Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL
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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:
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)
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.
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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
andpip install pyflakes
. Run them like this:isort .
andpyflakes .
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 releaseQt C++:
To build the Qt project from command like you need to run
qmake.exe
andmingw32-make.exe
from the command line.qmake.exe
is in this folder:C:\Qt\6.6.3\mingw_64\bin
. You can findmingw32-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 typingTARGET = 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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Set the background color to gray
For WebAssembly you should call
glClearColor
inside ofpaintGL
forQOpenGLWidget
. ForQOpenGLWindow
theglClearColor
can be called inside ofinitializeGL
.- WebAssembly demo on free Netlify hosting (QOpenGLWindow)
- WebAssembly demo on free Netlify hosting (QOpenGLWidget)
Source code for QOpenGLWidget :
Source code for QOpenGLWindow :
Pure WebGL, JavaScript, and TypeScript:
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Simple triangle
- WebAssembly demo on free Netlify hosting (QOpenGLWidget)
- WebAssembly demo on free Netlify hosting (QOpenGLWindow)
Source code for QOpenGLWidget:
Source code for QOpenGLWindow:
WebGL 1.0 and JavaScript:
Simple square
Source code for QOpenGLWidget:
Source code for QOpenGLWindow:
WebGL 1.0 and JavaScript:
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Transformed rectangle
Source code for QOpenGLWidget:
Source code for QOpenGLWindow:
WebGL 1.0 and JavaScript:
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Game loop and delta time with QOpenGLWindow
PySide6, Python:
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++:
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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Game loop and delta time with QOpenGLWidget
PySide6, Python:
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++:
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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Keyboard handling
PySide6, Python:
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++:
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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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:
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++:
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
How it looks on Android 7 with scrcpy:
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Fit scale
Scale the game world in the center of the screen.
WebAssembly demo on the free Netlify hosting
QOpenGLWidget:
QOpenGLWindow:
WebGL and JavaScript:
How it looks on Android:
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Place
QLabel
overQOpenGLWidget
PySide6, Python:
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++:
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:
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@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.
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@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 theopengl
andwidgets
modules. I've modified the examples to be the same forQOpenGLWindow
andQOpenGLWidget
. 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 linewin32: 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. -
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):
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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
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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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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 withQOpenGLWindow
for Qt 6.6.3 but it doesn't work forQOpenGLWidget
. It was fixed in Qt 6.7.0. See the bug report: https://bugreports.qt.io/browse/QTBUG-123816 -
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
andm_mouseY
are the mouse click coordinates. You should recalculate them before of callingglReadPixels
becauseglReadPixels
uses bottom left corner as (0, 0) but Qt uses top left corner as (0, 0). You should add QWindow::devicePixelRatio() because Windows hasdevicePixelRatio = 1
but Android and macOS (maybe) hasdevicePixelRatio = 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-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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Perspective camera
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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Rotate and zoom camera
Click here to test WebAssembly demo in the browser
On Android only rotation works. Some work must be made with touch events for zooming:
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(); }