248 lines
7.2 KiB
C++
248 lines
7.2 KiB
C++
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// This file follow the Stackoverflow content license: CC BY-SA 4.0,
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// since it's based on Prashanth N Udupa's work: https://stackoverflow.com/questions/35134270/how-to-use-qopenglframebufferobject-for-shadow-mapping
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#include <QOpenGLTexture>
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#include <QOpenGLFramebufferObject>
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#include <QGuiApplication>
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#include "simpleshaderwidget.h"
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static const int SHADOW_WIDTH = 2048;
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static const int SHADOW_HEIGHT = 2048;
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SimpleShaderWidget::SimpleShaderWidget(QWidget *parent) :
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QOpenGLWidget(parent)
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{
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QSurfaceFormat format = QSurfaceFormat::defaultFormat();
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format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
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format.setVersion(1, 1);
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setFormat(format);
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}
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SimpleShaderWidget::~SimpleShaderWidget()
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{
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}
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void SimpleShaderWidget::updateMesh(SimpleShaderMesh *mesh)
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{
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if (nullptr == m_meshBinder) {
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delete mesh;
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return;
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}
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m_meshBinder->updateMesh(mesh);
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update();
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}
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void SimpleShaderWidget::resizeEvent(QResizeEvent *event)
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{
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QOpenGLWidget::resizeEvent(event);
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}
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void SimpleShaderWidget::resizeGL(int w, int h)
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{
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m_cameraPositionMatrix.setToIdentity();
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m_cameraPositionMatrix.rotate(20, 0, 1, 0);
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m_cameraPositionMatrix.rotate(-25, 1, 0, 0);
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m_lightPositionMatrix = m_cameraPositionMatrix;
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m_lightPositionMatrix.rotate(45, 0, 1, 0);
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m_lightPositionMatrix.translate(0, 0, 50.0f);
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m_projectionMatrix.setToIdentity();
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m_projectionMatrix.perspective(45.0, float(w)/float(h), 0.1f, 1000.0f);
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}
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void SimpleShaderWidget::cleanup()
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{
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makeCurrent();
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if (m_shadowMapInitialized) {
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glDeleteTextures(1, &m_shadowMapTextureId);
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glDeleteFramebuffers(1, &m_shadowMapFrameBufferId);
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}
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delete m_meshBinder;
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m_meshBinder = nullptr;
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doneCurrent();
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}
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void SimpleShaderWidget::initializeGL()
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{
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connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &SimpleShaderWidget::cleanup);
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QOpenGLFunctions::initializeOpenGLFunctions();
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constexpr float color = (float)0x25 / 255;
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glClearColor(color, color, color, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(-0.03125f, -0.03125f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void SimpleShaderWidget::paintGL()
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{
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if (nullptr == m_meshBinder)
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m_meshBinder = new SimpleShaderMeshBinder;
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renderToShadowMap();
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renderToScreen();
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}
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void SimpleShaderWidget::renderToShadowMap()
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{
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// Refer http://learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping
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if (!m_shadowMapInitialized) {
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// Create a texture for storing the depth map
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glGenTextures(1, &m_shadowMapTextureId);
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glBindTexture(GL_TEXTURE_2D, m_shadowMapTextureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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// Create a frame-buffer and associate the texture with it.
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glGenFramebuffers(1, &m_shadowMapFrameBufferId);
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFrameBufferId);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowMapTextureId, 0);
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// Let OpenGL know that we are not interested in colors for this buffer
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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// Cleanup for now.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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m_shadowMapInitialized = true;
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}
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// Render into the depth framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFrameBufferId);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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m_lightViewMatrix.setToIdentity();
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m_lightViewMatrix.lookAt(m_lightPositionMatrix.map(QVector3D(0, 0, 0)),
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QVector3D(),
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m_lightPositionMatrix.map(QVector3D(0, 1, 0)).normalized());
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m_meshBinder->setShadowMapTextureId(0);
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m_meshBinder->renderShadow(m_projectionMatrix, m_lightViewMatrix);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void SimpleShaderWidget::renderToScreen()
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{
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const int pixelRatio = devicePixelRatio();
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const int w = width() * pixelRatio;
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const int h = height() * pixelRatio;
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glViewport(0, 0, w, h);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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const QVector3D center = QVector3D();
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const QVector3D eye(0, 0, 1.0);
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const QVector3D lightDirection = m_lightPositionMatrix.map(QVector3D(0, 0, -1)).normalized();
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m_sceneMatrix.setToIdentity();
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m_sceneMatrix.rotate(m_rotationX / 16.0f, 1, 0, 0);
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m_sceneMatrix.rotate(m_rotationY / 16.0f, 0, 1, 0);
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auto zoomedMatrix = m_cameraPositionMatrix;
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zoomedMatrix.translate(0, 0, m_zoom);
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m_viewMatrix.setToIdentity();
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m_viewMatrix.lookAt(zoomedMatrix.map(QVector3D(0, 0, 0)),
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QVector3D(), zoomedMatrix.map(QVector3D(0, 1, 0)).normalized());
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m_meshBinder->setShadowMapTextureId(m_shadowMapTextureId);
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m_meshBinder->setSceneMatrix(m_sceneMatrix);
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m_meshBinder->renderScene(eye, lightDirection, m_projectionMatrix, m_viewMatrix, m_lightViewMatrix);
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}
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void SimpleShaderWidget::mousePressEvent(QMouseEvent *event)
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{
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if ((event->button() == Qt::LeftButton/* && QGuiApplication::queryKeyboardModifiers().testFlag(Qt::AltModifier)*/) ||
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event->button() == Qt::MidButton) {
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m_lastPos = mapFromGlobal(event->globalPos());
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if (!m_moveStarted) {
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m_moveStarted = true;
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}
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}
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}
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void SimpleShaderWidget::setRotationX(int angle)
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{
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normalizeAngle(angle);
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if (angle != m_rotationX) {
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m_rotationX = angle;
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update();
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}
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}
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void SimpleShaderWidget::setRotationY(int angle)
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{
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normalizeAngle(angle);
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if (angle != m_rotationY) {
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m_rotationY = angle;
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update();
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}
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}
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void SimpleShaderWidget::normalizeAngle(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 SimpleShaderWidget::mouseMoveEvent(QMouseEvent *event)
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{
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QPoint pos = mapFromGlobal(event->globalPos());
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if (m_moveStarted) {
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int dx = pos.x() - m_lastPos.x();
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int dy = pos.y() - m_lastPos.y();
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setRotationX(m_rotationX + 8 * dy);
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setRotationY(m_rotationY + 8 * dx);
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}
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m_lastPos = pos;
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}
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void SimpleShaderWidget::wheelEvent(QWheelEvent *event)
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{
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qreal delta = geometry().height() * 0.1f;
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if (event->delta() < 0)
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delta = -delta;
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zoom(delta);
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}
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void SimpleShaderWidget::mouseReleaseEvent(QMouseEvent *event)
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{
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if (m_moveStarted)
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m_moveStarted = false;
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}
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void SimpleShaderWidget::zoom(float delta)
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{
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m_zoom += m_zoom * (delta > 0 ? -0.1 : 0.1);
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update();
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}
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