f7f5bc8326
svn path=/trunk/KDE/kdebase/workspace/; revision=922342
215 lines
7.3 KiB
C++
215 lines
7.3 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "cube.h"
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#include "cylinder.h"
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#include <kdebug.h>
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#include <KStandardDirs>
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#include <math.h>
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#include <GL/gl.h>
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namespace KWin
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{
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KWIN_EFFECT( cylinder, CylinderEffect )
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KWIN_EFFECT_SUPPORTED( cylinder, CylinderEffect::supported() )
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CylinderEffect::CylinderEffect()
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: CubeEffect()
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, mInited( false )
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, mValid( true )
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, mShader( 0 )
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{
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shortcutsRegistered = false;
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reconfigure( ReconfigureAll );
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}
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CylinderEffect::~CylinderEffect()
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{
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delete mShader;
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}
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void CylinderEffect::reconfigure( ReconfigureFlags )
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{
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loadConfig( "Cylinder" );
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}
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bool CylinderEffect::supported()
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{
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return GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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bool CylinderEffect::loadData()
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{
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mInited = true;
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError(1212) << "Couldn't locate shader files" << endl;
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return false;
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}
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mShader = new GLShader(vertexshader, fragmentshader);
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if(!mShader->isValid())
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{
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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}
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else
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{
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mShader->bind();
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mShader->setUniform( "winTexture", 0 );
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mShader->setUniform( "opacity", cubeOpacity );
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QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
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if( effects->numScreens() > 1 && bigCube )
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rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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mShader->setUniform( "width", (float)rect.width() );
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mShader->unbind();
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}
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return true;
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}
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void CylinderEffect::paintCube( int mask, QRegion region, ScreenPaintData& data )
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{
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glPushMatrix();
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
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float radian = (cubeAngle*0.5)*M_PI/180;
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// height of the triangle compound of one side of the cube and the two bisecting lines
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float midpoint = rect.width()*0.5*tan(radian);
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// radius of the circle
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float radius = (rect.width()*0.5)/cos(radian);
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glTranslatef( 0.0, 0.0, midpoint - radius );
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CubeEffect::paintCube( mask, region, data );
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glPopMatrix();
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}
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void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( activated )
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{
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if( cube_painting )
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{
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if( w->isOnDesktop( painting_desktop ))
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{
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data.quads = data.quads.makeGrid( 40 );
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QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
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if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 )
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data.quads = data.quads.splitAtX( rect.width()/2 - w->x() );
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
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}
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else
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{
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w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
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}
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void CylinderEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( activated && cube_painting )
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{
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if( mValid && !mInited )
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mValid = loadData();
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bool useShader = mValid;
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if( useShader )
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{
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mShader->bind();
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mShader->setUniform( "windowWidth", (float)w->width() );
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mShader->setUniform( "windowHeight", (float)w->height() );
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mShader->setUniform( "xCoord", (float)w->x() );
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mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
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data.shader = mShader;
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}
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CubeEffect::paintWindow( w, mask, region, data );
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if( useShader )
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{
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mShader->unbind();
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}
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}
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else
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effects->paintWindow( w, mask, region, data );
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}
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void CylinderEffect::paintCap( float z, float zTexture )
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{
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if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
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return;
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CubeEffect::paintCap( z, zTexture );
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
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float radian = (cubeAngle*0.5)*M_PI/180;
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// height of the triangle compound of one side of the cube and the two bisecting lines
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float midpoint = rect.width()*0.5*tan(radian);
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// radius of the circle
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float radius = (rect.width()*0.5)/cos(radian);
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// paint round part of the cap
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glPushMatrix();
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float zTranslate = zPosition + zoom;
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if( start )
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zTranslate *= timeLine.value();
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if( stop )
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zTranslate *= ( 1.0 - timeLine.value() );
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glTranslatef( 0.0, 0.0, -zTranslate );
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float triangleWidth = 40.0;
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for( int i=0; i<effects->numberOfDesktops(); i++ )
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{
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glPushMatrix();
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glTranslatef( rect.width()/2, 0.0, -z );
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glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 );
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glTranslatef( -rect.width()/2, 0.0, z );
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glBegin( GL_TRIANGLE_STRIP );
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for( int j=0; j<rect.width()/triangleWidth; j++ )
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{
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float zValue = 0.0;
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// distance from midpoint of desktop to x coord
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// calculation is same as in shader -> see comments
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float distance = rect.width()*0.5 - (j*triangleWidth);
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if( (j*triangleWidth) > rect.width()*0.5 )
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{
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distance = (j*triangleWidth) - rect.width()*0.5;
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}
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// distance in correct format
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float angle = acos( distance/radius );
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float h = radius;
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// if distance == 0 -> angle=90 -> tan(90) singularity
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if( distance != 0.0 )
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h = tan( angle ) * distance;
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zValue = h - midpoint;
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glVertex3f( j*triangleWidth, 0.0, zValue );
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glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 );
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}
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glEnd();
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glPopMatrix();
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}
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glPopMatrix();
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}
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} // namespace
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