void GlWidget::initializeGL()
{
initCommon();
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
if(!shaderProgram.link())
{
exit(1);
}
vertices << QVector3D(-0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) // Front
<< QVector3D( 0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5)
<< QVector3D( 0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) // Back
<< QVector3D(-0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5)
<< QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) // Left
<< QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5)
<< QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) // Right
<< QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5)
<< QVector3D(-0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, -0.5) // Top
<< QVector3D( 0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, 0.5)
<< QVector3D(-0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, 0.5) // Bottom
<< QVector3D( 0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, -0.5);
//! [3]
textureCoordinates
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Front
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Back
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Left
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Right
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Top
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Bottom
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0);
updateGL();
}
void GlWidget::initializeGL()
{
initCommon();
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
if(!shaderProgram.link())
{
exit(1);
}
vertices << QVector3D(-0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) // Front
<< QVector3D( 0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5)
<< QVector3D( 0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) // Back
<< QVector3D(-0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5)
<< QVector3D(-0.5, -0.5, -0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, 0.5, 0.5) // Left
<< QVector3D(-0.5, 0.5, 0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, -0.5, -0.5)
<< QVector3D( 0.5, -0.5, 0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, 0.5, -0.5) // Right
<< QVector3D( 0.5, 0.5, -0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, -0.5, 0.5)
<< QVector3D(-0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, 0.5) << QVector3D( 0.5, 0.5, -0.5) // Top
<< QVector3D( 0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, -0.5) << QVector3D(-0.5, 0.5, 0.5)
<< QVector3D(-0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, -0.5) << QVector3D( 0.5, -0.5, 0.5) // Bottom
<< QVector3D( 0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, 0.5) << QVector3D(-0.5, -0.5, -0.5);
//! [3]
textureCoordinates
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Front
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Back
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Left
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Right
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Top
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0)
<< QVector2D(0, 0) << QVector2D(1, 0) << QVector2D(1, 1) // Bottom
<< QVector2D(1, 1) << QVector2D(0, 1) << QVector2D(0, 0);
updateGL();
}
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