2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2015-01-28 08:44:43 +00:00
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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2011-04-27 10:05:43 +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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2015-02-13 11:15:33 +00:00
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** * Neither the name of The Qt Company Ltd nor the names of its
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** 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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2012-09-19 12:28:29 +00:00
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**
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2011-04-27 10:05:43 +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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2011-04-27 10:05:43 +00:00
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QtGui/QImage>
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#include "glwidget.h"
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#include <math.h>
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#ifndef GL_MULTISAMPLE
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#define GL_MULTISAMPLE 0x809D
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#endif
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
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{
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setWindowTitle(tr("OpenGL pbuffers 2"));
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pbuffer = new QGLPixelBuffer(1024, 1024, format(), this);
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rot_x = rot_y = rot_z = 0.0f;
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scale = 0.1f;
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anim = new QTimeLine(750, this);
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anim->setUpdateInterval(20);
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connect(anim, SIGNAL(valueChanged(qreal)), SLOT(animate(qreal)));
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connect(anim, SIGNAL(finished()), SLOT(animFinished()));
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svg_renderer = new QSvgRenderer(QLatin1String(":/res/bubbles.svg"), this);
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connect(svg_renderer, SIGNAL(repaintNeeded()), this, SLOT(draw()));
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logo = QImage(":/res/designer.png");
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logo = logo.convertToFormat(QImage::Format_ARGB32);
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makeCurrent(); // need a current context to create the display list
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tile_list = glGenLists(1);
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glNewList(tile_list, GL_COMPILE);
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glBegin(GL_QUADS);
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{
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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}
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glEnd();
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glEndList();
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wave = new GLfloat[logo.width()*logo.height()];
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memset(wave, 0, logo.width()*logo.height());
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startTimer(30); // wave timer
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pbuffer->makeCurrent();
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dynamicTexture = pbuffer->generateDynamicTexture();
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// bind the dynamic texture to the pbuffer - this is a no-op under X11
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hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture);
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}
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GLWidget::~GLWidget()
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{
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delete[] wave;
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glDeleteLists(tile_list, 1);
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pbuffer->releaseFromDynamicTexture();
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glDeleteTextures(1, &dynamicTexture);
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delete pbuffer;
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}
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void GLWidget::paintEvent(QPaintEvent *)
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{
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draw();
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}
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void GLWidget::draw()
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{
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QPainter p(this); // used for text overlay
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// save the GL state set for QPainter
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p.beginNativePainting();
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saveGLState();
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// render the 'bubbles.svg' file into our pbuffer
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QPainter pbuffer_painter(pbuffer);
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svg_renderer->render(&pbuffer_painter);
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pbuffer_painter.end();
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glFlush();
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if (!hasDynamicTextureUpdate)
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pbuffer->updateDynamicTexture(dynamicTexture);
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makeCurrent();
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// draw into the GL widget
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1, 1, -1, 1, 10, 100);
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glTranslatef(0.0f, 0.0f, -15.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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2013-11-28 22:45:36 +00:00
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glViewport(0, 0, width() * devicePixelRatio(), height() * devicePixelRatio());
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2011-04-27 10:05:43 +00:00
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glBindTexture(GL_TEXTURE_2D, dynamicTexture);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// draw background
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glPushMatrix();
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glScalef(1.7f, 1.7f, 1.7f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glCallList(tile_list);
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glPopMatrix();
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const int w = logo.width();
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const int h = logo.height();
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glRotatef(rot_x, 1.0f, 0.0f, 0.0f);
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glRotatef(rot_y, 0.0f, 1.0f, 0.0f);
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glRotatef(rot_z, 0.0f, 0.0f, 1.0f);
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glScalef(scale/w, scale/w, scale/w);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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// draw the Qt icon
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glTranslatef(-w+1, -h+1, 0.0f);
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for (int y=h-1; y>=0; --y) {
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uint *p = (uint*) logo.scanLine(y);
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uint *end = p + w;
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int x = 0;
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while (p < end) {
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glColor4ub(qRed(*p), qGreen(*p), qBlue(*p), uchar(qAlpha(*p)*.9));
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glTranslatef(0.0f, 0.0f, wave[y*w+x]);
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if (qAlpha(*p) > 128)
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glCallList(tile_list);
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glTranslatef(0.0f, 0.0f, -wave[y*w+x]);
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glTranslatef(2.0f, 0.0f, 0.0f);
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++x;
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++p;
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}
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glTranslatef(-w*2.0f, 2.0f, 0.0f);
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}
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// restore the GL state that QPainter expects
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restoreGLState();
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p.endNativePainting();
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// draw the overlayed text using QPainter
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p.setPen(QColor(197, 197, 197, 157));
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p.setBrush(QColor(197, 197, 197, 127));
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p.drawRect(QRect(0, 0, width(), 50));
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p.setPen(Qt::black);
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p.setBrush(Qt::NoBrush);
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const QString str1(tr("A simple OpenGL pbuffer example."));
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const QString str2(tr("Use the mouse wheel to zoom, press buttons and move mouse to rotate, double-click to flip."));
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QFontMetrics fm(p.font());
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p.drawText(width()/2 - fm.width(str1)/2, 20, str1);
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p.drawText(width()/2 - fm.width(str2)/2, 20 + fm.lineSpacing(), str2);
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}
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void GLWidget::mousePressEvent(QMouseEvent *e)
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{
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anchor = e->pos();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *e)
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{
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QPoint diff = e->pos() - anchor;
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if (e->buttons() & Qt::LeftButton) {
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rot_x += diff.y()/5.0f;
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rot_y += diff.x()/5.0f;
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} else if (e->buttons() & Qt::RightButton) {
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rot_z += diff.x()/5.0f;
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}
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anchor = e->pos();
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draw();
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}
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void GLWidget::wheelEvent(QWheelEvent *e)
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{
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e->delta() > 0 ? scale += scale*0.1f : scale -= scale*0.1f;
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draw();
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}
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void GLWidget::mouseDoubleClickEvent(QMouseEvent *)
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{
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anim->start();
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}
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void GLWidget::animate(qreal val)
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{
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rot_y = val * 180;
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draw();
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}
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void GLWidget::animFinished()
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{
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if (anim->direction() == QTimeLine::Forward)
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anim->setDirection(QTimeLine::Backward);
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else
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anim->setDirection(QTimeLine::Forward);
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}
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void GLWidget::saveGLState()
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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}
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void GLWidget::restoreGLState()
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{
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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}
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#define PI 3.14159
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void GLWidget::timerEvent(QTimerEvent *)
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{
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if (QApplication::mouseButtons() != 0)
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return;
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static bool scale_in = true;
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if (scale_in && scale > 35.0f)
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scale_in = false;
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else if (!scale_in && scale < .5f)
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scale_in = true;
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scale = scale_in ? scale + scale*0.01f : scale-scale*0.01f;
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rot_z += 0.3f;
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rot_x += 0.1f;
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int dx, dy; // disturbance point
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float s, v, W, t;
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int i, j;
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static float wt[128][128];
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const int width = logo.width();
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const int AMP = 5;
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dx = dy = width >> 1;
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W = .3f;
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v = -4; // wave speed
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for (i = 0; i < width; ++i) {
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for ( j = 0; j < width; ++j) {
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s = sqrt((double) ((j - dx) * (j - dx) + (i - dy) * (i - dy)));
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wt[i][j] += 0.1f;
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t = s / v;
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if (s != 0)
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wave[i*width + j] = AMP * sin(2 * PI * W * (wt[i][j] + t)) / (0.2*(s + 2));
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else
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wave[i*width + j] = AMP * sin(2 * PI * W * (wt[i][j] + t));
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}
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}
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}
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