qt5base-lts/examples/gui/doc/openglwindow.qdoc
Nico Vertriest 5a8a1eb4af Entered hardcoded url workaround QTBUG-28500
Url for OpenGL Registry
Url for Khronos OpenGL ES API Registry

Change-Id: I682ddcedf1e06d589e5c44e364936c78fd9219a5
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
2012-12-14 13:06:53 +01:00

157 lines
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/*!
\example openglwindow
\title OpenGL Window Example
\brief 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 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 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 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 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{http://www.opengl.org/registry/}{OpenGL Registry} and
\l {http://www.khronos.org/registry/gles/}{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 openglwindow/openglwindow.cpp 4
Enabling animation also triggers an update request as shown in the
following code snippet.
\snippet 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 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 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 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 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 openglwindow/main.cpp 5
*/