| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 
 | // Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "mainwidget.h"
#include <QMouseEvent>
#include <cmath>
MainWidget::~MainWidget()
{
    // Make sure the context is current when deleting the texture
    // and the buffers.
    makeCurrent();
    delete texture;
    delete geometries;
    doneCurrent();
}
//! [0]
void MainWidget::mousePressEvent(QMouseEvent *e)
{
    // Save mouse press position
    mousePressPosition = QVector2D(e->position());
}
void MainWidget::mouseReleaseEvent(QMouseEvent *e)
{
    // Mouse release position - mouse press position
    QVector2D diff = QVector2D(e->position()) - 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 sweep
    qreal acc = diff.length() / 100.0;
    // Calculate new rotation axis as weighted sum
    rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
    // Increase angular speed
    angularSpeed += acc;
}
//! [0]
//! [1]
void MainWidget::timerEvent(QTimerEvent *)
{
    // Decrease angular speed (friction)
    angularSpeed *= 0.99;
    // Stop rotation when speed goes below threshold
    if (angularSpeed < 0.01) {
        angularSpeed = 0.0;
    } else {
        // Update rotation
        rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
        // Request an update
        update();
    }
}
//! [1]
void MainWidget::initializeGL()
{
    initializeOpenGLFunctions();
    glClearColor(0, 0, 0, 1);
    initShaders();
    initTextures();
//! [2]
    // Enable depth buffer
    glEnable(GL_DEPTH_TEST);
    // Enable back face culling
    glEnable(GL_CULL_FACE);
//! [2]
    geometries = new GeometryEngine;
    // Use QBasicTimer because its faster than QTimer
    timer.start(12, this);
}
//! [3]
void MainWidget::initShaders()
{
    // Compile vertex shader
    if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/vshader.glsl"))
        close();
    // Compile fragment shader
    if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/fshader.glsl"))
        close();
    // Link shader pipeline
    if (!program.link())
        close();
    // Bind shader pipeline for use
    if (!program.bind())
        close();
}
//! [3]
//! [4]
void MainWidget::initTextures()
{
    // Load cube.png image
    texture = new QOpenGLTexture(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);
}
//! [4]
//! [5]
void MainWidget::resizeGL(int w, int h)
{
    // Calculate aspect ratio
    qreal aspect = qreal(w) / qreal(h ? h : 1);
    // Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
    const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
    // Reset projection
    projection.setToIdentity();
    // Set perspective projection
    projection.perspective(fov, aspect, zNear, zFar);
}
//! [5]
void MainWidget::paintGL()
{
    // Clear color and depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    texture->bind();
//! [6]
    // 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);
//! [6]
    // Use texture unit 0 which contains cube.png
    program.setUniformValue("texture", 0);
    // Draw cube geometry
    geometries->drawCubeGeometry(&program);
}
 |