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+// Copyright (C) 2016 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
+
+/*!
+ \example openglwindow
+ \title OpenGL Window Example
+ \ingroup examples-widgets-opengl
+ \examplecategory {Graphics}
+
+ \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
+
+ \note This is a low level example of how to use QWindow with OpenGL.
+ In practice you should consider using the higher level QOpenGLWindow class.
+ See the \l{Hello GLES3 Example} for a demonstration of the QOpenGLWindow
+ convenience class.
+
+ \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 calls QWindow::requestUpdate() to schedule
+ an update for when the system is ready to repaint.
+
+ 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 schedule another update request.
+
+ \snippet openglwindow/openglwindow.cpp 4
+
+ Enabling animation also schedules 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
+*/