Key::Key_Down)
                          {
                              m_keys["down"] = false;
                          }
                          if (event->key() == Qt::Key::Key_D || event->key() == Qt::Key::Key_Right)
                          {
                              m_keys["right"] = false;
                          }
                      }
                  
                  private:
                      QElapsedTimer m_elapsedTimer;
                      QMap<QString, bool> m_keys;
                  };
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      OpenGLWindow w;
                      w.show();
                      return app.exec();
                  }
                  

                  keyboard-handling-opengles2-qt6-cpp.pro

                  QT += core gui openglwidgets
                  
                  CONFIG += c++17
                  
                  SOURCES += \
                      main.cpp
                  
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                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote on last edited by 8Observer8
                    #9

                    Draw a few rectangles with different colors

                    I have replaced the following code in the Transformed rectangle example:

                        def paintGL(self):
                            glClear(GL_COLOR_BUFFER_BIT)
                            self.modelMatrix.setToIdentity()
                            self.modelMatrix.translate(QVector3D(50, 50, 0))
                            self.modelMatrix.rotate(10, QVector3D(0, 0, 1))
                            self.modelMatrix.scale(QVector3D(80, 10, 1))
                            self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                            self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
                    

                    with this one:

                        def paintGL(self):
                            glClear(GL_COLOR_BUFFER_BIT)
                            self.drawRectangle(x = 50, y = 50, w = 80, h = 10, angle = 10,
                                color = QVector3D(0.62, 0.04, 0.18))
                            self.drawRectangle(x = 30, y = 20, w = 50, h = 20, angle = 0,
                                color = QVector3D(0.3, 0.07, 0.5))
                            self.drawRectangle(x = 50, y = 80, w = 40, h = 15, angle = -20,
                                color = QVector3D(0.2, 0.3, 0.1))
                    
                        def drawRectangle(self, x, y, w, h, angle, color):
                            self.modelMatrix.setToIdentity()
                            self.modelMatrix.translate(QVector3D(x, y, 0))
                            self.modelMatrix.rotate(angle, QVector3D(0, 0, 1))
                            self.modelMatrix.scale(QVector3D(w, h, 1))
                            self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                            self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                            self.program.setUniformValue(self.uColorLocation, color)
                            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
                    

                    PySide6, Python:

                    cbfc2063-187c-454a-a99e-b99ef52c615c-image.png

                    import sys
                    
                    import numpy as np
                    from OpenGL.GL import (GL_COLOR_BUFFER_BIT, GL_FLOAT, GL_TRIANGLE_STRIP,
                                           glClear, glClearColor, glDrawArrays)
                    from PySide6.QtCore import Qt
                    from PySide6.QtGui import QMatrix4x4, QSurfaceFormat, QVector3D
                    from PySide6.QtOpenGL import (QOpenGLBuffer, QOpenGLShader,
                                                  QOpenGLShaderProgram, QOpenGLWindow)
                    from PySide6.QtWidgets import QApplication
                    
                    
                    class OpenGLWindow(QOpenGLWindow):
                    
                        def __init__(self):
                            super().__init__()
                    
                            self.setTitle("OpenGL ES 2.0, PySide6, Python")
                            self.initialWindowWidth = 380
                            self.initialWindowHeight = 380
                            self.resize(self.initialWindowWidth, self.initialWindowHeight)
                            self.worldWidth = 100
                            self.worldHeight = 100
                    
                            surfaceFormat = QSurfaceFormat()
                            surfaceFormat.setDepthBufferSize(24)
                            surfaceFormat.setSamples(4)
                            self.setFormat(surfaceFormat)
                    
                        def initializeGL(self):
                            glClearColor(0.04, 0.62, 0.48, 1)
                    
                            vertShaderSrc = """
                                attribute vec2 aPosition;
                                uniform mat4 uMvpMatrix;
                                void main()
                                {
                                    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);
                                }
                            """
                    
                            fragShaderSrc = """
                                #ifdef GL_ES
                                precision mediump float;
                                #endif
                                uniform vec3 uColor;
                                void main()
                                {
                                    gl_FragColor = vec4(uColor, 1.0);
                                }
                            """
                    
                            self.program = QOpenGLShaderProgram()
                            self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Vertex, vertShaderSrc)
                            self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Fragment, fragShaderSrc)
                            self.program.link()
                            self.program.bind()
                    
                            vertPositions = np.array([
                                -0.5, -0.5,
                                0.5, -0.5,
                                -0.5, 0.5,
                                0.5, 0.5], dtype=np.float32)
                            self.vertPosBuffer = QOpenGLBuffer()
                            self.vertPosBuffer.create()
                            self.vertPosBuffer.bind()
                            self.vertPosBuffer.allocate(vertPositions, len(vertPositions) * 4)
                            self.program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2)
                            self.program.enableAttributeArray("aPosition")
                    
                            self.uColorLocation = self.program.uniformLocation("uColor")
                            self.uMvpMatrixLocation = self.program.uniformLocation("uMvpMatrix")
                    
                            self.viewMatrix = QMatrix4x4()
                            self.viewMatrix.lookAt(QVector3D(0, 0, 1), QVector3D(0, 0, 0),
                                QVector3D(0, 1, 0))
                    
                            self.projMatrix = QMatrix4x4()
                            self.projViewMatrix = QMatrix4x4()
                            self.modelMatrix = QMatrix4x4()
                            self.mvpMatrix = QMatrix4x4()
                    
                        def resizeGL(self, w, h):
                            coofWidth = w / self.initialWindowWidth
                            coofHeight = h / self.initialWindowHeight
                    
                            self.projMatrix.setToIdentity()
                            self.projMatrix.ortho(0, self.worldWidth * coofWidth,
                                0, self.worldHeight * coofHeight, 1, -1)
                            self.projViewMatrix = self.projMatrix * self.viewMatrix
                    
                        def paintGL(self):
                            glClear(GL_COLOR_BUFFER_BIT)
                            self.drawRectangle(x = 50, y = 50, w = 80, h = 10, angle = 10,
                                color = QVector3D(0.62, 0.04, 0.18))
                            self.drawRectangle(x = 30, y = 20, w = 50, h = 20, angle = 0,
                                color = QVector3D(0.3, 0.07, 0.5))
                            self.drawRectangle(x = 50, y = 80, w = 40, h = 15, angle = -20,
                                color = QVector3D(0.2, 0.3, 0.1))
                    
                        def drawRectangle(self, x, y, w, h, angle, color):
                            self.modelMatrix.setToIdentity()
                            self.modelMatrix.translate(QVector3D(x, y, 0))
                            self.modelMatrix.rotate(angle, QVector3D(0, 0, 1))
                            self.modelMatrix.scale(QVector3D(w, h, 1))
                            self.mvpMatrix = self.projViewMatrix * self.modelMatrix
                            self.program.setUniformValue(self.uMvpMatrixLocation, self.mvpMatrix)
                            self.program.setUniformValue(self.uColorLocation, color)
                            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
                    
                    if __name__ == "__main__":
                        QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                        app = QApplication(sys.argv)
                        w = OpenGLWindow()
                        w.show()
                        sys.exit(app.exec())
                    

                    Qt6, C++:

                    23e91e95-267a-4ea9-9068-c0cb10fa0298-image.png

                    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(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[] = {
                                -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_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
                        {
                            const float coofWidth = w / (float)m_initialWindowWidth;
                            const float coofHeight = h / (float)m_initialWindowHeight;
                    
                            m_projMatrix.setToIdentity();
                            m_projMatrix.ortho(0.f, m_worldWidth * coofWidth,
                                0.f, m_worldHeight * coofHeight, 1.f, -1.f);
                            m_projViewMatrix = m_projMatrix * m_viewMatrix;
                        }
                    
                        void paintGL() override
                        {
                            glClear(GL_COLOR_BUFFER_BIT);
                            drawRectangle(50, 50, 80, 10, 10, QVector3D(0.62, 0.04, 0.18));
                            drawRectangle(30, 20, 50, 20, 0, QVector3D(0.3, 0.07, 0.5));
                            drawRectangle(50, 80, 40, 15, -20, QVector3D(0.2, 0.3, 0.1));
                        }
                    
                        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, 0, 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 int m_initialWindowWidth = 380;
                        const int m_initialWindowHeight = 380;
                        const float m_worldWidth = 100.f;
                        const float m_worldHeight = 100.f;
                    };
                    
                    int main(int argc, char *argv[])
                    {
                        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                        QApplication app(argc, argv);
                        OpenGLWindow w;
                        w.show();
                        return app.exec();
                    }
                    

                    draw-a-few-rectangles-opengles2-qt6-cpp.pro

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

                    WebAssembly demo on the free Netlify hosting

                    649cd735-7cd9-4e7a-ad15-a6f69d245acb-image.png

                    How it looks on Android 7 with scrcpy:

                    e9cdbec2-9f60-491e-99b0-f15bedc07014-image.png

                    2f7bcf63-1a99-4e2e-b223-e7f7ec6615ab-image.png

                    1 Reply Last reply
                    0
                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on last edited by 8Observer8
                      #10

                      Fit scale

                      Scale the game world in the center of the screen.

                      WebAssembly demo on the free Netlify hosting

                      e655a73d-915a-4fe3-9a32-d86450bff84d-image.png

                      scale-the-world-in-the-center-opengles2-pyside6-python.gif

                      QOpenGLWidget:

                      • PyQt6
                      • PySide6
                      • Qt6 C++

                      QOpenGLWindow:

                      • PyQt6
                      • PySide6
                      • Qt6 C++

                      WebGL and JavaScript:

                      • Playground
                      • Source code

                      How it looks on Android:

                      ba632ca3-b4d3-415c-97b3-6c738f7cd5f3-image.png

                      a353713a-c272-4355-a4ce-cc701aa28ca1-image.png

                      1 Reply Last reply
                      0
                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #11

                        Place QLabel over QOpenGLWidget

                        PySide6, Python:

                        fe2ce83d-3eb7-4144-9459-751fa9c9c565-image.png

                        main.py

                        import sys
                        
                        from OpenGL.GL import (GL_COLOR_BUFFER_BIT, GL_SCISSOR_TEST, glClear,
                                               glClearColor, glDisable, glEnable, glScissor,
                                               glViewport)
                        from PySide6.QtCore import Qt
                        from PySide6.QtGui import QSurfaceFormat
                        from PySide6.QtOpenGLWidgets import QOpenGLWidget
                        from PySide6.QtWidgets import QApplication, QLabel
                        
                        
                        class OpenGLWidget(QOpenGLWidget):
                        
                            def __init__(self):
                                super().__init__()
                        
                                self.setWindowTitle("OpenGL ES 2.0, PySide6, Python")
                                self.resize(380, 380)
                                self.worldWidth = 200
                                self.worldHeight = 100
                                self.worldAspect = self.worldHeight / self.worldWidth
                        
                                surfaceFormat = QSurfaceFormat()
                                surfaceFormat.setDepthBufferSize(24)
                                surfaceFormat.setSamples(4)
                                self.setFormat(surfaceFormat)
                        
                                self.scoreLabel = QLabel("Score: 0", self)
                                self.scoreLabel.setStyleSheet("font-size: 24px;")
                        
                            def initializeGL(self):
                                pass
                        
                            def resizeGL(self, w, h):
                                deviceW = w * self.devicePixelRatio()
                                deviceH = h * self.devicePixelRatio()
                                deviceAspect = deviceH / deviceW
                        
                                if deviceAspect > self.worldAspect:
                                    self.viewportWidth = int(deviceW)
                                    self.viewportHeight = int(deviceW * self.worldAspect)
                                    self.viewportX = 0
                                    self.viewportY = int((deviceH - self.viewportHeight) / 2)
                                else:
                                    self.viewportWidth = int(deviceH / self.worldAspect)
                                    self.viewportHeight = int(deviceH)
                                    self.viewportX = int((deviceW - self.viewportWidth) / 2)
                                    self.viewportY = 0
                        
                            def paintGL(self):
                                glClearColor(0.2, 0.2, 0.2, 1)
                                glClear(GL_COLOR_BUFFER_BIT)
                                glViewport(self.viewportX, self.viewportY, self.viewportWidth, self.viewportHeight)
                                glScissor(self.viewportX, self.viewportY, self.viewportWidth, self.viewportHeight)
                                glClearColor(0.04, 0.62, 0.48, 1)
                                glEnable(GL_SCISSOR_TEST)
                                glClear(GL_COLOR_BUFFER_BIT)
                                glDisable(GL_SCISSOR_TEST)
                        
                                self.scoreLabel.move(self.viewportX / self.devicePixelRatio() + 10,
                                    self.viewportY / self.devicePixelRatio() + 10);
                        
                        if __name__ == "__main__":
                            QApplication.setAttribute(Qt.ApplicationAttribute.AA_UseDesktopOpenGL)
                            app = QApplication(sys.argv)
                            w = OpenGLWidget()
                            w.show()
                            sys.exit(app.exec())
                        

                        Qt6, C++:

                        e6099583-2553-492d-965e-a9f63d9f4aeb-image.png

                        main.cpp

                        #include <QtGui/QOpenGLFunctions>
                        #include <QtGui/QSurfaceFormat>
                        #include <QtWidgets/QApplication>
                        #include <QtWidgets/QLabel>
                        #include <QtOpenGLWidgets/QOpenGLWidget>
                        
                        class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
                        {
                        public:
                            OpenGLWidget()
                            {
                                setWindowTitle("OpenGL ES 2.0, Qt6, C++");
                                resize(380, 380);
                        
                                QSurfaceFormat surfaceFormat;
                                surfaceFormat.setDepthBufferSize(24);
                                surfaceFormat.setSamples(4);
                                setFormat(surfaceFormat);
                        
                                m_pScoreLabel = new QLabel("Score: 0", this);
                                m_pScoreLabel->setStyleSheet("font-size: 24px;");
                            }
                        
                            void initializeGL() override
                            {
                                initializeOpenGLFunctions();
                            }
                        
                            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;
                                    qDebug() << deviceH << m_viewportHeight << m_viewportY;
                                }
                                else
                                {
                                    m_viewportWidth = (int) deviceH / m_worldAspect;
                                    m_viewportHeight = deviceH;
                                    m_viewportX = (int) (deviceW - m_viewportWidth) / 2.f;
                                    m_viewportY = 0;
                                }
                            }
                        
                            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_pScoreLabel->move(m_viewportX / devicePixelRatio() + 10,
                                    m_viewportY / devicePixelRatio() + 10);
                            }
                        
                        private:
                            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;
                            QLabel *m_pScoreLabel;
                        };
                        
                        int main(int argc, char *argv[])
                        {
                            QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                            QApplication app(argc, argv);
                            OpenGLWidget w;
                            w.show();
                            return app.exec();
                        }
                        

                        qlabel-over-qopenglwidget-opengles2-qt6-cpp.pro

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

                        It doesn't work on WebAssembly: see demo. Because of this bug: https://bugreports.qt.io/browse/QTBUG-120651 But you can use the patch from the "Gerrit Reviews" (read the comments on the bug report)

                        But it works on Android:

                        ada173ff-cfc0-4a44-86a5-be4e530c7cc7-image.png

                        f7c0e069-3337-4391-8232-cf0676306689-image.png

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                        0
                        • 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.

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                            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
                                  
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                                  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

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                                    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();
                                      }
                                      
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                                      • 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();
                                        }
                                        
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                                        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();
                                          }
                                          
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                                          0

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