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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example opengl/cube
+ \group all-examples
+ \title Cube OpenGL ES 2.0 example
+
+ 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
+ \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
+
+*/