2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
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** the names of its contributors may be used to endorse or promote
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** products derived from this software without specific prior written
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** permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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2011-05-07 20:57:49 +00:00
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#include <QtWidgets>
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2011-04-27 10:05:43 +00:00
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#include <QtOpenGL>
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#include "glwidget.h"
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GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)
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: QGLWidget(parent, shareWidget)
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{
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clearColor = Qt::black;
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xRot = 0;
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yRot = 0;
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zRot = 0;
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#ifdef QT_OPENGL_ES_2
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program = 0;
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#endif
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}
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GLWidget::~GLWidget()
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{
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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(200, 200);
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}
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void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
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{
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xRot += xAngle;
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yRot += yAngle;
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zRot += zAngle;
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updateGL();
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}
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void GLWidget::setClearColor(const QColor &color)
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{
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clearColor = color;
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updateGL();
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}
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void GLWidget::initializeGL()
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{
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makeObject();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#ifndef QT_OPENGL_ES_2
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glEnable(GL_TEXTURE_2D);
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#endif
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#ifdef QT_OPENGL_ES_2
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec4 texCoord;\n"
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"varying mediump vec4 texc;\n"
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"uniform mediump mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
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const char *fsrc =
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"uniform sampler2D texture;\n"
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"varying mediump vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st);\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program = new QGLShaderProgram(this);
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program->addShader(vshader);
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program->addShader(fshader);
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program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
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program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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program->link();
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program->bind();
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program->setUniformValue("texture", 0);
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#endif
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}
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void GLWidget::paintGL()
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{
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qglClearColor(clearColor);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#if !defined(QT_OPENGL_ES_2)
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -10.0f);
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glRotatef(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
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glRotatef(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
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glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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#else
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QMatrix4x4 m;
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m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
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m.translate(0.0f, 0.0f, -10.0f);
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m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
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m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
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m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
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program->setUniformValue("matrix", m);
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program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
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program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
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program->setAttributeArray
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(PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
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program->setAttributeArray
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(PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
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#endif
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for (int i = 0; i < 6; ++i) {
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
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}
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}
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void GLWidget::resizeGL(int width, int height)
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{
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int side = qMin(width, height);
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glViewport((width - side) / 2, (height - side) / 2, side, side);
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#if !defined(QT_OPENGL_ES_2)
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifndef QT_OPENGL_ES
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glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
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#else
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glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
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#endif
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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lastPos = event->pos();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->x() - lastPos.x();
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int dy = event->y() - lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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rotateBy(8 * dy, 8 * dx, 0);
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} else if (event->buttons() & Qt::RightButton) {
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rotateBy(8 * dy, 0, 8 * dx);
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}
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lastPos = event->pos();
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}
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void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
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{
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emit clicked();
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}
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void GLWidget::makeObject()
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{
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static const int coords[6][4][3] = {
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{ { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
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{ { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
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{ { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
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{ { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
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{ { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
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{ { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
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};
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for (int j=0; j < 6; ++j) {
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textures[j] = bindTexture
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(QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D);
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}
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for (int i = 0; i < 6; ++i) {
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for (int j = 0; j < 4; ++j) {
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texCoords.append
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(QVector2D(j == 0 || j == 3, j == 0 || j == 1));
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vertices.append
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(QVector3D(0.2 * coords[i][j][0], 0.2 * coords[i][j][1],
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0.2 * coords[i][j][2]));
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}
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}
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}
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