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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 \o \c MainWidget extends QGLWidget and contains OpenGL ES 2.0 initialization and drawing and mouse and timer event handling \o \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 examples/opengl/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 examples/opengl/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 examples/opengl/cube/mainwidget.cpp 3 The following code enables depth buffering and back face culling. \snippet examples/opengl/cube/mainwidget.cpp 2 \section1 Loading textures from Qt Resource files \c QGLWidget 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 examples/opengl/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 OpenGL provided functions. \snippet examples/opengl/cube/geometryengine.cpp 0 \snippet examples/opengl/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 examples/opengl/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 examples/opengl/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 examples/opengl/cube/mainwidget.cpp 0 \c QBasicTimer is used to animate scene and update cube orientation. Rotations can be concatenated simply by multiplying quaternions. \snippet examples/opengl/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 examples/opengl/cube/mainwidget.cpp 6 */