// 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

    \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.

    \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
*/
