feat(viewport): basic proj and view matrix
This commit is contained in:
@@ -16,6 +16,8 @@ project(enzo_project)
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find_package(Qt6 REQUIRED COMPONENTS Core Widgets SvgWidgets OpenGLWidgets)
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qt_standard_project_setup()
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# glm
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find_package(glm REQUIRED)
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qt_add_executable(${AppExec}
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static/resources.qrc
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@@ -34,7 +36,7 @@ qt_add_executable(${AppExec}
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src/gui/network/NodeIconGraphic.cpp
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)
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target_link_libraries(${AppExec} PRIVATE Qt6::Core Qt6::Widgets Qt6::SvgWidgets Qt6::OpenGLWidgets GLU)
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target_link_libraries(${AppExec} PRIVATE Qt6::Core Qt6::Widgets Qt6::SvgWidgets Qt6::OpenGLWidgets glm::glm)
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target_include_directories(${AppExec} PUBLIC src)
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# tests
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@@ -1,91 +0,0 @@
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#include "gui/viewport/OpenGLWidget.h"
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void ViewportGLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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GLuint vbo;
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// create buffer of vertices
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glGenBuffers(1, &vbo);
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// set purpose
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// store data in the buffer
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// vertex shader
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const std::string vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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// shader type
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// convert source
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const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
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// create shader object
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glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
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// compile shader object
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glCompileShader(vertexShader);
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// fragment shader
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const std::string fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
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glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
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glCompileShader(fragmentShader);
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// create shader program
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shaderProgram = glCreateProgram();
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// attach shaders
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// link program
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glLinkProgram(shaderProgram);
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// delete shaders now that the program is complete
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
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glEnableVertexAttribArray(0);
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// unbind vertex array
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glBindVertexArray(0);
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QSurfaceFormat fmt = context()->format();
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
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}
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void ViewportGLWidget::resizeGL(int w, int h)
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{
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}
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void ViewportGLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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@@ -1,19 +0,0 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <QOpenGLWidget>
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#include <iostream>
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#include <QOpenGLFunctions_3_2_Core>
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class ViewportGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_2_Core
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{
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public:
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ViewportGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
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QSize sizeHint() const override { return QSize(-1, -1); }
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GLuint vao;
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GLuint shaderProgram;
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protected:
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void initializeGL() override;
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void resizeGL(int w, int h) override;
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void paintGL() override;
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};
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@@ -1,7 +1,7 @@
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#pragma once
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#include <qboxlayout.h>
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#include <qwidget.h>
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#include "gui/viewport/OpenGLWidget.h"
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#include "gui/viewport/ViewportGLWidget.h"
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class Viewport
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: public QWidget
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@@ -1,10 +1,21 @@
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#include "gui/viewport/OpenGLWidget.h"
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#include "gui/viewport/ViewportGLWidget.h"
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#include <glm/mat4x4.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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void ViewportGLWidget::initializeGL()
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{
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// Set up the rendering context, load shaders and other resources, etc.:
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initializeOpenGLFunctions();
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QSurfaceFormat fmt = context()->format();
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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std::cout << "hello\n";
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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@@ -25,10 +36,12 @@ void ViewportGLWidget::initializeGL()
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// vertex shader
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const std::string vertexShaderSource = "#version 330 core\n"
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"uniform mat4 uView;\n"
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"uniform mat4 uProj;\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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// shader type
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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@@ -40,6 +53,22 @@ void ViewportGLWidget::initializeGL()
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glCompileShader(vertexShader);
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// log shader error
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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else
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{
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std::cout << "success\n";
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}
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// fragment shader
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const std::string fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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@@ -70,9 +99,6 @@ void ViewportGLWidget::initializeGL()
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// unbind vertex array
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glBindVertexArray(0);
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QSurfaceFormat fmt = context()->format();
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
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std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
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glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
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}
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@@ -85,9 +111,37 @@ void ViewportGLWidget::resizeGL(int w, int h)
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void ViewportGLWidget::paintGL()
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{
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initializeOpenGLFunctions();
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glClear(GL_COLOR_BUFFER_BIT);
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angle_+=0.01;
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std::cout << "angle\n";
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glUseProgram(shaderProgram);
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glm::mat4 projMatrix = glm::perspective(
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glm::radians(45.0f), // FOV
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float(width()) / height(), // aspect ratio
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0.1f, // near plane
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100.0f // far plane
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);
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glm::mat4 viewMatrix = glm::lookAt(
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glm::vec3(sin(angle_)*5, 1, cos(angle_)*5),
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glm::vec3(0,0,0),
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glm::vec3(0,1,0)
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);
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GLint projMLoc = glGetUniformLocation(shaderProgram, "uProj");
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glUniformMatrix4fv(projMLoc, 1, GL_FALSE, glm::value_ptr(projMatrix));
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GLint viewMLoc = glGetUniformLocation(shaderProgram, "uView");
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glUniformMatrix4fv(viewMLoc, 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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@@ -11,6 +11,7 @@ public:
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QSize sizeHint() const override { return QSize(-1, -1); }
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GLuint vao;
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GLuint shaderProgram;
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float angle_ = 0.0f;
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protected:
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void initializeGL() override;
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