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

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #36

    Custom OpenGL button for WebAssembly and Android

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

    WebAssembly demo on free Netlify hosting (QOpenGLWindow)

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

    Source code for Qt6 C++

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

    The same demo for SDL3:

    Click buttons with color ID using glReadPixels

    Demo in the browser

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

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

    click-buttons-with-color-id.gif

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    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #37

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

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

      extern "C"
      {
          __declspec(dllexport) unsigned long NvOptimusEnablement = 1;
          __declspec(dllexport) unsigned long AmdPowerXpressRequestHighPerformance = 1;
      }
      

      main.cpp

      extern "C"
      {
          __declspec(dllexport) unsigned long NvOptimusEnablement = 1;
          __declspec(dllexport) unsigned long AmdPowerXpressRequestHighPerformance = 1;
      }
      
      #include <QtGui/QOpenGLContext>
      #include <QtGui/QOpenGLFunctions>
      #include <QtGui/QSurfaceFormat>
      #include <QtWidgets/QApplication>
      #include <QtOpenGL/QOpenGLWindow>
      
      class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
      {
          void initializeGL() override
          {
              initializeOpenGLFunctions();
      
              qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
              qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
              qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
          }
      };
      
      int main(int argc, char *argv[])
      {
          QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
          QApplication app(argc, argv);
          QSurfaceFormat fmt;
          fmt.setDepthBufferSize(24);
      
          // Request OpenGL 3.3 core or OpenGL ES 3.0.
          if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
          {
              qDebug("Requesting 3.3 core context");
              fmt.setVersion(3, 3);
              fmt.setProfile(QSurfaceFormat::CoreProfile);
          }
          else
          {
              qDebug("Requesting 3.0 context");
              fmt.setVersion(3, 0);
          }
      
          OpenGLWindow w;
          w.setFormat(fmt);
          w.show();
          return app.exec();
      }
      

      Output:

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

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

      main.cpp

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

      Output:

      Requesting 3.3 core context
      OpenGL version: 3.1.0 - Build 9.17.10.4459
      GLSL version:  1.40 - Intel Build 9.17.10.4459
      Vendor:  Intel
      
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      • 8Observer88 8Observer8 referenced this topic on
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #38

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

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

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

        pro

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

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

        Using GLM:

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

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

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        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by 8Observer8
          #39
          This post is deleted!
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          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #40

            I have found two solutions how I can make the first person movement in the browser. Qt doesn't allow it because it is impossible to call emscripten_request_pointerlock() from Qt application: https://bugreports.qt.io/browse/QTBUG-126513

            The solution is to use SDL3, Emscripten, and Bullet Physics: Click to run a demo in the browser

            The demo allows to move with first person and third person view:

            image.png

            Baked shadows and textures using SDL3, Emscripten, OpenGL ES 2.0, Bullet Physics, and C++

            Demo in the browser

            5f457ae3-d03b-492f-b513-f540abaec581-image.png

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            • 8Observer88 8Observer8 referenced this topic on
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #41

              Critical problems for WebAssembly

              • Background color of parent window is changed to black: https://bugreports.qt.io/browse/QTBUG-120651
              • emscripten_request_pointerlock() returns EMSCRIPTEN_RESULT_UNKNOWN_TARGET: https://bugreports.qt.io/browse/QTBUG-126513
              • Dealing with keyboard layout for input on Qt WebAssembly: https://forum.qt.io/post/790688
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              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #42

                Transformed triangle in OpenGL 3.3 and Qt 6.9

                Video: https://www.youtube.com/watch?v=AGHZsOrazEU

                Source: https://github.com/8Observer8/basics-of-opengl33-and-qt6

                8526e0b2-cde0-4c79-96d4-220d88def3fe-image.png

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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by
                  #43

                  Debug drawer for Box2D v3 using QPainter

                  It uses b2World_Draw to draw Box2D objects for debugging. You can just download and run it without compiling libs because it include libs for Windows (MinGW) and Android.

                  Source: https://github.com/8Observer8/debug-drawer-qpainter-box2dv3-qt6-cpp

                  image.png

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                  • 8Observer88 8Observer8 referenced this topic on
                  • Christian EhrlicherC Christian Ehrlicher locked this topic on
                  • Christian EhrlicherC Christian Ehrlicher unlocked this topic
                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote last edited by
                    #44

                    Tank-transistor movement with Bullet Physics

                    View Live Wasm-Demo - you can control the tank-transistor with WASD-keys in the browser

                    Source code

                    a0494311-9820-426b-83d4-5bc2876c2518-image.png

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                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote last edited by 8Observer8
                      #45

                      Tutorials from Box2D/Box3D creator Erin Catto on the control character:

                      Rigid body character mover

                      Dynamic Character Mover : Box3D

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                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote last edited by 8Observer8
                        #46

                        Dear ImGui + Qt 6 + OpenGL 3.3 for Windows

                        Source code: https://github.com/ivan-enzhaev/imgui-opengl-test-qt6

                        9353bb7e-9766-4355-86ca-d0fc2a3ddad5-image.png

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