doc/src/examples/hellogl_es.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 2009 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.
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+**
+** GNU Lesser General Public License Usage
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+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+    \example opengl/hellogl_es
+    \title Hello GL ES Example
+
+    The Hello GL ES example is the \l{Hello GL Example} ported to OpenGL ES.
+    It also included some effects from the OpenGL \l{Overpainting Example}.
+
+    \image hellogl-es-example.png
+
+    A complete introduction to OpenGL ES and a description of all differences
+    between OpenGL and OpenGL ES is out of the scope of this document; but
+    we will describe some of the major issues and differences.
+
+    Since Hello GL ES is a direct port of standard OpenGL code, it is a fairly
+    good example for porting OpenGL code to OpenGL ES.
+
+    \tableofcontents
+
+    \section1 Using QGLWidget
+
+    QGLWidget can be used for OpenGL ES similar to the way it is used with
+    standard OpenGL; but there are some differences. We use EGL 1.0 to embedd
+    the OpenGL ES window within the native window manager. In
+    QGLWidget::initializeGL() we initialize OpenGL ES.
+
+    \section1 Using OpenGL ES rendering commands
+
+    To update the scene, we reimplment QGLWidget::paintGL(). We use OpenGL ES
+    rendering commands just like we do with standard OpenGL. Since the OpenGL
+    ES common light profile only supports fixed point functions, we need to
+    abstract it somehow. Hence, we define an abstraction layer in
+    \c{cl_helper.h}.
+
+    \snippet examples/opengl/hellogl_es/cl_helper.h 0
+
+    Instead of \c glFogxv() or \c glFogfv() we use \c q_glFogv() and to
+    convert the coordinates of a vertice we use the macro \c f2vt(). That way,
+    if QT_OPENGL_ES_CL is defined we use the fixed point functions and every
+    float is converted to fixed point.
+
+    If QT_OPENGL_ES_CL is not defined we use the floating point functions.
+
+    \snippet examples/opengl/hellogl_es/cl_helper.h 1
+
+    This way we support OpenGL ES Common and Common Light with the same code
+    and abstract the fact that we use either the floating point functions or
+    otherwise the fixed point functions.
+
+    \section1 Porting OpenGL to OpenGL ES
+
+    Since OpenGL ES is missing the immediate mode and does not support quads,
+    we have to create triangle arrays.
+
+    We create a quad by adding vertices to a QList of vertices. We create both
+    sides of the quad and hardcode a distance of 0.05f. We also compute the
+    correct normal for each face and store them in another QList.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 0
+
+    And then we convert the complete list of vertexes and the list of normals
+    into the native OpenGL ES format that we can use with the OpenGL ES API.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 1
+
+    In \c paintQtLogo() we draw the triangle array using OpenGL ES. We use
+    q_vertexTypeEnum to abstract the fact that our vertex and normal arrays
+    are either in float or in fixed point format.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 2
+
+    \section1 Using QGLPainter
+
+    Since the \c QGLPainter is slower for OpenGL ES we paint the bubbles with
+    the rasterizer and cache them in a QImage. This happends only once during
+    the initialiazation.
+
+    \snippet examples/opengl/hellogl_es/bubble.cpp 0
+
+    For each bubble this QImage is then drawn to the QGLWidget by using the
+    according QPainter with transparency enabled.
+
+    \snippet examples/opengl/hellogl_es/bubble.cpp 1
+
+    Another difference beetwen OpenGL and OpenGL ES is that OpenGL ES does not
+    support glPushAttrib(GL_ALL_ATTRIB_BITS). So we have to restore all the
+    OpenGL states ourselves, after we created the QPainter in
+    GLWidget::paintGL().
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 3
+
+    Setting up up the model view matrix and setting the right OpenGL states is
+    done in the same way as for standard OpenGL.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 4
+
+    Now we have to restore the OpenGL state for the QPainter. This is not done
+    automatically for OpenGL ES.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 5
+
+    Now we use the QPainter to draw the transparent bubbles.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 6
+
+    In the end, we calculate the framerate and display it using the QPainter
+    again.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 7
+
+    After we finished all the drawing operations we swap the screen buffer.
+
+    \snippet examples/opengl/hellogl_es/glwidget.cpp 8
+
+    \section1 Summary
+
+    Similar to the \l{Hello GL Example}, we subclass QGLWidget to render
+    a 3D scene using OpenGL ES calls. QGLWidget is a subclass of QWidget.
+    Hence, its \l{QGLWidget}'s subclasses can be placed in layouts and
+    provided with interactive features just like normal custom widgets.
+
+    QGLWidget allows pure OpenGL ES rendering to be mixed with QPainter calls,
+    but care must be taken to maintain the state of the OpenGL ES
+    implementation.
+*/