2021-09-20 20:36:29 +02:00
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#include "mesh_viewer.h"
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#include <tgmath.h>
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#include <utility>
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const GLchar *vertex_shader_source = R"glsl(
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2021-09-24 23:03:30 +02:00
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attribute vec3 pos;
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attribute vec3 col;
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2021-09-20 20:36:29 +02:00
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2021-09-24 23:03:30 +02:00
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varying vec3 frag_col;
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2021-09-20 20:36:29 +02:00
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uniform mat4 proj;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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gl_Position = proj * view * model * vec4(pos, 1.0);
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frag_col = col;
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}
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)glsl";
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const GLchar *fragment_shader_source = R"glsl(
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varying vec3 frag_col;
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uniform vec3 wf_col;
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uniform bool wireframe;
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uniform float alpha;
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void main() {
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if (wireframe)
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gl_FragColor = vec4(wf_col, alpha);
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else
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gl_FragColor = vec4(frag_col, alpha);
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}
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)glsl";
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MeshViewer::MeshViewer(QWidget *parent) : QOpenGLWidget(parent) {
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setMouseTracking(true);
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setFocus();
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}
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void GLAPIENTRY
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opengl_debug_cb(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam) {
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(void) source;
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(void) type;
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(void) id;
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(void) severity;
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(void) length;
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(void) userParam;
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qDebug() << "OpenGL debug output:" << message;
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}
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void MeshViewer::initializeGL() {
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// initializeOpenGLFunctions();
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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qDebug("OpenGL version %d.%d", major, minor);
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(opengl_debug_cb, 0);
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/* Compile the vertex shader. */
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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GLint status;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetShaderInfoLog(vertex_shader, sizeof log, NULL, log);
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fprintf(stderr, "Failed to compile the vertex shader: %s\n", log);
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exit(1);
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}
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/* Compile the fragment shader. */
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetShaderInfoLog(fragment_shader, sizeof log, NULL, log);
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fprintf(stderr, "Failed to compile the fragment shader: %s\n", log);
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exit(1);
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}
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/* Link the shader program. */
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GLuint shader_program = glCreateProgram();
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glBindFragDataLocation(shader_program, 0, "out_color");
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glLinkProgram(shader_program);
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glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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char log[1024];
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glGetProgramInfoLog(shader_program, sizeof log, NULL, log);
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fprintf(stderr, "Failed to link the shader program: %s\n", log);
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exit(1);
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}
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/* Use it. */
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glUseProgram(shader_program);
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/* Get the position attribute. */
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pos_attr = glGetAttribLocation(shader_program, "pos");
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col_attr = glGetAttribLocation(shader_program, "col");
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proj_attr = glGetUniformLocation(shader_program, "proj");
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view_attr = glGetUniformLocation(shader_program, "view");
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model_attr = glGetUniformLocation(shader_program, "model");
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wf_col_attr = glGetUniformLocation(shader_program, "wf_col");
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wireframe_attr = glGetUniformLocation(shader_program, "wireframe");
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alpha_attr = glGetUniformLocation(shader_program, "alpha");
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glUniform1f(alpha_attr, 1);
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glUniform3f(wf_col_attr, WIREFRAME_COLOR);
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glClearColor(1, 1, 1, 0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_MULTISAMPLE);
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emit initialized();
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}
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void MeshViewer::resizeGL(int w, int h) {
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QMatrix4x4 projection;
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projection.perspective(FOV, (float) w/h, .01, 100);
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glUniformMatrix4fv(proj_attr, 1, GL_FALSE, projection.data());
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}
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void MeshViewer::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 trans;
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trans.translate(0, 0, -cam_dist);
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QMatrix4x4 view = trans * rot;
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glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data());
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for (const OpenGLMesh m : meshes) {
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glUniformMatrix4fv(model_attr, 1, GL_FALSE, m.mat.data());
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/* Mesh */
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glBindVertexArray(m.vao);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.0, 2);
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glDrawArrays(GL_TRIANGLES, 0, m.nverts);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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/* Wireframe */
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glUniform1f(wireframe_attr, 1);
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glDrawArrays(GL_TRIANGLES, 0, m.nverts);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glLineWidth(1);
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glUniform1f(wireframe_attr, 0);
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}
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}
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OpenGLMesh *MeshViewer::addOpenGLMesh(size_t nverts, const GLfloat *verts, QMatrix4x4 mat, QColor col) {
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makeCurrent();
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GLuint vao, vbo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, nverts * 6 * sizeof (GLfloat), verts, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(pos_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat), 0);
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glEnableVertexAttribArray(pos_attr);
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glVertexAttribPointer(col_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat),
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(const void *) (3 * sizeof (GLfloat)));
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glEnableVertexAttribArray(col_attr);
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glBindVertexArray(0);
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meshes.append({vao, vbo, nverts, mat, col});
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doneCurrent();
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update();
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return &meshes.last();
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}
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OpenGLMesh *MeshViewer::addOpenGLMeshFromOpenMesh(MyMesh* mesh, QMatrix4x4 mat, QColor col) {
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GLfloat *verts = new GLfloat[mesh->n_faces() * 3 * 6];
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size_t i = 0;
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for (MyMesh::FaceHandle face : mesh->faces()) {
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for (MyMesh::VertexHandle vec : mesh->fv_range(face)) {
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verts[6*i + 0] = mesh->point(vec)[0];
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verts[6*i + 1] = mesh->point(vec)[1];
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verts[6*i + 2] = mesh->point(vec)[2];
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verts[6*i + 3] = mesh->color(vec)[0];
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verts[6*i + 4] = mesh->color(vec)[1];
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verts[6*i + 5] = mesh->color(vec)[2];
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i++;
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}
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}
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OpenGLMesh *ret = addOpenGLMesh(i, verts, mat, col);
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delete[] verts;
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return ret;
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}
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void MeshViewer::removeOpenGLMesh(OpenGLMesh *mesh) {
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glDeleteVertexArrays(1, &mesh->vao);
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glDeleteBuffers(1, &mesh->vbo);
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for (int i = 0; i < meshes.size(); i++) {
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if (&meshes[i] == mesh) meshes.removeAt(i);
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}
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}
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void MeshViewer::mousePressEvent(QMouseEvent *e) {
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if (e->button() == Qt::LeftButton) {
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mouse_pos = e->pos();
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}
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}
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void MeshViewer::mouseReleaseEvent(QMouseEvent *e) {
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(void) e;
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rot_start = rot;
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}
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void MeshViewer::mouseMoveEvent(QMouseEvent *e) {
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if (e->buttons() & Qt::LeftButton) {
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QPoint delta = e->pos() - mouse_pos;
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rot = rot_start;
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rot.rotate(delta.x() / 5., 0, 1, 0);
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rot.rotate(delta.y() / 5., QVector3D(1, 0, 0) * rot);
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update();
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}
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}
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void MeshViewer::wheelEvent(QWheelEvent *e) {
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cam_dist -= e->angleDelta().y() / 1000. * cam_dist;
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update();
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}
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