Hello GLES3 Example¶
Demonstrates OpenGL ES 3.0 functions via QOpenGLExtraFunctions.
Overview¶
This example demonstrates easy, cross-platform usage of OpenGL ES 3.0 functions via QOpenGLExtraFunctions in an application that works identically on desktop platforms with OpenGL 3.3 and mobile/embedded devices with OpenGL ES 3.0.
This example has no QWidget dependencies, it uses QOpenGLWindow
, a convenience subclass of QWindow that allows easy implementation of windows that contain OpenGL-rendered content. In this sense it complements the OpenGL Window Example , which shows the implementation of an OpenGL-based QWindow without using the convenience subclass.
The Qt logo shape implementation is included from the Hello GL2 Example .
In other aspects pertaining to using OpenGL there are the following differences.
The OpenGL context creation has to have a sufficiently high version number for the features that are in use.
The shader’s version directive is different.
Setting up in main.cpp¶
Here we instantiate our QGuiApplication, QSurfaceformat and set its depth buffer size:
We request an OpenGL 3.3 core or OpenGL ES 3.0 context, depending on QOpenGLContext::openGLModuleType():
We set the default surface format and instantiate our GLWindow glWindow
.
Implementing GLWindow¶
This class delivers the features of the example application.
To start, GLWindow
is declared by implementing a subclass of QOpenGLWindow
:
The following properties are declared using Q_PROPERTY:
The following public functions are declared:
The following private objects are declared:
On the implementation side, those functions that are not declared inline are implemented (or re-implemented) in glwindow.cpp
. The following selections will cover implementation particulars pertaining to the use of OpenGL ES 3.0.
Animations¶
The following code pertains to the animations, and won’t be explored here:
For more information see the documentation for QPropertyAnimation, QSequentialAnimationGroup.
Shaders¶
The shaders are defined like so:
Note
These are OpenGL version agnostic. We take this and append the version like so:
Initializing OpenGL¶
Initializing the shader program in handled by initializeGL()
:
Now the OpenGL version is prepended and the various matrices and light position is set:
While not strictly required for ES 3, a vertex array object is created.
Resizing the window¶
The perspective needs to be aligned with the new window size as so:
Painting¶
We use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to do more than what GL(ES) 2.0 offers:
We clear the screen and buffers and bind our shader program and texture:
Logic for handling an initial paintGL()
call or a call after a resizeGL()
call is implemented like so:
Last, we demonstrate a function introduced in OpenGL 3.1 or OpenGL ES 3.0:
This works because we earlier requested 3.3 or 3.0 context.