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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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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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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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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|QGL::AlphaChannel), parent)
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{
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setWindowTitle(tr("OpenGL framebuffer objects"));
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makeCurrent();
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if (QGLFramebufferObject::hasOpenGLFramebufferBlit()) {
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QGLFramebufferObjectFormat format;
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format.setSamples(4);
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format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
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render_fbo = new QGLFramebufferObject(512, 512, format);
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texture_fbo = new QGLFramebufferObject(512, 512);
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} else {
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render_fbo = new QGLFramebufferObject(1024, 1024);
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texture_fbo = render_fbo;
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}
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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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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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}
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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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delete texture_fbo;
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if (render_fbo != texture_fbo)
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delete render_fbo;
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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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saveGLState();
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// render the 'bubbles.svg' file into our framebuffer object
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QPainter fbo_painter(render_fbo);
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svg_renderer->render(&fbo_painter);
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fbo_painter.end();
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if (render_fbo != texture_fbo) {
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QRect rect(0, 0, render_fbo->width(), render_fbo->height());
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QGLFramebufferObject::blitFramebuffer(texture_fbo, rect,
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render_fbo, rect);
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}
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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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glViewport(0, 0, width(), height());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(GL_TEXTURE_2D, texture_fbo->texture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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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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// 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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// 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 framebuffer object 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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