2011-09-14 02:03:34 +00:00
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/****************************************************************************
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**
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2013-01-02 11:13:29 +00:00
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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2012-09-19 12:28:29 +00:00
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** Contact: http://www.qt-project.org/legal
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2011-09-14 02:03:34 +00:00
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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2012-09-19 12:28:29 +00:00
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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2011-09-14 02:03:34 +00:00
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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2012-01-24 06:17:24 +00:00
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**
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2011-09-14 02:03:34 +00:00
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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2011-04-27 15:49:30 +00:00
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#include "hellowindow.h"
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2011-08-22 08:49:28 +00:00
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#include <QOpenGLContext>
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2011-04-27 15:49:30 +00:00
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#include <qmath.h>
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2011-12-06 11:54:16 +00:00
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Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
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2011-06-07 15:25:22 +00:00
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: m_initialized(false)
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2011-08-18 08:50:18 +00:00
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, m_format(format)
|
2013-04-08 06:32:43 +00:00
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, m_currentWindow(0)
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2011-06-07 15:25:22 +00:00
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{
|
2011-08-31 07:14:00 +00:00
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m_context = new QOpenGLContext(this);
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2011-12-06 11:54:16 +00:00
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if (screen)
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m_context->setScreen(screen);
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2011-08-18 08:50:18 +00:00
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m_context->setFormat(format);
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if (share)
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m_context->setShareContext(share->m_context);
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2011-07-21 11:50:28 +00:00
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m_context->create();
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2011-06-07 15:25:22 +00:00
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}
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2012-05-25 10:50:21 +00:00
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HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer)
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2013-04-08 06:32:43 +00:00
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: m_colorIndex(0), m_renderer(renderer)
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2011-04-27 15:49:30 +00:00
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{
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2011-06-22 11:33:27 +00:00
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setSurfaceType(QWindow::OpenGLSurface);
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Rename all QWindow properties that have "window" in them
windowTitle, windowModality, windowIcon and so on are named that way
to be similar to the ones in QWidget. However QQuickWindow inherits
all of the declared properties, and we would like to have shorter
property names in QML. If you are working with a Window then it's
obvious the title property is the window title. Unfortunately,
there must be patches in many other modules which depend on this one.
In order to avoid the need to merge them all at the same time,
there is also patch https://codereview.qt-project.org/#change,39001
which temporarily adds backwards-compatible accessors, which can be
removed after the other modules are able to build without them.
We should not rename windowState to state, because in QML, state
usually drives the state machine for animation transitions etc.
(although QWindow is not an Item, a user might get confused about it).
Related patches are
https://codereview.qt-project.org/#change,39001
https://codereview.qt-project.org/#change,37764
https://codereview.qt-project.org/#change,37765
https://codereview.qt-project.org/#change,37766
https://codereview.qt-project.org/#change,37762
Change-Id: Ie4424ec15fbdef6b29b137f90a2ae33f173edd21
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
2012-10-22 10:47:34 +00:00
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setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
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2011-04-27 15:49:30 +00:00
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setGeometry(QRect(10, 10, 640, 480));
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2011-08-18 08:50:18 +00:00
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setFormat(renderer->format());
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2011-04-27 15:49:30 +00:00
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create();
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updateColor();
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}
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2012-12-19 10:27:10 +00:00
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void HelloWindow::exposeEvent(QExposeEvent *)
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2012-04-19 07:41:48 +00:00
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{
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2013-04-08 06:32:43 +00:00
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m_renderer->setAnimating(this, isExposed());
|
2012-04-19 07:41:48 +00:00
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}
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2011-06-07 15:25:22 +00:00
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void HelloWindow::mousePressEvent(QMouseEvent *)
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2011-04-28 11:50:07 +00:00
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{
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2011-06-07 15:25:22 +00:00
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updateColor();
|
2011-04-28 11:50:07 +00:00
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}
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2013-04-08 06:32:43 +00:00
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QColor HelloWindow::color() const
|
2011-08-18 08:50:18 +00:00
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{
|
2013-04-08 06:32:43 +00:00
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QMutexLocker locker(&m_colorLock);
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return m_color;
|
2011-08-18 08:50:18 +00:00
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}
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2011-04-27 15:49:30 +00:00
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void HelloWindow::updateColor()
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{
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2013-04-08 06:32:43 +00:00
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QMutexLocker locker(&m_colorLock);
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2011-06-07 15:25:22 +00:00
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QColor colors[] =
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2011-04-27 15:49:30 +00:00
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{
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2011-06-07 15:25:22 +00:00
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QColor(100, 255, 0),
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QColor(0, 100, 255)
|
2011-04-27 15:49:30 +00:00
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};
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2011-06-07 15:25:22 +00:00
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m_color = colors[m_colorIndex];
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2012-12-19 10:27:10 +00:00
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m_colorIndex = 1 - m_colorIndex;
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2011-04-27 15:49:30 +00:00
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}
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2013-04-08 06:32:43 +00:00
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void Renderer::setAnimating(HelloWindow *window, bool animating)
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{
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QMutexLocker locker(&m_windowLock);
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if (m_windows.contains(window) == animating)
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return;
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if (animating) {
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m_windows << window;
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if (m_windows.size() == 1)
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QTimer::singleShot(0, this, SLOT(render()));
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} else {
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m_currentWindow = 0;
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m_windows.removeOne(window);
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}
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}
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void Renderer::render()
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2011-06-07 15:25:22 +00:00
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{
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2013-04-08 06:32:43 +00:00
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QMutexLocker locker(&m_windowLock);
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if (m_windows.isEmpty())
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return;
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HelloWindow *surface = m_windows.at(m_currentWindow);
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QColor color = surface->color();
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m_currentWindow = (m_currentWindow + 1) % m_windows.size();
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2011-06-21 11:39:26 +00:00
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if (!m_context->makeCurrent(surface))
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return;
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2011-06-07 15:25:22 +00:00
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2013-04-08 06:32:43 +00:00
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QSize viewSize = surface->size();
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locker.unlock();
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2011-06-07 15:25:22 +00:00
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if (!m_initialized) {
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initialize();
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m_initialized = true;
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}
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2011-05-02 10:00:00 +00:00
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2011-06-07 15:25:22 +00:00
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glViewport(0, 0, viewSize.width(), viewSize.height());
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2011-04-27 15:49:30 +00:00
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.translate(0.0f, -0.2f, 0.0f);
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2011-08-22 08:49:28 +00:00
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m_program->bind();
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m_program->setUniformValue(matrixUniform, modelview);
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m_program->setUniformValue(colorUniform, color);
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2011-04-27 15:49:30 +00:00
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paintQtLogo();
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2011-08-22 08:49:28 +00:00
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m_program->release();
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2011-04-27 15:49:30 +00:00
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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2011-06-07 15:25:22 +00:00
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m_context->swapBuffers(surface);
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2011-04-27 15:49:30 +00:00
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m_fAngle += 1.0f;
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2013-04-08 06:32:43 +00:00
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QTimer::singleShot(0, this, SLOT(render()));
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2011-04-27 15:49:30 +00:00
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}
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2011-06-07 15:25:22 +00:00
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void Renderer::paintQtLogo()
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2011-04-27 15:49:30 +00:00
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{
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2011-08-22 08:49:28 +00:00
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m_program->enableAttributeArray(normalAttr);
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m_program->enableAttributeArray(vertexAttr);
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m_program->setAttributeArray(vertexAttr, vertices.constData());
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m_program->setAttributeArray(normalAttr, normals.constData());
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2011-04-27 15:49:30 +00:00
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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2011-08-22 08:49:28 +00:00
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m_program->disableAttributeArray(normalAttr);
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m_program->disableAttributeArray(vertexAttr);
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2011-04-27 15:49:30 +00:00
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}
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2011-06-07 15:25:22 +00:00
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void Renderer::initialize()
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2011-04-27 15:49:30 +00:00
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{
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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2011-08-22 08:49:28 +00:00
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
|
2012-12-19 10:27:10 +00:00
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vshader->compileSourceCode(
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"attribute highp vec4 vertex;"
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"attribute mediump vec3 normal;"
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"uniform mediump mat4 matrix;"
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"uniform lowp vec4 sourceColor;"
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"varying mediump vec4 color;"
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"void main(void)"
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"{"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));"
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" float angle = max(dot(normal, toLight), 0.0);"
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" vec3 col = sourceColor.rgb;"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
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" color = clamp(color, 0.0, 1.0);"
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" gl_Position = matrix * vertex;"
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"}");
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2011-04-27 15:49:30 +00:00
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2011-08-22 08:49:28 +00:00
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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2012-12-19 10:27:10 +00:00
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fshader->compileSourceCode(
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"varying mediump vec4 color;"
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"void main(void)"
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"{"
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" gl_FragColor = color;"
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"}");
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2011-04-27 15:49:30 +00:00
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2012-05-25 10:50:21 +00:00
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m_program = new QOpenGLShaderProgram(this);
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2011-08-22 08:49:28 +00:00
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m_program->addShader(vshader);
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m_program->addShader(fshader);
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m_program->link();
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2011-04-27 15:49:30 +00:00
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2011-08-22 08:49:28 +00:00
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vertexAttr = m_program->attributeLocation("vertex");
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normalAttr = m_program->attributeLocation("normal");
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matrixUniform = m_program->uniformLocation("matrix");
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colorUniform = m_program->uniformLocation("sourceColor");
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2011-04-27 15:49:30 +00:00
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m_fAngle = 0;
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createGeometry();
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}
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2011-06-07 15:25:22 +00:00
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void Renderer::createGeometry()
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2011-04-27 15:49:30 +00:00
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
|
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qreal angle1 = (i * 2 * Pi) / NumSectors;
|
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qreal x5 = 0.30 * qSin(angle1);
|
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qreal y5 = 0.30 * qCos(angle1);
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|
qreal x6 = 0.20 * qSin(angle1);
|
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|
qreal y6 = 0.20 * qCos(angle1);
|
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|
qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
|
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|
|
qreal x7 = 0.20 * qSin(angle2);
|
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|
qreal y7 = 0.20 * qCos(angle2);
|
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|
|
qreal x8 = 0.30 * qSin(angle2);
|
|
|
|
qreal y8 = 0.30 * qCos(angle2);
|
|
|
|
|
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|
|
quad(x5, y5, x6, y6, x7, y7, x8, y8);
|
|
|
|
|
|
|
|
extrude(x6, y6, x7, y7);
|
|
|
|
extrude(x8, y8, x5, y5);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0;i < vertices.size();i++)
|
|
|
|
vertices[i] *= 2.0f;
|
|
|
|
}
|
|
|
|
|
2011-06-07 15:25:22 +00:00
|
|
|
void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
|
2011-04-27 15:49:30 +00:00
|
|
|
{
|
|
|
|
vertices << QVector3D(x1, y1, -0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, -0.05f);
|
|
|
|
vertices << QVector3D(x4, y4, -0.05f);
|
|
|
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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2011-06-07 15:25:22 +00:00
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void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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2011-04-27 15:49:30 +00:00
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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