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				@@ -1,6 +1,8 @@
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				#include "OpenGLWidget.h"
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				#include <QMouseEvent>
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				#include <QMatrix4x4>
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				#include <QtMath>
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				using namespace PolyVox;
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				using namespace std;
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				@@ -9,126 +11,179 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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					:QGLWidget(parent)
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					,m_xRotation(0)
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					,m_yRotation(0)
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					,gl(nullptr)
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				{
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				}
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				void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh)
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				void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
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				{
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					//Convienient access to the vertices and indices
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					const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
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					const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();
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					//Build an OpenGL index buffer
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					glGenBuffers(1, &indexBuffer);
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					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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					const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));		
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					glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
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					//Build an OpenGL vertex buffer
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					glGenBuffers(1, &vertexBuffer);
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					glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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					const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));	
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					glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal), pVertices, GL_STATIC_DRAW);
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					m_uBeginIndex = 0;
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					m_uEndIndex = vecIndices.size();
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					const auto& vecIndices = surfaceMesh.getIndices();
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					const auto& vecVertices = surfaceMesh.getVertices();
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					//Create the VAO for the mesh
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					gl->glGenVertexArrays(1, &vertexArrayObject);
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					gl->glBindVertexArray(vertexArrayObject);
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					//The GL_ARRAY_BUFFER will contain the list of vertex positions
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					gl->glGenBuffers(1, &vertexBuffer);
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					gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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					gl->glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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					//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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					gl->glGenBuffers(1, &indexBuffer);
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					gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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					gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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					//We need to tell OpenGL how to understand the format of the vertex data
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					gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0' 
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					gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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					gl->glBindVertexArray(0);
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					noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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				}
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				void OpenGLWidget::initializeGL()
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				{
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					//We need GLEW to access recent OpenGL functionality
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					std::cout << "Initialising GLEW...";
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					GLenum result = glewInit();
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					if (result == GLEW_OK)
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					//'gl' will give us access to all the OpenGL functions
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					gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
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					if(!gl)
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					{
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					  std::cout << "success" << std::endl;
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						std::cerr << "Could not obtain required OpenGL context version" << std::endl;
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						exit(EXIT_FAILURE);
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					}
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					else
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					if(!gl->initializeOpenGLFunctions())
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					{
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						/* Problem: glewInit failed, something is seriously wrong. */
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						std::cout << "failed" << std::endl;
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						std::cout << "Initialising GLEW failed with the following error: " << glewGetErrorString(result) << std::endl;
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						std::cerr << "Could not initialise OpenGL functions" << std::endl;
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						exit(EXIT_FAILURE);
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					}
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					//Print out some information about the OpenGL implementation.
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					std::cout << "OpenGL Implementation Details:" << std::endl;
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					if(glGetString(GL_VENDOR))
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					  std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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					if(glGetString(GL_RENDERER))
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					  std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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					if(glGetString(GL_VERSION))
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					  std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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					if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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					  std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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					//Check our version of OpenGL is recent enough.
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					//We need at least 1.5 for vertex buffer objects,
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					if (!GLEW_VERSION_1_5)
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					{
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					  std::cout << "Error: You need OpenGL version 1.5 to run this example." << std::endl;
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					  exit(EXIT_FAILURE);
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					}
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					if(gl->glGetString(GL_VENDOR))
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					  std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
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					if(gl->glGetString(GL_RENDERER))
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					  std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
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					if(gl->glGetString(GL_VERSION))
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					  std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
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					if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
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					  std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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					//Set up the clear colour
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					glClearColor(0.0f, 0.0f, 0.0f, 0.0f);		
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					glClearDepth(1.0f);		
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					//Enable the depth buffer
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					glEnable(GL_DEPTH_TEST);					
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					glDepthFunc(GL_LEQUAL);						
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					//Anable smooth lighting
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					glEnable(GL_LIGHTING);
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					glEnable(GL_LIGHT0);
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					glShadeModel(GL_SMOOTH);
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					//We'll be rendering with index/vertex arrays
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					glEnableClientState(GL_VERTEX_ARRAY);
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					glEnableClientState(GL_NORMAL_ARRAY);
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					gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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					gl->glClearDepth(1.0f);
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					gl->glEnable(GL_CULL_FACE);
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					gl->glEnable(GL_DEPTH_TEST);
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					gl->glDepthMask(GL_TRUE);
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					gl->glDepthFunc(GL_LEQUAL);
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					gl->glDepthRange(0.0, 1.0);
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					if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
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						#version 140
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						in vec4 position; //This will be the position of the vertex in model-space
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						uniform mat4 cameraToClipMatrix;
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						uniform mat4 worldToCameraMatrix;
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						uniform mat4 modelToWorldMatrix;
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						out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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						void main()
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						{
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							worldPosition = modelToWorldMatrix * position;
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							vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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							gl_Position = cameraToClipMatrix * cameraPosition;
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						}
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					)"))
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					{
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						std::cerr << shader.log().toStdString() << std::endl;
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						exit(EXIT_FAILURE);
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					}
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					if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment, R"(
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						#version 130
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						in vec4 worldPosition; //Passed in from the vertex shader
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						out vec4 outputColor;
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						void main()
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						{
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							vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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							float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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							outputColor = vec4(1.0, 0.5, color, 1.0);
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						}
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					)"))
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					{
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						std::cerr << shader.log().toStdString() << std::endl;
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						exit(EXIT_FAILURE);
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					}
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					shader.bindAttributeLocation("position", 0);
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					if(!shader.link())
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					{
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						std::cerr << shader.log().toStdString() << std::endl;
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						exit(EXIT_FAILURE);
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					}
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					shader.bind();
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					QMatrix4x4 worldToCameraMatrix{};
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					worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
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					shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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					shader.release();
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				}
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				void OpenGLWidget::resizeGL(int w, int h)
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				{
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					//Setup the viewport
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					glViewport(0, 0, w, h);
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					//Set up the projection matrix
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					glMatrixMode(GL_PROJECTION);
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					glLoadIdentity();
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					float frustumSize = 32.0f; //Half the volume size
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					float aspect = static_cast<float>(width()) / static_cast<float>(height());
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					glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
 | 
			
		
		
	
		
			
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					gl->glViewport(0, 0, w, h);
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					auto aspectRatio = w / (float)h;
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					float zNear = 1.0;
 | 
			
		
		
	
		
			
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					float zFar = 1000.0;
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					QMatrix4x4 cameraToClipMatrix{};
 | 
			
		
		
	
		
			
				 | 
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			 | 
			 | 
			
					cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
 | 
			
		
		
	
		
			
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					shader.bind();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					shader.release();
 | 
			
		
		
	
		
			
				 | 
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			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
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				 | 
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			 | 
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				void OpenGLWidget::paintGL()
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				{
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					//Clear the screen
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					//Set up the viewing transformation
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glMatrixMode(GL_MODELVIEW); 
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glLoadIdentity();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glRotatef(-m_xRotation, 0.0f, 1.0f, 0.0f);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glRotatef(-m_yRotation, 1.0f, 0.0f, 0.0f);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					//Bind the index buffer
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					//Bind the vertex buffer
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal), 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal), (GLvoid*)12);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					GLenum errCode = glGetError();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					QMatrix4x4 modelToWorldMatrix{};
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					shader.bind();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					gl->glBindVertexArray(vertexArrayObject);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					gl->glBindVertexArray(0);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					shader.release();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					GLenum errCode = gl->glGetError();
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					if(errCode != GL_NO_ERROR)
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					{
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					  //What has replaced getErrorString() in the latest OpenGL?
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					  std::cout << "OpenGL Error: " << errCode << std::endl;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					  std::cerr << "OpenGL Error: " << errCode << std::endl;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
					}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				}
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				 
 |