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/*!
\example cube
\ingroup examples-widgets-opengl
\title Cube OpenGL ES 2.0 example
\brief The Cube OpenGL ES 2.0 example shows how to write mouse rotateable
textured 3D cube using OpenGL ES 2.0 with Qt. It shows how to handle
polygon geometries efficiently and how to write simple vertex and
fragment shader for programmable graphics pipeline. In addition it
shows how to use quaternions for representing 3D object orientation.
This example has been written for OpenGL ES 2.0 but it works also on
desktop OpenGL because this example is simple enough and for the
most parts desktop OpenGL API is same. It compiles also without OpenGL
support but then it just shows a label stating that OpenGL support is
required.
\image cube.png Screenshot of the Cube example running on N900
The example consist of two classes:
\list
\li \c MainWidget extends QOpenGLWidget and contains OpenGL ES 2.0
initialization and drawing and mouse and timer event handling
\li \c GeometryEngine handles polygon geometries. Transfers polygon geometry
to vertex buffer objects and draws geometries from vertex buffer objects.
\endlist
We'll start by initializing OpenGL ES 2.0 in \c MainWidget.
\tableofcontents
\section1 Initializing OpenGL ES 2.0
Since OpenGL ES 2.0 doesn't support fixed graphics pipeline anymore it has to
be implemented by ourselves. This makes graphics pipeline very flexible but
in the same time it becomes more difficult because user has to implement graphics
pipeline to get even the simplest example running. It also makes graphics pipeline
more efficient because user can decide what kind of pipeline is needed for the
application.
First we have to implement vertex shader. It gets vertex data and
model-view-projection matrix (MVP) as parameters. It transforms vertex position
using MVP matrix to screen space and passes texture coordinate to
fragment shader. Texture coordinate will be automatically interpolated on polygon
faces.
\snippet cube/vshader.glsl 0
After that we need to implement second part of the graphics pipeline - fragment
shader. For this exercise we need to implement fragment shader that handles
texturing. It gets interpolated texture coordinate as a parameter and looks up
fragment color from the given texture.
\snippet cube/fshader.glsl 0
Using \c QGLShaderProgram we can compile, link and bind shader code to
graphics pipeline. This code uses Qt Resource files to access shader source code.
\snippet cube/mainwidget.cpp 3
The following code enables depth buffering and back face culling.
\snippet cube/mainwidget.cpp 2
\section1 Loading Textures from Qt Resource Files
\c QOpenGLWidget interface implements methods for loading textures from QImage to GL
texture memory. We still need to use OpenGL provided functions for specifying
the GL texture unit and configuring texture filtering options.
\snippet cube/mainwidget.cpp 4
\section1 Cube Geometry
There are many ways to render polygons in OpenGL but the most efficient way is
to use only triangle strip primitives and render vertices from graphics hardware
memory. OpenGL has a mechanism to create buffer objects to this memory area and
transfer vertex data to these buffers. In OpenGL terminology these are referred
as Vertex Buffer Objects (VBO).
\image cube_faces.png Cube faces and vertices
This is how cube faces break down to triangles. Vertices are ordered this way
to get vertex ordering correct using triangle strips. OpenGL determines triangle
front and back face based on vertex ordering. By default OpenGL uses
counter-clockwise order for front faces. This information is used by back face
culling which improves rendering performance by not rendering back faces of the
triangles. This way graphics pipeline can omit rendering sides of the triangle that
aren't facing towards screen.
Creating vertex buffer objects and transferring data to them is quite simple using
QOpenGLBuffer. MainWidget makes sure the GeometryEngine instance is created and
destroyed with the OpenGL context current. This way we can use OpenGL resources
in the constructor and perform proper cleanup in the destructor.
\snippet cube/geometryengine.cpp 0
\snippet cube/geometryengine.cpp 1
Drawing primitives from VBOs and telling programmable graphics pipeline how to
locate vertex data requires few steps. First we need to bind VBOs to be used.
After that we bind shader program attribute names and configure what
kind of data it has in the bound VBO. Finally we'll draw triangle
strip primitives using indices from the other VBO.
\snippet cube/geometryengine.cpp 2
\section1 Perspective Projection
Using \c QMatrix4x4 helper methods it's really easy to calculate perpective
projection matrix. This matrix is used to project vertices to screen space.
\snippet cube/mainwidget.cpp 5
\section1 Orientation of the 3D Object
Quaternions are handy way to represent orientation of the 3D object. Quaternions
involve quite complex mathematics but fortunately all the necessary mathematics
behind quaternions is implemented in \c QQuaternion. That allows us to store
cube orientation in quaternion and rotating cube around given axis is quite
simple.
The following code calculates rotation axis and angular speed based on mouse events.
\snippet cube/mainwidget.cpp 0
\c QBasicTimer is used to animate scene and update cube orientation. Rotations
can be concatenated simply by multiplying quaternions.
\snippet cube/mainwidget.cpp 1
Model-view matrix is calculated using the quaternion and by moving world by Z axis.
This matrix is multiplied with the projection matrix to get MVP matrix for shader
program.
\snippet cube/mainwidget.cpp 6
*/