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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 "glwidget.h"
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#include <QtGui/QImage>
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#include <math.h>
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static GLint cubeArray[][3] = {
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{0, 0, 0}, {0, 1, 0}, {1, 1, 0}, {1, 0, 0},
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{0, 0, 1}, {1, 0, 1}, {1, 1, 1}, {0, 1, 1},
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{0, 0, 0}, {1, 0, 0}, {1, 0, 1}, {0, 0, 1},
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{0, 1, 0}, {0, 1, 1}, {1, 1, 1}, {1, 1, 0},
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{0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1},
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{1, 0, 0}, {1, 1, 0}, {1, 1, 1}, {1, 0, 1}
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};
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static GLint cubeTextureArray[][2] = {
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{0, 0}, {1, 0}, {1, 1}, {0, 1},
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{0, 0}, {0, 1}, {1, 1}, {1, 0},
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{0, 0}, {1, 0}, {1, 1}, {0, 1},
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{1, 0}, {0, 0}, {0, 1}, {1, 1},
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{0, 0}, {1, 0}, {1, 1}, {0, 1},
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{1, 0}, {0, 0}, {0, 1}, {1, 1}
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};
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static GLint faceArray[][2] = {
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{1, -1}, {1, 1}, {-1, 1}, {-1, -1}
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};
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static GLubyte colorArray[][4] = {
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{102, 176, 54, 255},
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{81, 141, 41, 255},
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{62, 108, 32, 255},
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{45, 79, 23, 255}
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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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{
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// create the framebuffer object - make sure to have a current
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// context before creating it
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makeCurrent();
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fbo = new QGLFramebufferObject(512, 512);
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timerId = startTimer(20);
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setWindowTitle(tr("OpenGL framebuffer objects 2"));
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}
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GLWidget::~GLWidget()
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{
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glDeleteLists(pbufferList, 1);
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delete fbo;
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}
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void GLWidget::initializeGL()
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{
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_CULL_FACE);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_INT, 0, cubeArray);
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glTexCoordPointer(2, GL_INT, 0, cubeTextureArray);
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorArray);
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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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glEnable(GL_DEPTH_TEST);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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pbufferList = glGenLists(1);
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glNewList(pbufferList, GL_COMPILE);
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{
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// draw cube background
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0.5f, 0.5f, -2.0f);
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glDisable(GL_TEXTURE_2D);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_INT, 0, faceArray);
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glDrawArrays(GL_QUADS, 0, 4);
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glVertexPointer(3, GL_INT, 0, cubeArray);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glPopMatrix();
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// draw cube
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glTranslatef(0.5f, 0.5f, 0.5f);
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glRotatef(3.0f, 1.0f, 1.0f, 1.0f);
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glTranslatef(-0.5f, -0.5f, -0.5f);
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glColor4f(0.9f, 0.9f, 0.9f, 1.0f);
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glDrawArrays(GL_QUADS, 0, 24);
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glPushMatrix(); // this state is popped back in the paintGL() function
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}
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glEndList();
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for (int i = 0; i < 3; ++i) {
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yOffs[i] = 0.0f;
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xInc[i] = 0.005f;
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rot[i] = 0.0f;
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}
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xOffs[0]= 0.0f;
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xOffs[1]= 0.5f;
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xOffs[2]= 1.0f;
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cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
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glPushMatrix(); // push to avoid stack underflow in the first paintGL() call
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}
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void GLWidget::resizeGL(int w, int h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float aspect = w/(float)(h ? h : 1);
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glFrustum(-aspect, aspect, -1, 1, 10, 100);
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glTranslatef(-0.5f, -0.5f, -0.5f);
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glTranslatef(0.0f, 0.0f, -15.0f);
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}
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void GLWidget::paintGL()
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{
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glPopMatrix(); // pop the matrix pushed in the pbuffer list
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// push the projection matrix and the entire GL state before
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// doing any rendering into our framebuffer object
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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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glViewport(0, 0, fbo->size().width(), fbo->size().height());
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1, 1, -1, 1, -99, 99);
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glTranslatef(-0.5f, -0.5f, 0.0f);
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glMatrixMode(GL_MODELVIEW);
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// render to the framebuffer object
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fbo->bind();
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glBindTexture(GL_TEXTURE_2D, cubeTexture);
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glCallList(pbufferList);
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fbo->release();
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// pop the projection matrix and GL state back for rendering
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// to the actual widget
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glPopAttrib();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glBindTexture(GL_TEXTURE_2D, fbo->texture());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw the background
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glVertexPointer(2, GL_INT, 0, faceArray);
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glTranslatef(-1.2f, -0.8f, 0.0f);
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glScalef(0.2f, 0.2f, 0.2f);
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for (int y = 0; y < 5; ++y) {
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for (int x = 0; x < 5; ++x) {
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glTranslatef(2.0f, 0, 0);
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glColor4f(0.8f, 0.8f, 0.8f, 1.0f);
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glDrawArrays(GL_QUADS, 0, 4);
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}
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glTranslatef(-10.0f, 2.0f, 0);
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}
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glVertexPointer(3, GL_INT, 0, cubeArray);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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// draw the bouncing cubes
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drawCube(0, 0.0f, 1.5f, 2.5f, 1.5f);
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drawCube(1, 1.0f, 2.0f, 2.5f, 2.0f);
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drawCube(2, 2.0f, 3.5f, 2.5f, 2.5f);
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glPopMatrix();
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}
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void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp)
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(xOffs[i], yOffs[i], z);
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glTranslatef(0.5f, 0.5f, 0.5f);
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GLfloat scale = 0.75 + i*(0.25f/2);
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glScalef(scale, scale, scale);
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glRotatef(rot[i], 1.0f, 1.0f, 1.0f);
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glTranslatef(-0.5f, -0.5f, -0.5f);
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glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
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glDrawArrays(GL_QUADS, 0, 24);
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if (xOffs[i] > 1.0f || xOffs[i] < -1.0f) {
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xInc[i] = -xInc[i];
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xOffs[i] = xOffs[i] > 1.0f ? 1.0f : -1.0f;
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}
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xOffs[i] += xInc[i];
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yOffs[i] = qAbs(cos((-3.141592f * jmp) * xOffs[i]) * amp) - 1;
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rot[i] += rotation;
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}
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