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#include "mainwidget.h"#include <QMouseEvent>#include <math.h>
MainWidget::MainWidget(QWidget*parent) :
QOpenGLWidget(parent),
geometries(0),
texture(0),
angularSpeed(0)
{
}
MainWidget::~MainWidget()
{
// Make sure the context is current when deleting the texture// and the buffers.
makeCurrent();
delete texture;
delete geometries;
doneCurrent();
}
void MainWidget::mousePressEvent(QMouseEvent*e)
{
// Save mouse press position
mousePressPosition = QVector2D(e->localPos());
}
void MainWidget::mouseReleaseEvent(QMouseEvent*e)
{
// Mouse release position - mouse press position
QVector2D diff = QVector2D(e->localPos()) - mousePressPosition;
// Rotation axis is perpendicular to the mouse position difference// vector
QVector3D n = QVector3D(diff.y(), diff.x(),0.0).normalized();
// Accelerate angular speed relative to the length of the mouse sweepqreal acc = diff.length() /100.0;
// Calculate new rotation axis as weighted sum
rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
// Increase angular speed
angularSpeed += acc;
}
void MainWidget::timerEvent(QTimerEvent*)
{
// Decrease angular speed (friction)
angularSpeed *=0.99;
// Stop rotation when speed goes below thresholdif (angularSpeed <0.01) {
angularSpeed =0.0;
} else {
// Update rotation
rotation =QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
// Request an update
update();
}
}
void MainWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0,0,0,1);
initShaders();
initTextures();
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
// Enable back face culling
glEnable(GL_CULL_FACE);
geometries =new GeometryEngine;
// Use QBasicTimer because its faster than QTimer
timer.start(12,this);
}
void MainWidget::initShaders()
{
// Compile vertex shaderif (!program.addShaderFromSourceFile(QOpenGLShader::Vertex,":/vshader.glsl"))
close();
// Compile fragment shaderif (!program.addShaderFromSourceFile(QOpenGLShader::Fragment,":/fshader.glsl"))
close();
// Link shader pipelineif (!program.link())
close();
// Bind shader pipeline for useif (!program.bind())
close();
}
void MainWidget::initTextures()
{
// Load cube.png image
texture =newQOpenGLTexture(QImage(":/cube.png").mirrored());
// Set nearest filtering mode for texture minification
texture->setMinificationFilter(QOpenGLTexture::Nearest);
// Set bilinear filtering mode for texture magnification
texture->setMagnificationFilter(QOpenGLTexture::Linear);
// Wrap texture coordinates by repeating// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
texture->setWrapMode(QOpenGLTexture::Repeat);
}
void MainWidget::resizeGL(int w,int h)
{
// Calculate aspect ratioqreal aspect =qreal(w) /qreal(h ? h : 1);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degreesconstqreal zNear =3.0, zFar =7.0, fov =45.0;
// Reset projection
projection.setToIdentity();
// Set perspective projection
projection.perspective(fov, aspect, zNear, zFar);
}
void MainWidget::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
texture->bind();
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0,0.0,-5.0);
matrix.rotate(rotation);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projection * matrix);
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture",0);
// Draw cube geometry
geometries->drawCubeGeometry(&program);
}