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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <h1 class="title">glwidget.cpp Example File</h1> <span class="small-subtitle">opengl/framebufferobject2/glwidget.cpp</span> <!-- $$$opengl/framebufferobject2/glwidget.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include "glwidget.h"</span> <span class="preprocessor">#include <QtGui/QImage></span> <span class="preprocessor">#include <math.h></span> <span class="keyword">static</span> GLint cubeArray<span class="operator">[</span><span class="operator">]</span><span class="operator">[</span><span class="number">3</span><span class="operator">]</span> <span class="operator">=</span> { {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>} }; <span class="keyword">static</span> GLint cubeTextureArray<span class="operator">[</span><span class="operator">]</span><span class="operator">[</span><span class="number">2</span><span class="operator">]</span> <span class="operator">=</span> { {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">0</span>}<span class="operator">,</span> {<span class="number">0</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>} }; <span class="keyword">static</span> GLint faceArray<span class="operator">[</span><span class="operator">]</span><span class="operator">[</span><span class="number">2</span><span class="operator">]</span> <span class="operator">=</span> { {<span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span>}<span class="operator">,</span> {<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="number">1</span>}<span class="operator">,</span> {<span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span>} }; <span class="keyword">static</span> GLubyte colorArray<span class="operator">[</span><span class="operator">]</span><span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { {<span class="number">102</span><span class="operator">,</span> <span class="number">176</span><span class="operator">,</span> <span class="number">54</span><span class="operator">,</span> <span class="number">255</span>}<span class="operator">,</span> {<span class="number">81</span><span class="operator">,</span> <span class="number">141</span><span class="operator">,</span> <span class="number">41</span><span class="operator">,</span> <span class="number">255</span>}<span class="operator">,</span> {<span class="number">62</span><span class="operator">,</span> <span class="number">108</span><span class="operator">,</span> <span class="number">32</span><span class="operator">,</span> <span class="number">255</span>}<span class="operator">,</span> {<span class="number">45</span><span class="operator">,</span> <span class="number">79</span><span class="operator">,</span> <span class="number">23</span><span class="operator">,</span> <span class="number">255</span>} }; GLWidget<span class="operator">::</span>GLWidget(<span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent) : <span class="type"><a href="qglwidget.html">QGLWidget</a></span>(<span class="type"><a href="qglformat.html">QGLFormat</a></span>(QGL<span class="operator">::</span>SampleBuffers)<span class="operator">,</span> parent) { <span class="comment">// create the framebuffer object - make sure to have a current</span> <span class="comment">// context before creating it</span> makeCurrent(); fbo <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglframebufferobject.html">QGLFramebufferObject</a></span>(<span class="number">512</span><span class="operator">,</span> <span class="number">512</span>); timerId <span class="operator">=</span> startTimer(<span class="number">20</span>); setWindowTitle(tr(<span class="string">"OpenGL framebuffer objects 2"</span>)); } GLWidget<span class="operator">::</span><span class="operator">~</span>GLWidget() { glDeleteLists(pbufferList<span class="operator">,</span> <span class="number">1</span>); <span class="keyword">delete</span> fbo; } <span class="type">void</span> GLWidget<span class="operator">::</span>initializeGL() { glMatrixMode(GL_MODELVIEW); glEnable(GL_CULL_FACE); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(<span class="number">3</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> cubeArray); glTexCoordPointer(<span class="number">2</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> cubeTextureArray); glColorPointer(<span class="number">4</span><span class="operator">,</span> GL_UNSIGNED_BYTE<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> colorArray); glBlendFunc(GL_SRC_ALPHA<span class="operator">,</span> GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glClearColor(<span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); pbufferList <span class="operator">=</span> glGenLists(<span class="number">1</span>); glNewList(pbufferList<span class="operator">,</span> GL_COMPILE); { glClear(GL_DEPTH_BUFFER_BIT <span class="operator">|</span> GL_COLOR_BUFFER_BIT); <span class="comment">// draw cube background</span> glPushMatrix(); glLoadIdentity(); glTranslatef(<span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0f</span>); glDisable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(<span class="number">2</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> faceArray); glDrawArrays(GL_QUADS<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span>); glVertexPointer(<span class="number">3</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> cubeArray); glDisableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); glPopMatrix(); <span class="comment">// draw cube</span> glTranslatef(<span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.5f</span>); glRotatef(<span class="number">3.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); glTranslatef(<span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span>); glColor4f(<span class="number">0.9f</span><span class="operator">,</span> <span class="number">0.9f</span><span class="operator">,</span> <span class="number">0.9f</span><span class="operator">,</span> <span class="number">1.0f</span>); glDrawArrays(GL_QUADS<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">24</span>); glPushMatrix(); <span class="comment">// this state is popped back in the paintGL() function</span> } glEndList(); <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">3</span>; <span class="operator">+</span><span class="operator">+</span>i) { yOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="number">0.0f</span>; xInc<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="number">0.005f</span>; rot<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="number">0.0f</span>; } xOffs<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">=</span> <span class="number">0.0f</span>; xOffs<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">=</span> <span class="number">0.5f</span>; xOffs<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">=</span> <span class="number">1.0f</span>; cubeTexture <span class="operator">=</span> bindTexture(<span class="type"><a href="qimage.html">QImage</a></span>(<span class="string">":res/cubelogo.png"</span>)); glPushMatrix(); <span class="comment">// push to avoid stack underflow in the first paintGL() call</span> } <span class="type">void</span> GLWidget<span class="operator">::</span>resizeGL(<span class="type">int</span> w<span class="operator">,</span> <span class="type">int</span> h) { glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> w<span class="operator">,</span> h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); <span class="type">float</span> aspect <span class="operator">=</span> w<span class="operator">/</span>(<span class="type">float</span>)(h <span class="operator">?</span> h : <span class="number">1</span>); glFrustum(<span class="operator">-</span>aspect<span class="operator">,</span> aspect<span class="operator">,</span> <span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">10</span><span class="operator">,</span> <span class="number">100</span>); glTranslatef(<span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span>); glTranslatef(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">15.0f</span>); } <span class="type">void</span> GLWidget<span class="operator">::</span>paintGL() { glPopMatrix(); <span class="comment">// pop the matrix pushed in the pbuffer list</span> <span class="comment">// push the projection matrix and the entire GL state before</span> <span class="comment">// doing any rendering into our framebuffer object</span> glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> fbo<span class="operator">-</span><span class="operator">></span>size()<span class="operator">.</span>width()<span class="operator">,</span> fbo<span class="operator">-</span><span class="operator">></span>size()<span class="operator">.</span>height()); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(<span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">99</span><span class="operator">,</span> <span class="number">99</span>); glTranslatef(<span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.0f</span>); glMatrixMode(GL_MODELVIEW); <span class="comment">// render to the framebuffer object</span> fbo<span class="operator">-</span><span class="operator">></span>bind(); glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> cubeTexture); glCallList(pbufferList); fbo<span class="operator">-</span><span class="operator">></span>release(); <span class="comment">// pop the projection matrix and GL state back for rendering</span> <span class="comment">// to the actual widget</span> glPopAttrib(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glBindTexture(GL_TEXTURE_2D<span class="operator">,</span> fbo<span class="operator">-</span><span class="operator">></span>texture()); glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT); <span class="comment">// draw the background</span> glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glVertexPointer(<span class="number">2</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> faceArray); glTranslatef(<span class="operator">-</span><span class="number">1.2f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.0f</span>); glScalef(<span class="number">0.2f</span><span class="operator">,</span> <span class="number">0.2f</span><span class="operator">,</span> <span class="number">0.2f</span>); <span class="keyword">for</span> (<span class="type">int</span> y <span class="operator">=</span> <span class="number">0</span>; y <span class="operator"><</span> <span class="number">5</span>; <span class="operator">+</span><span class="operator">+</span>y) { <span class="keyword">for</span> (<span class="type">int</span> x <span class="operator">=</span> <span class="number">0</span>; x <span class="operator"><</span> <span class="number">5</span>; <span class="operator">+</span><span class="operator">+</span>x) { glTranslatef(<span class="number">2.0f</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>); glColor4f(<span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.8f</span><span class="operator">,</span> <span class="number">1.0f</span>); glDrawArrays(GL_QUADS<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span>); } glTranslatef(<span class="operator">-</span><span class="number">10.0f</span><span class="operator">,</span> <span class="number">2.0f</span><span class="operator">,</span> <span class="number">0</span>); } glVertexPointer(<span class="number">3</span><span class="operator">,</span> GL_INT<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> cubeArray); glPopMatrix(); glMatrixMode(GL_MODELVIEW); <span class="comment">// draw the bouncing cubes</span> drawCube(<span class="number">0</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.5f</span><span class="operator">,</span> <span class="number">2.5f</span><span class="operator">,</span> <span class="number">1.5f</span>); drawCube(<span class="number">1</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">2.0f</span><span class="operator">,</span> <span class="number">2.5f</span><span class="operator">,</span> <span class="number">2.0f</span>); drawCube(<span class="number">2</span><span class="operator">,</span> <span class="number">2.0f</span><span class="operator">,</span> <span class="number">3.5f</span><span class="operator">,</span> <span class="number">2.5f</span><span class="operator">,</span> <span class="number">2.5f</span>); glPopMatrix(); } <span class="type">void</span> GLWidget<span class="operator">::</span>drawCube(<span class="type">int</span> i<span class="operator">,</span> GLfloat z<span class="operator">,</span> GLfloat rotation<span class="operator">,</span> GLfloat jmp<span class="operator">,</span> GLfloat amp) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(xOffs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">,</span> yOffs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">,</span> z); glTranslatef(<span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.5f</span><span class="operator">,</span> <span class="number">0.5f</span>); GLfloat scale <span class="operator">=</span> <span class="number">0.75</span> <span class="operator">+</span> i<span class="operator">*</span>(<span class="number">0.25f</span><span class="operator">/</span><span class="number">2</span>); glScalef(scale<span class="operator">,</span> scale<span class="operator">,</span> scale); glRotatef(rot<span class="operator">[</span>i<span class="operator">]</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); glTranslatef(<span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span><span class="operator">,</span> <span class="operator">-</span><span class="number">0.5f</span>); glColor4f(<span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.8f</span>); glDrawArrays(GL_QUADS<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">24</span>); <span class="keyword">if</span> (xOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">></span> <span class="number">1.0f</span> <span class="operator">|</span><span class="operator">|</span> xOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator"><</span> <span class="operator">-</span><span class="number">1.0f</span>) { xInc<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="operator">-</span>xInc<span class="operator">[</span>i<span class="operator">]</span>; xOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> xOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">></span> <span class="number">1.0f</span> <span class="operator">?</span> <span class="number">1.0f</span> : <span class="operator">-</span><span class="number">1.0f</span>; } xOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">+</span><span class="operator">=</span> xInc<span class="operator">[</span>i<span class="operator">]</span>; yOffs<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <a href="qtglobal.html#qAbs">qAbs</a>(cos((<span class="operator">-</span><span class="number">3.141592f</span> <span class="operator">*</span> jmp) <span class="operator">*</span> xOffs<span class="operator">[</span>i<span class="operator">]</span>) <span class="operator">*</span> amp) <span class="operator">-</span> <span class="number">1</span>; rot<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">+</span><span class="operator">=</span> rotation; }</pre> </div> <!-- 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