mirror of
https://github.com/crystalidea/qt6windows7.git
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258 lines
7.7 KiB
C++
258 lines
7.7 KiB
C++
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// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "glwidget.h"
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#include <QMouseEvent>
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#include <QOpenGLShaderProgram>
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#include <QCoreApplication>
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#include <math.h>
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bool GLWidget::m_transparent = false;
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent)
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{
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m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
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// --transparent causes the clear color to be transparent. Therefore, on systems that
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// support it, the widget will become transparent apart from the logo.
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if (m_transparent) {
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QSurfaceFormat fmt = format();
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fmt.setAlphaBufferSize(8);
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setFormat(fmt);
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}
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}
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GLWidget::~GLWidget()
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{
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cleanup();
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}
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QSize GLWidget::minimumSizeHint() const
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{
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return QSize(50, 50);
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}
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QSize GLWidget::sizeHint() const
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{
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return QSize(400, 400);
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}
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static void qNormalizeAngle(int &angle)
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{
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while (angle < 0)
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angle += 360 * 16;
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while (angle > 360 * 16)
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angle -= 360 * 16;
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}
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void GLWidget::setXRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_xRot) {
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m_xRot = angle;
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emit xRotationChanged(angle);
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update();
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}
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}
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void GLWidget::setYRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_yRot) {
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m_yRot = angle;
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emit yRotationChanged(angle);
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update();
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}
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}
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void GLWidget::setZRotation(int angle)
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{
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qNormalizeAngle(angle);
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if (angle != m_zRot) {
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m_zRot = angle;
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emit zRotationChanged(angle);
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update();
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}
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}
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void GLWidget::cleanup()
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{
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if (m_program == nullptr)
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return;
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makeCurrent();
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m_logoVbo.destroy();
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delete m_program;
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m_program = nullptr;
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doneCurrent();
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QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
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}
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static const char *vertexShaderSourceCore =
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"#version 150\n"
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"in vec4 vertex;\n"
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"in vec3 normal;\n"
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"out vec3 vert;\n"
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"out vec3 vertNormal;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 mvMatrix;\n"
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"uniform mat3 normalMatrix;\n"
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"void main() {\n"
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" vert = vertex.xyz;\n"
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" vertNormal = normalMatrix * normal;\n"
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" gl_Position = projMatrix * mvMatrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSourceCore =
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"#version 150\n"
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"in highp vec3 vert;\n"
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"in highp vec3 vertNormal;\n"
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"out highp vec4 fragColor;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" fragColor = vec4(col, 1.0);\n"
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"}\n";
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static const char *vertexShaderSource =
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"attribute vec4 vertex;\n"
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"attribute vec3 normal;\n"
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"varying vec3 vert;\n"
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"varying vec3 vertNormal;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 mvMatrix;\n"
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"uniform mat3 normalMatrix;\n"
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"void main() {\n"
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" vert = vertex.xyz;\n"
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" vertNormal = normalMatrix * normal;\n"
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" gl_Position = projMatrix * mvMatrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying highp vec3 vert;\n"
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"varying highp vec3 vertNormal;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" gl_FragColor = vec4(col, 1.0);\n"
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"}\n";
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void GLWidget::initializeGL()
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{
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// In this example the widget's corresponding top-level window can change
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// several times during the widget's lifetime. Whenever this happens, the
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// QOpenGLWidget's associated context is destroyed and a new one is created.
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// Therefore we have to be prepared to clean up the resources on the
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// aboutToBeDestroyed() signal, instead of the destructor. The emission of
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// the signal will be followed by an invocation of initializeGL() where we
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// can recreate all resources.
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connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
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initializeOpenGLFunctions();
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glClearColor(0, 0, 0, m_transparent ? 0 : 1);
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("normal", 1);
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m_program->link();
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m_program->bind();
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
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m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
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// implementations this is optional and support may not be present
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// at all. Nonetheless the below code works in all cases and makes
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// sure there is a VAO when one is needed.
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m_vao.create();
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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// Setup our vertex buffer object.
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m_logoVbo.create();
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m_logoVbo.bind();
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m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
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// Store the vertex attribute bindings for the program.
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setupVertexAttribs();
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// Our camera never changes in this example.
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m_camera.setToIdentity();
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m_camera.translate(0, 0, -1);
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// Light position is fixed.
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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m_program->release();
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}
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void GLWidget::setupVertexAttribs()
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{
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m_logoVbo.bind();
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glEnableVertexAttribArray(0);
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f->glEnableVertexAttribArray(1);
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f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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nullptr);
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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reinterpret_cast<void *>(3 * sizeof(GLfloat)));
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m_logoVbo.release();
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}
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void GLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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m_world.setToIdentity();
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m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
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m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
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m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
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m_program->bind();
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
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QMatrix3x3 normalMatrix = m_world.normalMatrix();
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m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
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glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
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m_program->release();
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}
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void GLWidget::resizeGL(int w, int h)
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{
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m_proj.setToIdentity();
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m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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m_lastPos = event->position().toPoint();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->position().toPoint().x() - m_lastPos.x();
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int dy = event->position().toPoint().y() - m_lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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setXRotation(m_xRot + 8 * dy);
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setYRotation(m_yRot + 8 * dx);
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} else if (event->buttons() & Qt::RightButton) {
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setXRotation(m_xRot + 8 * dy);
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setZRotation(m_zRot + 8 * dx);
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}
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m_lastPos = event->position().toPoint();
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}
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