2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2012-01-05 04:03:39 +00:00
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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2012-01-20 03:06:31 +00:00
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** Contact: http://www.qt-project.org/
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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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** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
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** the names of its contributors may be used to endorse or promote
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** products derived from this software without specific prior written
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** permission.
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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 "glwidget.h"
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#include <math.h>
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#include "cube.h"
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#include <QGLPixelBuffer>
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#ifndef GL_MULTISAMPLE
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#define GL_MULTISAMPLE 0x809D
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#endif
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static GLfloat colorArray[][4] = {
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{0.243f, 0.423f, 0.125f, 1.0f},
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{0.176f, 0.31f, 0.09f, 1.0f},
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{0.4f, 0.69f, 0.212f, 1.0f},
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{0.317f, 0.553f, 0.161f, 1.0f}
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};
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
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, geom(0)
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, cube(0)
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{
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// create the pbuffer
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QGLFormat pbufferFormat = format();
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pbufferFormat.setSampleBuffers(false);
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pbuffer = new QGLPixelBuffer(QSize(512, 512), pbufferFormat, this);
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setWindowTitle(tr("OpenGL pbuffers"));
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initializeGeometry();
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}
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GLWidget::~GLWidget()
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{
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pbuffer->releaseFromDynamicTexture();
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glDeleteTextures(1, &dynamicTexture);
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delete pbuffer;
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qDeleteAll(cubes);
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qDeleteAll(tiles);
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delete cube;
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}
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void GLWidget::initializeGL()
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{
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initCommon();
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glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
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glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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initPbuffer();
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cube->startAnimation();
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connect(cube, SIGNAL(changed()), this, SLOT(update()));
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for (int i = 0; i < 3; ++i)
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{
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cubes[i]->startAnimation();
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connect(cubes[i], SIGNAL(changed()), this, SLOT(update()));
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}
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}
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void GLWidget::paintGL()
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{
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pbuffer->makeCurrent();
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drawPbuffer();
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// On direct render platforms, drawing onto the pbuffer context above
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// automatically updates the dynamic texture. For cases where rendering
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// directly to a texture is not supported, explicitly copy.
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if (!hasDynamicTextureUpdate)
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pbuffer->updateDynamicTexture(dynamicTexture);
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makeCurrent();
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// Use the pbuffer as a texture to render the scene
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glBindTexture(GL_TEXTURE_2D, dynamicTexture);
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// set up to render the scene
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -10.0f);
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// draw the background
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glPushMatrix();
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glScalef(aspect, 1.0f, 1.0f);
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for (int i = 0; i < tiles.count(); ++i)
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tiles[i]->draw();
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glPopMatrix();
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// draw the bouncing cubes
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for (int i = 0; i < cubes.count(); ++i)
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cubes[i]->draw();
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}
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void GLWidget::initializeGeometry()
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{
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geom = new Geometry();
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CubeBuilder cBuilder(geom, 0.5);
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cBuilder.setColor(QColor(255, 255, 255, 212));
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// build the 3 bouncing, spinning cubes
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for (int i = 3; i > 0; --i)
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cubes.append(cBuilder.newCube(QVector3D((float)(i-1), -1.5f, 5 - i)));
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// build the spinning cube which goes in the dynamic texture
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cube = cBuilder.newCube();
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cube->removeBounce();
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// build the background tiles
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TileBuilder tBuilder(geom);
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tBuilder.setColor(QColor(Qt::white));
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for (int c = -2; c <= +2; ++c)
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for (int r = -2; r <= +2; ++r)
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tiles.append(tBuilder.newTile(QVector3D(c, r, 0)));
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// graded backdrop for the pbuffer scene
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TileBuilder bBuilder(geom, 0.0f, 2.0f);
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bBuilder.setColor(QColor(102, 176, 54, 210));
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backdrop = bBuilder.newTile(QVector3D(0.0f, 0.0f, -1.5f));
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backdrop->setColors(colorArray);
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}
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void GLWidget::initCommon()
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{
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qglClearColor(QColor(Qt::darkGray));
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_MULTISAMPLE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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geom->loadArrays();
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}
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void GLWidget::perspectiveProjection()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifdef QT_OPENGL_ES
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glFrustumf(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
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#else
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glFrustum(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
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#endif
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glMatrixMode(GL_MODELVIEW);
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}
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void GLWidget::orthographicProjection()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifdef QT_OPENGL_ES
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glOrthof(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
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#else
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glOrtho(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
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#endif
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glMatrixMode(GL_MODELVIEW);
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}
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void GLWidget::resizeGL(int width, int height)
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{
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glViewport(0, 0, width, height);
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aspect = (qreal)width / (qreal)(height ? height : 1);
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perspectiveProjection();
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}
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void GLWidget::drawPbuffer()
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{
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orthographicProjection();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_TEXTURE_2D);
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backdrop->draw();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, cubeTexture);
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glDisable(GL_CULL_FACE);
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cube->draw();
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glEnable(GL_CULL_FACE);
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glFlush();
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}
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void GLWidget::initPbuffer()
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{
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pbuffer->makeCurrent();
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cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
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initCommon();
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// generate a texture that has the same size/format as the pbuffer
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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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makeCurrent();
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}
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void GLWidget::setAnimationPaused(bool enable)
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{
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cube->setAnimationPaused(enable);
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for (int i = 0; i < 3; ++i)
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cubes[i]->setAnimationPaused(enable);
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}
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