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Added OpenGL example and documentation.
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Change-Id: I2d9d4e52caf0a39fef9648d8a9e83a0c1328f650
Reviewed-by: Paul Olav Tvete <[email protected]>
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Samuel Rødal authored and Qt by Nokia committed Aug 29, 2012
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156 changes: 156 additions & 0 deletions doc/src/examples/openglwindow.qdoc
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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
** GNU Free Documentation License
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms
** and conditions contained in a signed written agreement between you
** and Nokia.
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

/*!
\example gui/openglwindow
\title OpenGL Window Example

This example shows how to create a minimal QWindow based application
for the purpose of using OpenGL.

\image openglwindow-example.png Screenshot of the OpenGLWindow example

\section1 OpenGLWindow super class

Our OpenGLWindow class acts as an API which is then subclassed to do the
actual rendering. It has functions to make a request for render() to be
called, either immediately with renderNow() or as soon as the event loop
has finished processing the current batch of events with renderLater().
The OpenGLWindow subclass can either reimplement render() for OpenGL based
rendering, or render(QPainter *) for rendering with a QPainter. Use
OpenGLWindow::setAnimating(true) for render() to be called at the vertical
refresh rate, assuming vertical sync is enabled in the underlying OpenGL
drivers.

In the class that does the OpenGL rendering you will typically want to
inherit from QOpenGLFunctions, as our OpenGLWindow does, in order to get
platform independent access to OpenGL ES 2.0 functions. By inheriting from
QOpenGLFunctions the OpenGL functions it contains will get precedence, and
you will not have to worry about resolving those functions if you want your
application to work with OpenGL as well as OpenGL ES 2.0.

\snippet gui/openglwindow/openglwindow.h 1

The window's surface type must be set to QSurface::OpenGLSurface to
indicate that the window is to be used for OpenGL rendering and not for
rendering raster content with QPainter using a QBackingStore.

\snippet gui/openglwindow/openglwindow.cpp 1

Any OpenGL initialization needed can be done by overriding the initialize()
function, which is called once before the first call to render(), with a
valid current QOpenGLContext. As can be seen in the following code snippet,
the default render(QPainter *) and initialize() implementations are empty,
whereas the default render() implementation initializes a
QOpenGLPaintDevice and then calls into render(QPainter *).

\snippet gui/openglwindow/openglwindow.cpp 2

The renderLater() function simply puts an update request event on
the event loop, which leads to renderNow() being called once the event
gets processed.

We also call renderNow() when we get an expose event. The exposeEvent() is
the notification to the window that its exposure, meaning visibility, on
the screen has changed. When the expose event is received you can query
QWindow::isExposed() to find out whether or not the window is currently
exposed. Do not render to or call QOpenGLContext::swapBuffers() on a window
before it has received its first expose event, as before then its final
size might be unknown, and in addition what is rendered might not even end
up on the screen.

\snippet gui/openglwindow/openglwindow.cpp 3

In renderNow() we return if we are not currently exposed, in which case
rendering is delayed until we actually get an expose event. If we have not
yet done so, we create the QOpenGLContext with the same QSurfaceFormat as
was set on the OpenGLWindow, and call initialize() for the sake of the sub
class, and initializeOpenGLFunctions() in order for the QOpenGLFunctions
super class to be associated with the correct QOpenGLContext. In any case
we make the context current by calling QOpenGLContext::makeCurrent(), call
render() to do the actual rendering, and finally we schedule for the
rendered contents to be made visible by calling
QOpenGLContext::swapBuffers() with the OpenGLWindow as parameter.

Once the rendering of a frame using an OpenGL context is initiated by
calling QOpenGLContext::makeCurrent(), giving the surface on which to
render as a parameter, OpenGL commands can be issued. The commands can be
issued either directly by including <qopengl.h>, which also includes the
system's OpenGL headers, or as by using QOpenGLFunctions, which can
either be inherited from for convenience, or accessed using
QOpenGLContext::functions(). QOpenGLFunctions gives access to all the
OpenGL ES 2.0 level OpenGL calls that are not already standard in both
OpenGL ES 2.0 and desktop OpenGL. For more information about the OpenGL and
OpenGL ES APIs, refer to the official \l{OpenGL Registry} and
\l{Khronos OpenGL ES API Registry}.

If animation has been enabled with OpenGLWindow::setAnimating(true), we
call renderLater() to put another update request on the event loop.

\snippet gui/openglwindow/openglwindow.cpp 4

Enabling animation also triggers an update request as shown in the
following code snippet.

\snippet gui/openglwindow/openglwindow.cpp 5

\section1 Example OpenGL rendering sub class

Here we sub class OpenGLWindow to show how to do OpenGL to render a
rotating triangle. By indirectly sub classing QOpenGLFunctions we gain
access to all OpenGL ES 2.0 level functionality.

\snippet gui/openglwindow/main.cpp 1

In our main function we initialize QGuiApplication and instantiate our
TriangleOpenGLWindow. We give it a QSurfaceFormat specifying that we want
four samples of multisample antialiasing, as well as a default geometry.
Since we want to have animation we call the above mentioned setAnimating()
function with an argument of true.

\snippet gui/openglwindow/main.cpp 2

The following code snippet shows the OpenGL shader program used in this
example. The vertex and fragment shaders are relatively simple, doing
vertex transformation and interpolated vertex coloring.

\snippet gui/openglwindow/main.cpp 3

Here is the code that loads the shaders and initializes the shader program
By using QOpenGLShaderProgram instead of raw OpenGL we get the convenience
that strips out the highp, mediump, and lowp qualifiers on desktop OpenGL,
where they are not part of the standard. We store the attribute and uniform
locations in member variables to avoid having to do the location lookup
each frame.

\snippet gui/openglwindow/main.cpp 4

Finally, here is our render() function, where we use OpenGL to set up the
viewport, clear the background, and render a rotating triangle.

\snippet gui/openglwindow/main.cpp 5
*/
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1 change: 1 addition & 0 deletions examples/examples.pro
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Expand Up @@ -2,6 +2,7 @@ TEMPLATE = subdirs
CONFIG += no_docs_target

SUBDIRS = \
gui \
network \
threads \
xml \
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2 changes: 1 addition & 1 deletion examples/gui/gui.pro
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SUBDIRS += analogclock
SUBDIRS += rasterwindow

SUBDIRS += openglwindow
179 changes: 179 additions & 0 deletions examples/gui/openglwindow/main.cpp
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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "openglwindow.h"

#include <QtGui/QGuiApplication>
#include <QtGui/QMatrix4x4>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QScreen>

#include <QtCore/qmath.h>

//! [1]
class TriangleWindow : public OpenGLWindow
{
public:
TriangleWindow();

void initialize();
void render();

private:
GLuint loadShader(GLenum type, const char *source);

GLuint m_posAttr;
GLuint m_colAttr;
GLuint m_matrixUniform;

QOpenGLShaderProgram *m_program;
int m_frame;
};

TriangleWindow::TriangleWindow()
: m_program(0)
, m_frame(0)
{
}
//! [1]

//! [2]
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);

QSurfaceFormat format;
format.setSamples(4);

TriangleWindow window;
window.setFormat(format);
window.resize(640, 480);
window.show();

window.setAnimating(true);

return app.exec();
}
//! [2]


//! [3]
static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 matrix;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";

static const char *fragmentShaderSource =
"varying lowp vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n";
//! [3]

//! [4]
GLuint TriangleWindow::loadShader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
return shader;
}

void TriangleWindow::initialize()
{
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_colAttr = m_program->attributeLocation("colAttr");
m_matrixUniform = m_program->uniformLocation("matrix");
}
//! [4]

//! [5]
void TriangleWindow::render()
{
glViewport(0, 0, width(), height());

glClear(GL_COLOR_BUFFER_BIT);

m_program->bind();

QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);

m_program->setUniformValue(m_matrixUniform, matrix);

GLfloat vertices[] = {
0.0f, 0.707f,
-0.5f, -0.5f,
0.5f, -0.5f
};

GLfloat colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};

glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

glDrawArrays(GL_TRIANGLES, 0, 3);

glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);

m_program->release();

++m_frame;
}
//! [5]
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