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qt-doc-4.8.5-10.fc18.noarch.rpm

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<h1 class="title">scene.cpp Example File</h1>
<span class="small-subtitle">demos/boxes/scene.cpp</span>
<!-- $$$demos/boxes/scene.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 demonstration applications of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:LGPL$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
 ** a written agreement between you and Digia.  For licensing terms and
 ** conditions see http://qt.digia.com/licensing.  For further information
 ** use the contact form at http://qt.digia.com/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 2.1 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPL included in the
 ** packaging of this file.  Please review the following information to
 ** ensure the GNU Lesser General Public License version 2.1 requirements
 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
 **
 ** In addition, as a special exception, Digia gives you certain additional
 ** rights.  These rights are described in the Digia Qt LGPL Exception
 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 3.0 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.GPL included in the
 ** packaging of this file.  Please review the following information to
 ** ensure the GNU General Public License version 3.0 requirements will be
 ** met: http://www.gnu.org/copyleft/gpl.html.
 **
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/</span>

 <span class="preprocessor">#include &lt;QDebug&gt;</span>
 <span class="preprocessor">#include &quot;scene.h&quot;</span>
 <span class="preprocessor">#include &lt;QtGui/qmatrix4x4.h&gt;</span>
 <span class="preprocessor">#include &lt;QtGui/qvector3d.h&gt;</span>

 <span class="preprocessor">#include &quot;3rdparty/fbm.h&quot;</span>

 <span class="type">void</span> checkGLErrors(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span><span class="operator">&amp;</span> prefix)
 {
     <span class="keyword">switch</span> (glGetError()) {
     <span class="keyword">case</span> GL_NO_ERROR:
         <span class="comment">//qDebug() &lt;&lt; prefix &lt;&lt; tr(&quot;No error.&quot;);</span>
         <span class="keyword">break</span>;
     <span class="keyword">case</span> GL_INVALID_ENUM:
         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Invalid enum.&quot;</span>);
         <span class="keyword">break</span>;
     <span class="keyword">case</span> GL_INVALID_VALUE:
         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Invalid value.&quot;</span>);
         <span class="keyword">break</span>;
     <span class="keyword">case</span> GL_INVALID_OPERATION:
         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Invalid operation.&quot;</span>);
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         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Stack overflow.&quot;</span>);
         <span class="keyword">break</span>;
     <span class="keyword">case</span> GL_STACK_UNDERFLOW:
         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Stack underflow.&quot;</span>);
         <span class="keyword">break</span>;
     <span class="keyword">case</span> GL_OUT_OF_MEMORY:
         <a href="qtglobal.html#qDebug">qDebug</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> prefix <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qobject.html">QObject</a></span><span class="operator">::</span>tr(<span class="string">&quot;Out of memory.&quot;</span>);
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         <span class="keyword">break</span>;
     }
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                                  ColorEdit                                 //</span>
 <span class="comment">//============================================================================//</span>

 ColorEdit<span class="operator">::</span>ColorEdit(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> initialColor<span class="operator">,</span> <span class="type">int</span> id)
     : m_color(initialColor)<span class="operator">,</span> m_id(id)
 {
     <span class="type"><a href="qhboxlayout.html">QHBoxLayout</a></span> <span class="operator">*</span>layout <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qhboxlayout.html">QHBoxLayout</a></span>;
     setLayout(layout);
     layout<span class="operator">-</span><span class="operator">&gt;</span>setContentsMargins(<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>);

     m_lineEdit <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qlineedit.html">QLineEdit</a></span>(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">::</span>number(m_color<span class="operator">,</span> <span class="number">16</span>));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(m_lineEdit);

     m_button <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qframe.html">QFrame</a></span>;
     <span class="type"><a href="qpalette.html">QPalette</a></span> palette <span class="operator">=</span> m_button<span class="operator">-</span><span class="operator">&gt;</span>palette();
     palette<span class="operator">.</span>setColor(<span class="type"><a href="qpalette.html">QPalette</a></span><span class="operator">::</span>Window<span class="operator">,</span> <span class="type"><a href="qcolor.html">QColor</a></span>(m_color));
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setPalette(palette);
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setAutoFillBackground(<span class="keyword">true</span>);
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setMinimumSize(<span class="number">32</span><span class="operator">,</span> <span class="number">0</span>);
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setSizePolicy(<span class="type"><a href="qsizepolicy.html">QSizePolicy</a></span><span class="operator">::</span>Fixed<span class="operator">,</span> <span class="type"><a href="qsizepolicy.html">QSizePolicy</a></span><span class="operator">::</span>Preferred);
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setFrameStyle(<span class="type"><a href="qframe.html">QFrame</a></span><span class="operator">::</span>StyledPanel <span class="operator">|</span> <span class="type"><a href="qframe.html">QFrame</a></span><span class="operator">::</span>Sunken);
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(m_button);

     connect(m_lineEdit<span class="operator">,</span> SIGNAL(editingFinished())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(editDone()));
 }

 <span class="type">void</span> ColorEdit<span class="operator">::</span>editDone()
 {
     <span class="type">bool</span> ok;
     <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> newColor <span class="operator">=</span> m_lineEdit<span class="operator">-</span><span class="operator">&gt;</span>text()<span class="operator">.</span>toUInt(<span class="operator">&amp;</span>ok<span class="operator">,</span> <span class="number">16</span>);
     <span class="keyword">if</span> (ok)
         setColor(newColor);
 }

 <span class="type">void</span> ColorEdit<span class="operator">::</span>mousePressEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) {
         <span class="type"><a href="qcolor.html">QColor</a></span> color(m_color);
         <span class="type"><a href="qcolordialog.html">QColorDialog</a></span> dialog(color<span class="operator">,</span> <span class="number">0</span>);
         dialog<span class="operator">.</span>setOption(<span class="type"><a href="qcolordialog.html">QColorDialog</a></span><span class="operator">::</span>ShowAlphaChannel<span class="operator">,</span> <span class="keyword">true</span>);
 <span class="comment">// The ifdef block is a workaround for the beta, TODO: remove when bug 238525 is fixed</span>
 <span class="preprocessor">#ifdef Q_WS_MAC</span>
         dialog<span class="operator">.</span>setOption(<span class="type"><a href="qcolordialog.html">QColorDialog</a></span><span class="operator">::</span>DontUseNativeDialog<span class="operator">,</span> <span class="keyword">true</span>);
 <span class="preprocessor">#endif</span>
         dialog<span class="operator">.</span>move(<span class="number">280</span><span class="operator">,</span> <span class="number">120</span>);
         <span class="keyword">if</span> (dialog<span class="operator">.</span>exec() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qdialog.html">QDialog</a></span><span class="operator">::</span>Rejected)
             <span class="keyword">return</span>;
         <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> newColor <span class="operator">=</span> dialog<span class="operator">.</span>selectedColor()<span class="operator">.</span>rgba();
         <span class="keyword">if</span> (newColor <span class="operator">=</span><span class="operator">=</span> m_color)
             <span class="keyword">return</span>;
         setColor(newColor);
     }
 }

 <span class="type">void</span> ColorEdit<span class="operator">::</span>setColor(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> color)
 {
     m_color <span class="operator">=</span> color;
     m_lineEdit<span class="operator">-</span><span class="operator">&gt;</span>setText(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">::</span>number(m_color<span class="operator">,</span> <span class="number">16</span>)); <span class="comment">// &quot;Clean up&quot; text</span>
     <span class="type"><a href="qpalette.html">QPalette</a></span> palette <span class="operator">=</span> m_button<span class="operator">-</span><span class="operator">&gt;</span>palette();
     palette<span class="operator">.</span>setColor(<span class="type"><a href="qpalette.html">QPalette</a></span><span class="operator">::</span>Window<span class="operator">,</span> <span class="type"><a href="qcolor.html">QColor</a></span>(m_color));
     m_button<span class="operator">-</span><span class="operator">&gt;</span>setPalette(palette);
     <span class="keyword">emit</span> colorChanged(m_color<span class="operator">,</span> m_id);
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                                  FloatEdit                                 //</span>
 <span class="comment">//============================================================================//</span>

 FloatEdit<span class="operator">::</span>FloatEdit(<span class="type">float</span> initialValue<span class="operator">,</span> <span class="type">int</span> id)
     : m_value(initialValue)<span class="operator">,</span> m_id(id)
 {
     <span class="type"><a href="qhboxlayout.html">QHBoxLayout</a></span> <span class="operator">*</span>layout <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qhboxlayout.html">QHBoxLayout</a></span>;
     setLayout(layout);
     layout<span class="operator">-</span><span class="operator">&gt;</span>setContentsMargins(<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>);

     m_lineEdit <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qlineedit.html">QLineEdit</a></span>(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">::</span>number(m_value));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(m_lineEdit);

     connect(m_lineEdit<span class="operator">,</span> SIGNAL(editingFinished())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(editDone()));
 }

 <span class="type">void</span> FloatEdit<span class="operator">::</span>editDone()
 {
     <span class="type">bool</span> ok;
     <span class="type">float</span> newValue <span class="operator">=</span> m_lineEdit<span class="operator">-</span><span class="operator">&gt;</span>text()<span class="operator">.</span>toFloat(<span class="operator">&amp;</span>ok);
     <span class="keyword">if</span> (ok) {
         m_value <span class="operator">=</span> newValue;
         m_lineEdit<span class="operator">-</span><span class="operator">&gt;</span>setText(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">::</span>number(m_value)); <span class="comment">// &quot;Clean up&quot; text</span>
         <span class="keyword">emit</span> valueChanged(m_value<span class="operator">,</span> m_id);
     }
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                           TwoSidedGraphicsWidget                           //</span>
 <span class="comment">//============================================================================//</span>

 TwoSidedGraphicsWidget<span class="operator">::</span>TwoSidedGraphicsWidget(<span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span> <span class="operator">*</span>scene)
     : <span class="type"><a href="qobject.html">QObject</a></span>(scene)
     <span class="operator">,</span> m_current(<span class="number">0</span>)
     <span class="operator">,</span> m_angle(<span class="number">0</span>)
     <span class="operator">,</span> m_delta(<span class="number">0</span>)
 {
     <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>i)
         m_proxyWidgets<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="number">0</span>;
 }

 <span class="type">void</span> TwoSidedGraphicsWidget<span class="operator">::</span>setWidget(<span class="type">int</span> index<span class="operator">,</span> <span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>widget)
 {
     <span class="keyword">if</span> (index <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> index <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">2</span>)
         {
                 <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;TwoSidedGraphicsWidget::setWidget: Index out of bounds, index == %d&quot;</span><span class="operator">,</span> index);
                 <span class="keyword">return</span>;
         }

     GraphicsWidget <span class="operator">*</span>proxy <span class="operator">=</span> <span class="keyword">new</span> GraphicsWidget;
     proxy<span class="operator">-</span><span class="operator">&gt;</span>setWidget(widget);

     <span class="keyword">if</span> (m_proxyWidgets<span class="operator">[</span>index<span class="operator">]</span>)
         <span class="keyword">delete</span> m_proxyWidgets<span class="operator">[</span>index<span class="operator">]</span>;
     m_proxyWidgets<span class="operator">[</span>index<span class="operator">]</span> <span class="operator">=</span> proxy;

     proxy<span class="operator">-</span><span class="operator">&gt;</span>setCacheMode(<span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">::</span>ItemCoordinateCache);
     proxy<span class="operator">-</span><span class="operator">&gt;</span>setZValue(<span class="number">1e30</span>); <span class="comment">// Make sure the dialog is drawn on top of all other (OpenGL) items</span>

     <span class="keyword">if</span> (index <span class="operator">!</span><span class="operator">=</span> m_current)
         proxy<span class="operator">-</span><span class="operator">&gt;</span>setVisible(<span class="keyword">false</span>);

     qobject_cast<span class="operator">&lt;</span><span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span> <span class="operator">*</span><span class="operator">&gt;</span>(parent())<span class="operator">-</span><span class="operator">&gt;</span>addItem(proxy);
 }

 <span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>TwoSidedGraphicsWidget<span class="operator">::</span>widget(<span class="type">int</span> index)
 {
     <span class="keyword">if</span> (index <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> index <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">2</span>)
         {
                 <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;TwoSidedGraphicsWidget::widget: Index out of bounds, index == %d&quot;</span><span class="operator">,</span> index);
                 <span class="keyword">return</span> <span class="number">0</span>;
         }
     <span class="keyword">return</span> m_proxyWidgets<span class="operator">[</span>index<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>widget();
 }

 <span class="type">void</span> TwoSidedGraphicsWidget<span class="operator">::</span>flip()
 {
     m_delta <span class="operator">=</span> (m_current <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">?</span> <span class="number">9</span> : <span class="operator">-</span><span class="number">9</span>);
     animateFlip();
 }

 <span class="type">void</span> TwoSidedGraphicsWidget<span class="operator">::</span>animateFlip()
 {
     m_angle <span class="operator">+</span><span class="operator">=</span> m_delta;
     <span class="keyword">if</span> (m_angle <span class="operator">=</span><span class="operator">=</span> <span class="number">90</span>) {
         <span class="type">int</span> old <span class="operator">=</span> m_current;
         m_current <span class="operator">^</span><span class="operator">=</span> <span class="number">1</span>;
         m_proxyWidgets<span class="operator">[</span>old<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setVisible(<span class="keyword">false</span>);
         m_proxyWidgets<span class="operator">[</span>m_current<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setVisible(<span class="keyword">true</span>);
         m_proxyWidgets<span class="operator">[</span>m_current<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setGeometry(m_proxyWidgets<span class="operator">[</span>old<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>geometry());
     }

     <span class="type"><a href="qrectf.html">QRectF</a></span> r <span class="operator">=</span> m_proxyWidgets<span class="operator">[</span>m_current<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>boundingRect();
     m_proxyWidgets<span class="operator">[</span>m_current<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setTransform(<span class="type"><a href="qtransform.html">QTransform</a></span>()
         <span class="operator">.</span>translate(r<span class="operator">.</span>width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> r<span class="operator">.</span>height() <span class="operator">/</span> <span class="number">2</span>)
         <span class="operator">.</span>rotate(m_angle <span class="operator">-</span> <span class="number">180</span> <span class="operator">*</span> m_current<span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>YAxis)
         <span class="operator">.</span>translate(<span class="operator">-</span>r<span class="operator">.</span>width() <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> <span class="operator">-</span>r<span class="operator">.</span>height() <span class="operator">/</span> <span class="number">2</span>));

     <span class="keyword">if</span> ((m_current <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> m_angle <span class="operator">&gt;</span> <span class="number">0</span>) <span class="operator">|</span><span class="operator">|</span> (m_current <span class="operator">=</span><span class="operator">=</span> <span class="number">1</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> m_angle <span class="operator">&lt;</span> <span class="number">180</span>))
         <span class="type"><a href="qtimer.html">QTimer</a></span><span class="operator">::</span>singleShot(<span class="number">25</span><span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(animateFlip()));
 }

 <span class="type"><a href="qvariant.html">QVariant</a></span> GraphicsWidget<span class="operator">::</span>itemChange(GraphicsItemChange change<span class="operator">,</span> <span class="keyword">const</span> <span class="type"><a href="qvariant.html">QVariant</a></span> <span class="operator">&amp;</span>value)
 {
     <span class="keyword">if</span> (change <span class="operator">=</span><span class="operator">=</span> ItemPositionChange <span class="operator">&amp;</span><span class="operator">&amp;</span> scene()) {
         <span class="type"><a href="qrectf.html">QRectF</a></span> rect <span class="operator">=</span> boundingRect();
         <span class="type"><a href="qpointf.html">QPointF</a></span> pos <span class="operator">=</span> value<span class="operator">.</span>toPointF();
         <span class="type"><a href="qrectf.html">QRectF</a></span> sceneRect <span class="operator">=</span> scene()<span class="operator">-</span><span class="operator">&gt;</span>sceneRect();
         <span class="keyword">if</span> (pos<span class="operator">.</span>x() <span class="operator">+</span> rect<span class="operator">.</span>left() <span class="operator">&lt;</span> sceneRect<span class="operator">.</span>left())
             pos<span class="operator">.</span>setX(sceneRect<span class="operator">.</span>left() <span class="operator">-</span> rect<span class="operator">.</span>left());
         <span class="keyword">else</span> <span class="keyword">if</span> (pos<span class="operator">.</span>x() <span class="operator">+</span> rect<span class="operator">.</span>right() <span class="operator">&gt;</span><span class="operator">=</span> sceneRect<span class="operator">.</span>right())
             pos<span class="operator">.</span>setX(sceneRect<span class="operator">.</span>right() <span class="operator">-</span> rect<span class="operator">.</span>right());
         <span class="keyword">if</span> (pos<span class="operator">.</span>y() <span class="operator">+</span> rect<span class="operator">.</span>top() <span class="operator">&lt;</span> sceneRect<span class="operator">.</span>top())
             pos<span class="operator">.</span>setY(sceneRect<span class="operator">.</span>top() <span class="operator">-</span> rect<span class="operator">.</span>top());
         <span class="keyword">else</span> <span class="keyword">if</span> (pos<span class="operator">.</span>y() <span class="operator">+</span> rect<span class="operator">.</span>bottom() <span class="operator">&gt;</span><span class="operator">=</span> sceneRect<span class="operator">.</span>bottom())
             pos<span class="operator">.</span>setY(sceneRect<span class="operator">.</span>bottom() <span class="operator">-</span> rect<span class="operator">.</span>bottom());
         <span class="keyword">return</span> pos;
     }
     <span class="keyword">return</span> <span class="type"><a href="qgraphicsproxywidget.html">QGraphicsProxyWidget</a></span><span class="operator">::</span>itemChange(change<span class="operator">,</span> value);
 }

 <span class="type">void</span> GraphicsWidget<span class="operator">::</span>resizeEvent(<span class="type"><a href="qgraphicssceneresizeevent.html">QGraphicsSceneResizeEvent</a></span> <span class="operator">*</span>event)
 {
     setCacheMode(<span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">::</span>NoCache);
     setCacheMode(<span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">::</span>ItemCoordinateCache);
     <span class="type"><a href="qgraphicsproxywidget.html">QGraphicsProxyWidget</a></span><span class="operator">::</span>resizeEvent(event);
 }

 <span class="type">void</span> GraphicsWidget<span class="operator">::</span>paint(<span class="type"><a href="qpainter.html">QPainter</a></span> <span class="operator">*</span>painter<span class="operator">,</span> <span class="keyword">const</span> <span class="type"><a href="qstyleoptiongraphicsitem.html">QStyleOptionGraphicsItem</a></span> <span class="operator">*</span>option<span class="operator">,</span> <span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>widget)
 {
     painter<span class="operator">-</span><span class="operator">&gt;</span>setRenderHint(<span class="type"><a href="qpainter.html">QPainter</a></span><span class="operator">::</span>Antialiasing<span class="operator">,</span> <span class="keyword">false</span>);
     <span class="type"><a href="qgraphicsproxywidget.html">QGraphicsProxyWidget</a></span><span class="operator">::</span>paint(painter<span class="operator">,</span> option<span class="operator">,</span> widget);
     <span class="comment">//painter-&gt;setRenderHint(QPainter::Antialiasing, true);</span>
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                             RenderOptionsDialog                            //</span>
 <span class="comment">//============================================================================//</span>

 RenderOptionsDialog<span class="operator">::</span>RenderOptionsDialog()
     : <span class="type"><a href="qdialog.html">QDialog</a></span>(<span class="number">0</span><span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>CustomizeWindowHint <span class="operator">|</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>WindowTitleHint)
 {
     setWindowOpacity(<span class="number">0.75</span>);
     setWindowTitle(tr(<span class="string">&quot;Options (double click to flip)&quot;</span>));
     <span class="type"><a href="qgridlayout.html">QGridLayout</a></span> <span class="operator">*</span>layout <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qgridlayout.html">QGridLayout</a></span>;
     setLayout(layout);
     layout<span class="operator">-</span><span class="operator">&gt;</span>setColumnStretch(<span class="number">1</span><span class="operator">,</span> <span class="number">1</span>);

     <span class="type">int</span> row <span class="operator">=</span> <span class="number">0</span>;

     <span class="type"><a href="qcheckbox.html">QCheckBox</a></span> <span class="operator">*</span>check <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qcheckbox.html">QCheckBox</a></span>(tr(<span class="string">&quot;Dynamic cube map&quot;</span>));
     check<span class="operator">-</span><span class="operator">&gt;</span>setCheckState(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Unchecked);
     <span class="comment">// Dynamic cube maps are only enabled when multi-texturing and render to texture are available.</span>
     check<span class="operator">-</span><span class="operator">&gt;</span>setEnabled(glActiveTexture <span class="operator">&amp;</span><span class="operator">&amp;</span> glGenFramebuffersEXT);
     connect(check<span class="operator">,</span> SIGNAL(stateChanged(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SIGNAL(dynamicCubemapToggled(<span class="type">int</span>)));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(check<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">2</span>);
     <span class="operator">+</span><span class="operator">+</span>row;

     <span class="type"><a href="qpalette.html">QPalette</a></span> palette;

     <span class="comment">// Load all .par files</span>
     <span class="comment">// .par files have a simple syntax for specifying user adjustable uniform variables.</span>
     <span class="type"><a href="qset.html">QSet</a></span><span class="operator">&lt;</span><span class="type"><a href="qbytearray.html">QByteArray</a></span><span class="operator">&gt;</span> uniforms;
     <span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qstring.html">QString</a></span><span class="operator">&gt;</span> filter <span class="operator">=</span> <span class="type"><a href="qstringlist.html">QStringList</a></span>(<span class="string">&quot;*.par&quot;</span>);
     <span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qfileinfo.html">QFileInfo</a></span><span class="operator">&gt;</span> files <span class="operator">=</span> <span class="type"><a href="qdir.html">QDir</a></span>(<span class="string">&quot;:/res/boxes/&quot;</span>)<span class="operator">.</span>entryInfoList(filter<span class="operator">,</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Files <span class="operator">|</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Readable);

     foreach (<span class="type"><a href="qfileinfo.html">QFileInfo</a></span> fileInfo<span class="operator">,</span> files) {
         <span class="type"><a href="qfile.html">QFile</a></span> file(fileInfo<span class="operator">.</span>absoluteFilePath());
         <span class="keyword">if</span> (file<span class="operator">.</span>open(<span class="type"><a href="qiodevice.html">QIODevice</a></span><span class="operator">::</span>ReadOnly)) {
             <span class="keyword">while</span> (<span class="operator">!</span>file<span class="operator">.</span>atEnd()) {
                 <span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qbytearray.html">QByteArray</a></span><span class="operator">&gt;</span> tokens <span class="operator">=</span> file<span class="operator">.</span>readLine()<span class="operator">.</span>simplified()<span class="operator">.</span>split(<span class="char">' '</span>);
                 <span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qbytearray.html">QByteArray</a></span><span class="operator">&gt;</span><span class="operator">::</span>const_iterator it <span class="operator">=</span> tokens<span class="operator">.</span>begin();
                 <span class="keyword">if</span> (it <span class="operator">=</span><span class="operator">=</span> tokens<span class="operator">.</span>end())
                     <span class="keyword">continue</span>;
                 <span class="type"><a href="qbytearray.html">QByteArray</a></span> type <span class="operator">=</span> <span class="operator">*</span>it;
                 <span class="keyword">if</span> (<span class="operator">+</span><span class="operator">+</span>it <span class="operator">=</span><span class="operator">=</span> tokens<span class="operator">.</span>end())
                     <span class="keyword">continue</span>;
                 <span class="type"><a href="qbytearray.html">QByteArray</a></span> name <span class="operator">=</span> <span class="operator">*</span>it;
                 <span class="type">bool</span> singleElement <span class="operator">=</span> (tokens<span class="operator">.</span>size() <span class="operator">=</span><span class="operator">=</span> <span class="number">3</span>); <span class="comment">// type, name and one value</span>
                 <span class="type">char</span> counter<span class="operator">[</span><span class="number">10</span><span class="operator">]</span> <span class="operator">=</span> <span class="string">&quot;000000000&quot;</span>;
                 <span class="type">int</span> counterPos <span class="operator">=</span> <span class="number">8</span>; <span class="comment">// position of last digit</span>
                 <span class="keyword">while</span> (<span class="operator">+</span><span class="operator">+</span>it <span class="operator">!</span><span class="operator">=</span> tokens<span class="operator">.</span>end()) {
                     m_parameterNames <span class="operator">&lt;</span><span class="operator">&lt;</span> name;
                     <span class="keyword">if</span> (<span class="operator">!</span>singleElement) {
                         m_parameterNames<span class="operator">.</span>back() <span class="operator">+</span><span class="operator">=</span> <span class="string">&quot;[&quot;</span>;
                         m_parameterNames<span class="operator">.</span>back() <span class="operator">+</span><span class="operator">=</span> counter <span class="operator">+</span> counterPos;
                         m_parameterNames<span class="operator">.</span>back() <span class="operator">+</span><span class="operator">=</span> <span class="string">&quot;]&quot;</span>;
                         <span class="type">int</span> j <span class="operator">=</span> <span class="number">8</span>; <span class="comment">// position of last digit</span>
                         <span class="operator">+</span><span class="operator">+</span>counter<span class="operator">[</span>j<span class="operator">]</span>;
                         <span class="keyword">while</span> (j <span class="operator">&gt;</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> counter<span class="operator">[</span>j<span class="operator">]</span> <span class="operator">&gt;</span> <span class="char">'9'</span>) {
                             counter<span class="operator">[</span>j<span class="operator">]</span> <span class="operator">=</span> <span class="char">'0'</span>;
                             <span class="operator">+</span><span class="operator">+</span>counter<span class="operator">[</span><span class="operator">-</span><span class="operator">-</span>j<span class="operator">]</span>;
                         }
                         <span class="keyword">if</span> (j <span class="operator">&lt;</span> counterPos)
                             counterPos <span class="operator">=</span> j;
                     }

                     <span class="keyword">if</span> (type <span class="operator">=</span><span class="operator">=</span> <span class="string">&quot;color&quot;</span>) {
                         layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(<span class="keyword">new</span> <span class="type"><a href="qlabel.html">QLabel</a></span>(m_parameterNames<span class="operator">.</span>back()));
                         <span class="type">bool</span> ok;
                         ColorEdit <span class="operator">*</span>colorEdit <span class="operator">=</span> <span class="keyword">new</span> ColorEdit(it<span class="operator">-</span><span class="operator">&gt;</span>toUInt(<span class="operator">&amp;</span>ok<span class="operator">,</span> <span class="number">16</span>)<span class="operator">,</span> m_parameterNames<span class="operator">.</span>size() <span class="operator">-</span> <span class="number">1</span>);
                         m_parameterEdits <span class="operator">&lt;</span><span class="operator">&lt;</span> colorEdit;
                         layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(colorEdit);
                         connect(colorEdit<span class="operator">,</span> SIGNAL(colorChanged(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span><span class="operator">,</span><span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setColorParameter(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span><span class="operator">,</span><span class="type">int</span>)));
                         <span class="operator">+</span><span class="operator">+</span>row;
                     } <span class="keyword">else</span> <span class="keyword">if</span> (type <span class="operator">=</span><span class="operator">=</span> <span class="string">&quot;float&quot;</span>) {
                         layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(<span class="keyword">new</span> <span class="type"><a href="qlabel.html">QLabel</a></span>(m_parameterNames<span class="operator">.</span>back()));
                         <span class="type">bool</span> ok;
                         FloatEdit <span class="operator">*</span>floatEdit <span class="operator">=</span> <span class="keyword">new</span> FloatEdit(it<span class="operator">-</span><span class="operator">&gt;</span>toFloat(<span class="operator">&amp;</span>ok)<span class="operator">,</span> m_parameterNames<span class="operator">.</span>size() <span class="operator">-</span> <span class="number">1</span>);
                         m_parameterEdits <span class="operator">&lt;</span><span class="operator">&lt;</span> floatEdit;
                         layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(floatEdit);
                         connect(floatEdit<span class="operator">,</span> SIGNAL(valueChanged(<span class="type">float</span><span class="operator">,</span><span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setFloatParameter(<span class="type">float</span><span class="operator">,</span><span class="type">int</span>)));
                         <span class="operator">+</span><span class="operator">+</span>row;
                     }
                 }
             }
             file<span class="operator">.</span>close();
         }
     }

     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(<span class="keyword">new</span> <span class="type"><a href="qlabel.html">QLabel</a></span>(tr(<span class="string">&quot;Texture:&quot;</span>)));
     m_textureCombo <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qcombobox.html">QComboBox</a></span>;
     connect(m_textureCombo<span class="operator">,</span> SIGNAL(currentIndexChanged(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SIGNAL(textureChanged(<span class="type">int</span>)));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(m_textureCombo);
     <span class="operator">+</span><span class="operator">+</span>row;

     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(<span class="keyword">new</span> <span class="type"><a href="qlabel.html">QLabel</a></span>(tr(<span class="string">&quot;Shader:&quot;</span>)));
     m_shaderCombo <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qcombobox.html">QComboBox</a></span>;
     connect(m_shaderCombo<span class="operator">,</span> SIGNAL(currentIndexChanged(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SIGNAL(shaderChanged(<span class="type">int</span>)));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(m_shaderCombo);
     <span class="operator">+</span><span class="operator">+</span>row;

     layout<span class="operator">-</span><span class="operator">&gt;</span>setRowStretch(row<span class="operator">,</span> <span class="number">1</span>);
 }

 <span class="type">int</span> RenderOptionsDialog<span class="operator">::</span>addTexture(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&amp;</span>name)
 {
     m_textureCombo<span class="operator">-</span><span class="operator">&gt;</span>addItem(name);
     <span class="keyword">return</span> m_textureCombo<span class="operator">-</span><span class="operator">&gt;</span>count() <span class="operator">-</span> <span class="number">1</span>;
 }

 <span class="type">int</span> RenderOptionsDialog<span class="operator">::</span>addShader(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&amp;</span>name)
 {
     m_shaderCombo<span class="operator">-</span><span class="operator">&gt;</span>addItem(name);
     <span class="keyword">return</span> m_shaderCombo<span class="operator">-</span><span class="operator">&gt;</span>count() <span class="operator">-</span> <span class="number">1</span>;
 }

 <span class="type">void</span> RenderOptionsDialog<span class="operator">::</span>emitParameterChanged()
 {
     foreach (ParameterEdit <span class="operator">*</span>edit<span class="operator">,</span> m_parameterEdits)
         edit<span class="operator">-</span><span class="operator">&gt;</span>emitChange();
 }

 <span class="type">void</span> RenderOptionsDialog<span class="operator">::</span>setColorParameter(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> color<span class="operator">,</span> <span class="type">int</span> id)
 {
     <span class="keyword">emit</span> colorParameterChanged(m_parameterNames<span class="operator">[</span>id<span class="operator">]</span><span class="operator">,</span> color);
 }

 <span class="type">void</span> RenderOptionsDialog<span class="operator">::</span>setFloatParameter(<span class="type">float</span> value<span class="operator">,</span> <span class="type">int</span> id)
 {
     <span class="keyword">emit</span> floatParameterChanged(m_parameterNames<span class="operator">[</span>id<span class="operator">]</span><span class="operator">,</span> value);
 }

 <span class="type">void</span> RenderOptionsDialog<span class="operator">::</span>mouseDoubleClickEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton)
         <span class="keyword">emit</span> doubleClicked();
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                                 ItemDialog                                 //</span>
 <span class="comment">//============================================================================//</span>

 ItemDialog<span class="operator">::</span>ItemDialog()
     : <span class="type"><a href="qdialog.html">QDialog</a></span>(<span class="number">0</span><span class="operator">,</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>CustomizeWindowHint <span class="operator">|</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>WindowTitleHint)
 {
     setWindowTitle(tr(<span class="string">&quot;Items (double click to flip)&quot;</span>));
     setWindowOpacity(<span class="number">0.75</span>);
     resize(<span class="number">160</span><span class="operator">,</span> <span class="number">100</span>);

     <span class="type"><a href="qvboxlayout.html">QVBoxLayout</a></span> <span class="operator">*</span>layout <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qvboxlayout.html">QVBoxLayout</a></span>;
     setLayout(layout);
     <span class="type"><a href="qpushbutton.html">QPushButton</a></span> <span class="operator">*</span>button;

     button <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qpushbutton.html">QPushButton</a></span>(tr(<span class="string">&quot;Add Qt box&quot;</span>));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(button);
     connect(button<span class="operator">,</span> SIGNAL(clicked())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(triggerNewQtBox()));

     button <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qpushbutton.html">QPushButton</a></span>(tr(<span class="string">&quot;Add circle&quot;</span>));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(button);
     connect(button<span class="operator">,</span> SIGNAL(clicked())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(triggerNewCircleItem()));

     button <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qpushbutton.html">QPushButton</a></span>(tr(<span class="string">&quot;Add square&quot;</span>));
     layout<span class="operator">-</span><span class="operator">&gt;</span>addWidget(button);
     connect(button<span class="operator">,</span> SIGNAL(clicked())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(triggerNewSquareItem()));

     layout<span class="operator">-</span><span class="operator">&gt;</span>addStretch(<span class="number">1</span>);
 }

 <span class="type">void</span> ItemDialog<span class="operator">::</span>triggerNewQtBox()
 {
     <span class="keyword">emit</span> newItemTriggered(<span class="type">QtBoxItem</span>);
 }

 <span class="type">void</span> ItemDialog<span class="operator">::</span>triggerNewCircleItem()
 {
     <span class="keyword">emit</span> newItemTriggered(CircleItem);
 }

 <span class="type">void</span> ItemDialog<span class="operator">::</span>triggerNewSquareItem()
 {
     <span class="keyword">emit</span> newItemTriggered(SquareItem);
 }

 <span class="type">void</span> ItemDialog<span class="operator">::</span>mouseDoubleClickEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton)
         <span class="keyword">emit</span> doubleClicked();
 }

 <span class="comment">//============================================================================//</span>
 <span class="comment">//                                    Scene                                   //</span>
 <span class="comment">//============================================================================//</span>

 <span class="keyword">const</span> <span class="keyword">static</span> <span class="type">char</span> environmentShaderText<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span>
     <span class="string">&quot;uniform samplerCube env;&quot;</span>
     <span class="string">&quot;void main() {&quot;</span>
         <span class="string">&quot;gl_FragColor = textureCube(env, gl_TexCoord[1].xyz);&quot;</span>
     <span class="string">&quot;}&quot;</span>;

 Scene<span class="operator">::</span>Scene(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> maxTextureSize)
     : m_distExp(<span class="number">600</span>)
     <span class="operator">,</span> m_frame(<span class="number">0</span>)
     <span class="operator">,</span> m_maxTextureSize(maxTextureSize)
     <span class="operator">,</span> m_currentShader(<span class="number">0</span>)
     <span class="operator">,</span> m_currentTexture(<span class="number">0</span>)
     <span class="operator">,</span> m_dynamicCubemap(<span class="keyword">false</span>)
     <span class="operator">,</span> m_updateAllCubemaps(<span class="keyword">true</span>)
     <span class="operator">,</span> m_box(<span class="number">0</span>)
     <span class="operator">,</span> m_vertexShader(<span class="number">0</span>)
     <span class="operator">,</span> m_environmentShader(<span class="number">0</span>)
     <span class="operator">,</span> m_environmentProgram(<span class="number">0</span>)
 {
     setSceneRect(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width<span class="operator">,</span> height);

     m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span> <span class="operator">=</span> TrackBall(<span class="number">0.05f</span><span class="operator">,</span> QVector3D(<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> TrackBall<span class="operator">::</span>Sphere);
     m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span> <span class="operator">=</span> TrackBall(<span class="number">0.005f</span><span class="operator">,</span> QVector3D(<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> TrackBall<span class="operator">::</span>Sphere);
     m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span> <span class="operator">=</span> TrackBall(<span class="number">0.0f</span><span class="operator">,</span> QVector3D(<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> TrackBall<span class="operator">::</span>Plane);

     m_renderOptions <span class="operator">=</span> <span class="keyword">new</span> RenderOptionsDialog;
     m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>move(<span class="number">20</span><span class="operator">,</span> <span class="number">120</span>);
     m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>resize(m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>sizeHint());

     connect(m_renderOptions<span class="operator">,</span> SIGNAL(dynamicCubemapToggled(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(toggleDynamicCubemap(<span class="type">int</span>)));
     connect(m_renderOptions<span class="operator">,</span> SIGNAL(colorParameterChanged(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">,</span><span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setColorParameter(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">,</span><span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span>)));
     connect(m_renderOptions<span class="operator">,</span> SIGNAL(floatParameterChanged(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">,</span><span class="type">float</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setFloatParameter(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">,</span><span class="type">float</span>)));
     connect(m_renderOptions<span class="operator">,</span> SIGNAL(textureChanged(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setTexture(<span class="type">int</span>)));
     connect(m_renderOptions<span class="operator">,</span> SIGNAL(shaderChanged(<span class="type">int</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(setShader(<span class="type">int</span>)));

     m_itemDialog <span class="operator">=</span> <span class="keyword">new</span> ItemDialog;
     connect(m_itemDialog<span class="operator">,</span> SIGNAL(newItemTriggered(ItemDialog<span class="operator">::</span>ItemType))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(newItem(ItemDialog<span class="operator">::</span>ItemType)));

     TwoSidedGraphicsWidget <span class="operator">*</span>twoSided <span class="operator">=</span> <span class="keyword">new</span> TwoSidedGraphicsWidget(<span class="keyword">this</span>);
     twoSided<span class="operator">-</span><span class="operator">&gt;</span>setWidget(<span class="number">0</span><span class="operator">,</span> m_renderOptions);
     twoSided<span class="operator">-</span><span class="operator">&gt;</span>setWidget(<span class="number">1</span><span class="operator">,</span> m_itemDialog);

     connect(m_renderOptions<span class="operator">,</span> SIGNAL(doubleClicked())<span class="operator">,</span> twoSided<span class="operator">,</span> SLOT(flip()));
     connect(m_itemDialog<span class="operator">,</span> SIGNAL(doubleClicked())<span class="operator">,</span> twoSided<span class="operator">,</span> SLOT(flip()));

     addItem(<span class="keyword">new</span> <span class="type">QtBox</span>(<span class="number">64</span><span class="operator">,</span> width <span class="operator">-</span> <span class="number">64</span><span class="operator">,</span> height <span class="operator">-</span> <span class="number">64</span>));
     addItem(<span class="keyword">new</span> <span class="type">QtBox</span>(<span class="number">64</span><span class="operator">,</span> width <span class="operator">-</span> <span class="number">64</span><span class="operator">,</span> <span class="number">64</span>));
     addItem(<span class="keyword">new</span> <span class="type">QtBox</span>(<span class="number">64</span><span class="operator">,</span> <span class="number">64</span><span class="operator">,</span> height <span class="operator">-</span> <span class="number">64</span>));
     addItem(<span class="keyword">new</span> <span class="type">QtBox</span>(<span class="number">64</span><span class="operator">,</span> <span class="number">64</span><span class="operator">,</span> <span class="number">64</span>));

     initGL();

     m_timer <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qtimer.html">QTimer</a></span>(<span class="keyword">this</span>);
     m_timer<span class="operator">-</span><span class="operator">&gt;</span>setInterval(<span class="number">20</span>);
     connect(m_timer<span class="operator">,</span> SIGNAL(timeout())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(update()));
     m_timer<span class="operator">-</span><span class="operator">&gt;</span>start();

     m_time<span class="operator">.</span>start();
 }

 Scene<span class="operator">::</span><span class="operator">~</span>Scene()
 {
     <span class="keyword">if</span> (m_box)
         <span class="keyword">delete</span> m_box;
     foreach (GLTexture <span class="operator">*</span>texture<span class="operator">,</span> m_textures)
         <span class="keyword">if</span> (texture) <span class="keyword">delete</span> texture;
     <span class="keyword">if</span> (m_mainCubemap)
         <span class="keyword">delete</span> m_mainCubemap;
     foreach (<span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program<span class="operator">,</span> m_programs)
         <span class="keyword">if</span> (program) <span class="keyword">delete</span> program;
     <span class="keyword">if</span> (m_vertexShader)
         <span class="keyword">delete</span> m_vertexShader;
     foreach (<span class="type"><a href="qglshader.html">QGLShader</a></span> <span class="operator">*</span>shader<span class="operator">,</span> m_fragmentShaders)
         <span class="keyword">if</span> (shader) <span class="keyword">delete</span> shader;
     foreach (GLRenderTargetCube <span class="operator">*</span>rt<span class="operator">,</span> m_cubemaps)
         <span class="keyword">if</span> (rt) <span class="keyword">delete</span> rt;
     <span class="keyword">if</span> (m_environmentShader)
         <span class="keyword">delete</span> m_environmentShader;
     <span class="keyword">if</span> (m_environmentProgram)
         <span class="keyword">delete</span> m_environmentProgram;
 }

 <span class="type">void</span> Scene<span class="operator">::</span>initGL()
 {
     m_box <span class="operator">=</span> <span class="keyword">new</span> GLRoundedBox(<span class="number">0.25f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">10</span>);

     m_vertexShader <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglshader.html">QGLShader</a></span>(<span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">::</span>Vertex);
     m_vertexShader<span class="operator">-</span><span class="operator">&gt;</span>compileSourceFile(QLatin1String(<span class="string">&quot;:/res/boxes/basic.vsh&quot;</span>));

     <span class="type"><a href="qstringlist.html">QStringList</a></span> list;
     list <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_posx.jpg&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_negx.jpg&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_posy.jpg&quot;</span>
          <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_negy.jpg&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_posz.jpg&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;:/res/boxes/cubemap_negz.jpg&quot;</span>;
     m_environment <span class="operator">=</span> <span class="keyword">new</span> GLTextureCube(list<span class="operator">,</span> <a href="qtglobal.html#qMin">qMin</a>(<span class="number">1024</span><span class="operator">,</span> m_maxTextureSize));
     m_environmentShader <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglshader.html">QGLShader</a></span>(<span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">::</span>Fragment);
     m_environmentShader<span class="operator">-</span><span class="operator">&gt;</span>compileSourceCode(environmentShaderText);
     m_environmentProgram <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span>;
     m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>addShader(m_vertexShader);
     m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>addShader(m_environmentShader);
     m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>link();

     <span class="keyword">const</span> <span class="type">int</span> NOISE_SIZE <span class="operator">=</span> <span class="number">128</span>; <span class="comment">// for a different size, B and BM in fbm.c must also be changed</span>
     m_noise <span class="operator">=</span> <span class="keyword">new</span> GLTexture3D(NOISE_SIZE<span class="operator">,</span> NOISE_SIZE<span class="operator">,</span> NOISE_SIZE);
     <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span><span class="operator">[</span>NOISE_SIZE <span class="operator">*</span> NOISE_SIZE <span class="operator">*</span> NOISE_SIZE<span class="operator">]</span>;
     memset(data<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> NOISE_SIZE <span class="operator">*</span> NOISE_SIZE <span class="operator">*</span> NOISE_SIZE <span class="operator">*</span> <span class="keyword">sizeof</span>(<span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span>));
     <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>p <span class="operator">=</span> data;
     <span class="type">float</span> pos<span class="operator">[</span><span class="number">3</span><span class="operator">]</span>;
     <span class="keyword">for</span> (<span class="type">int</span> k <span class="operator">=</span> <span class="number">0</span>; k <span class="operator">&lt;</span> NOISE_SIZE; <span class="operator">+</span><span class="operator">+</span>k) {
         pos<span class="operator">[</span><span class="number">2</span><span class="operator">]</span> <span class="operator">=</span> k <span class="operator">*</span> (<span class="number">0x20</span> <span class="operator">/</span> (<span class="type">float</span>)NOISE_SIZE);
         <span class="keyword">for</span> (<span class="type">int</span> j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator">&lt;</span> NOISE_SIZE; <span class="operator">+</span><span class="operator">+</span>j) {
             <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> NOISE_SIZE; <span class="operator">+</span><span class="operator">+</span>i) {
                 <span class="keyword">for</span> (<span class="type">int</span> byte <span class="operator">=</span> <span class="number">0</span>; byte <span class="operator">&lt;</span> <span class="number">4</span>; <span class="operator">+</span><span class="operator">+</span>byte) {
                     pos<span class="operator">[</span><span class="number">0</span><span class="operator">]</span> <span class="operator">=</span> (i <span class="operator">+</span> (byte <span class="operator">&amp;</span> <span class="number">1</span>) <span class="operator">*</span> <span class="number">16</span>) <span class="operator">*</span> (<span class="number">0x20</span> <span class="operator">/</span> (<span class="type">float</span>)NOISE_SIZE);
                     pos<span class="operator">[</span><span class="number">1</span><span class="operator">]</span> <span class="operator">=</span> (j <span class="operator">+</span> (byte <span class="operator">&amp;</span> <span class="number">2</span>) <span class="operator">*</span> <span class="number">8</span>) <span class="operator">*</span> (<span class="number">0x20</span> <span class="operator">/</span> (<span class="type">float</span>)NOISE_SIZE);
                     <span class="operator">*</span>p <span class="operator">|</span><span class="operator">=</span> (<span class="type">int</span>)(<span class="number">128.0f</span> <span class="operator">*</span> (noise3(pos) <span class="operator">+</span> <span class="number">1.0f</span>)) <span class="operator">&lt;</span><span class="operator">&lt;</span> (byte <span class="operator">*</span> <span class="number">8</span>);
                 }
                 <span class="operator">+</span><span class="operator">+</span>p;
             }
         }
     }
     m_noise<span class="operator">-</span><span class="operator">&gt;</span>load(NOISE_SIZE<span class="operator">,</span> NOISE_SIZE<span class="operator">,</span> NOISE_SIZE<span class="operator">,</span> data);
     <span class="keyword">delete</span><span class="operator">[</span><span class="operator">]</span> data;

     m_mainCubemap <span class="operator">=</span> <span class="keyword">new</span> GLRenderTargetCube(<span class="number">512</span>);

     <span class="type"><a href="qstringlist.html">QStringList</a></span> filter;
     <span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qfileinfo.html">QFileInfo</a></span><span class="operator">&gt;</span> files;

     <span class="comment">// Load all .png files as textures</span>
     m_currentTexture <span class="operator">=</span> <span class="number">0</span>;
     filter <span class="operator">=</span> <span class="type"><a href="qstringlist.html">QStringList</a></span>(<span class="string">&quot;*.png&quot;</span>);
     files <span class="operator">=</span> <span class="type"><a href="qdir.html">QDir</a></span>(<span class="string">&quot;:/res/boxes/&quot;</span>)<span class="operator">.</span>entryInfoList(filter<span class="operator">,</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Files <span class="operator">|</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Readable);

     foreach (<span class="type"><a href="qfileinfo.html">QFileInfo</a></span> file<span class="operator">,</span> files) {
         GLTexture <span class="operator">*</span>texture <span class="operator">=</span> <span class="keyword">new</span> GLTexture2D(file<span class="operator">.</span>absoluteFilePath()<span class="operator">,</span> <a href="qtglobal.html#qMin">qMin</a>(<span class="number">256</span><span class="operator">,</span> m_maxTextureSize)<span class="operator">,</span> <a href="qtglobal.html#qMin">qMin</a>(<span class="number">256</span><span class="operator">,</span> m_maxTextureSize));
         <span class="keyword">if</span> (texture<span class="operator">-</span><span class="operator">&gt;</span>failed()) {
             <span class="keyword">delete</span> texture;
             <span class="keyword">continue</span>;
         }
         m_textures <span class="operator">&lt;</span><span class="operator">&lt;</span> texture;
         m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>addTexture(file<span class="operator">.</span>baseName());
     }

     <span class="keyword">if</span> (m_textures<span class="operator">.</span>size() <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>)
         m_textures <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="keyword">new</span> GLTexture2D(<a href="qtglobal.html#qMin">qMin</a>(<span class="number">64</span><span class="operator">,</span> m_maxTextureSize)<span class="operator">,</span> <a href="qtglobal.html#qMin">qMin</a>(<span class="number">64</span><span class="operator">,</span> m_maxTextureSize));

     <span class="comment">// Load all .fsh files as fragment shaders</span>
     m_currentShader <span class="operator">=</span> <span class="number">0</span>;
     filter <span class="operator">=</span> <span class="type"><a href="qstringlist.html">QStringList</a></span>(<span class="string">&quot;*.fsh&quot;</span>);
     files <span class="operator">=</span> <span class="type"><a href="qdir.html">QDir</a></span>(<span class="string">&quot;:/res/boxes/&quot;</span>)<span class="operator">.</span>entryInfoList(filter<span class="operator">,</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Files <span class="operator">|</span> <span class="type"><a href="qdir.html">QDir</a></span><span class="operator">::</span>Readable);
     foreach (<span class="type"><a href="qfileinfo.html">QFileInfo</a></span> file<span class="operator">,</span> files) {
         <span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span>;
         <span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">*</span> shader <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qglshader.html">QGLShader</a></span>(<span class="type"><a href="qglshader.html">QGLShader</a></span><span class="operator">::</span>Fragment);
         shader<span class="operator">-</span><span class="operator">&gt;</span>compileSourceFile(file<span class="operator">.</span>absoluteFilePath());
         <span class="comment">// The program does not take ownership over the shaders, so store them in a vector so they can be deleted afterwards.</span>
         program<span class="operator">-</span><span class="operator">&gt;</span>addShader(m_vertexShader);
         program<span class="operator">-</span><span class="operator">&gt;</span>addShader(shader);
         <span class="keyword">if</span> (<span class="operator">!</span>program<span class="operator">-</span><span class="operator">&gt;</span>link()) {
             <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;Failed to compile and link shader program&quot;</span>);
             <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;Vertex shader log:&quot;</span>);
             <a href="qtglobal.html#qWarning">qWarning</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> m_vertexShader<span class="operator">-</span><span class="operator">&gt;</span>log();
             <a href="qtglobal.html#qWarning">qWarning</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;Fragment shader log ( file =&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> file<span class="operator">.</span>absoluteFilePath() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;):&quot;</span>;
             <a href="qtglobal.html#qWarning">qWarning</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> shader<span class="operator">-</span><span class="operator">&gt;</span>log();
             <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">&quot;Shader program log:&quot;</span>);
             <a href="qtglobal.html#qWarning">qWarning</a>() <span class="operator">&lt;</span><span class="operator">&lt;</span> program<span class="operator">-</span><span class="operator">&gt;</span>log();

             <span class="keyword">delete</span> shader;
             <span class="keyword">delete</span> program;
             <span class="keyword">continue</span>;
         }

         m_fragmentShaders <span class="operator">&lt;</span><span class="operator">&lt;</span> shader;
         m_programs <span class="operator">&lt;</span><span class="operator">&lt;</span> program;
         m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>addShader(file<span class="operator">.</span>baseName());

         program<span class="operator">-</span><span class="operator">&gt;</span>bind();
         m_cubemaps <span class="operator">&lt;</span><span class="operator">&lt;</span> ((program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;env&quot;</span>) <span class="operator">!</span><span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>) <span class="operator">?</span> <span class="keyword">new</span> GLRenderTargetCube(<a href="qtglobal.html#qMin">qMin</a>(<span class="number">256</span><span class="operator">,</span> m_maxTextureSize)) : <span class="number">0</span>);
         program<span class="operator">-</span><span class="operator">&gt;</span>release();
     }

     <span class="keyword">if</span> (m_programs<span class="operator">.</span>size() <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>)
         m_programs <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="keyword">new</span> <span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span>;

     m_renderOptions<span class="operator">-</span><span class="operator">&gt;</span>emitParameterChanged();
 }

 <span class="keyword">static</span> <span class="type">void</span> loadMatrix(<span class="keyword">const</span> QMatrix4x4<span class="operator">&amp;</span> m)
 {
     <span class="comment">// static to prevent glLoadMatrixf to fail on certain drivers</span>
     <span class="keyword">static</span> GLfloat mat<span class="operator">[</span><span class="number">16</span><span class="operator">]</span>;
     <span class="keyword">const</span> <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <span class="operator">*</span>data <span class="operator">=</span> m<span class="operator">.</span>constData();
     <span class="keyword">for</span> (<span class="type">int</span> index <span class="operator">=</span> <span class="number">0</span>; index <span class="operator">&lt;</span> <span class="number">16</span>; <span class="operator">+</span><span class="operator">+</span>index)
         mat<span class="operator">[</span>index<span class="operator">]</span> <span class="operator">=</span> data<span class="operator">[</span>index<span class="operator">]</span>;
     glLoadMatrixf(mat);
 }

 <span class="keyword">static</span> <span class="type">void</span> multMatrix(<span class="keyword">const</span> QMatrix4x4<span class="operator">&amp;</span> m)
 {
     <span class="comment">// static to prevent glMultMatrixf to fail on certain drivers</span>
     <span class="keyword">static</span> GLfloat mat<span class="operator">[</span><span class="number">16</span><span class="operator">]</span>;
     <span class="keyword">const</span> <span class="type"><a href="qtglobal.html#qreal-typedef">qreal</a></span> <span class="operator">*</span>data <span class="operator">=</span> m<span class="operator">.</span>constData();
     <span class="keyword">for</span> (<span class="type">int</span> index <span class="operator">=</span> <span class="number">0</span>; index <span class="operator">&lt;</span> <span class="number">16</span>; <span class="operator">+</span><span class="operator">+</span>index)
         mat<span class="operator">[</span>index<span class="operator">]</span> <span class="operator">=</span> data<span class="operator">[</span>index<span class="operator">]</span>;
     glMultMatrixf(mat);
 }

 <span class="comment">// If one of the boxes should not be rendered, set excludeBox to its index.</span>
 <span class="comment">// If the main box should not be rendered, set excludeBox to -1.</span>
 <span class="type">void</span> Scene<span class="operator">::</span>renderBoxes(<span class="keyword">const</span> QMatrix4x4 <span class="operator">&amp;</span>view<span class="operator">,</span> <span class="type">int</span> excludeBox)
 {
     QMatrix4x4 invView <span class="operator">=</span> view<span class="operator">.</span>inverted();

     <span class="comment">// If multi-texturing is supported, use three saplers.</span>
     <span class="keyword">if</span> (glActiveTexture) {
         glActiveTexture(GL_TEXTURE0);
         m_textures<span class="operator">[</span>m_currentTexture<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>bind();
         glActiveTexture(GL_TEXTURE2);
         m_noise<span class="operator">-</span><span class="operator">&gt;</span>bind();
         glActiveTexture(GL_TEXTURE1);
     } <span class="keyword">else</span> {
         m_textures<span class="operator">[</span>m_currentTexture<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>bind();
     }

     glDisable(GL_LIGHTING);
     glDisable(GL_CULL_FACE);

     QMatrix4x4 viewRotation(view);
     viewRotation(<span class="number">3</span><span class="operator">,</span> <span class="number">0</span>) <span class="operator">=</span> viewRotation(<span class="number">3</span><span class="operator">,</span> <span class="number">1</span>) <span class="operator">=</span> viewRotation(<span class="number">3</span><span class="operator">,</span> <span class="number">2</span>) <span class="operator">=</span> <span class="number">0.0f</span>;
     viewRotation(<span class="number">0</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> viewRotation(<span class="number">1</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> viewRotation(<span class="number">2</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">0.0f</span>;
     viewRotation(<span class="number">3</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">=</span> <span class="number">1.0f</span>;
     loadMatrix(viewRotation);
     glScalef(<span class="number">20.0f</span><span class="operator">,</span> <span class="number">20.0f</span><span class="operator">,</span> <span class="number">20.0f</span>);

     <span class="comment">// Don't render the environment if the environment texture can't be set for the correct sampler.</span>
     <span class="keyword">if</span> (glActiveTexture) {
         m_environment<span class="operator">-</span><span class="operator">&gt;</span>bind();
         m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>bind();
         m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;tex&quot;</span><span class="operator">,</span> GLint(<span class="number">0</span>));
         m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;env&quot;</span><span class="operator">,</span> GLint(<span class="number">1</span>));
         m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;noise&quot;</span><span class="operator">,</span> GLint(<span class="number">2</span>));
         m_box<span class="operator">-</span><span class="operator">&gt;</span>draw();
         m_environmentProgram<span class="operator">-</span><span class="operator">&gt;</span>release();
         m_environment<span class="operator">-</span><span class="operator">&gt;</span>unbind();
     }

     loadMatrix(view);

     glEnable(GL_CULL_FACE);
     glEnable(GL_LIGHTING);

     <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> m_programs<span class="operator">.</span>size(); <span class="operator">+</span><span class="operator">+</span>i) {
         <span class="keyword">if</span> (i <span class="operator">=</span><span class="operator">=</span> excludeBox)
             <span class="keyword">continue</span>;

         glPushMatrix();
         QMatrix4x4 m;
         m<span class="operator">.</span>rotate(m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>rotation());
         multMatrix(m);

         glRotatef(<span class="number">360.0f</span> <span class="operator">*</span> i <span class="operator">/</span> m_programs<span class="operator">.</span>size()<span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>);
         glTranslatef(<span class="number">2.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span>);
         glScalef(<span class="number">0.3f</span><span class="operator">,</span> <span class="number">0.6f</span><span class="operator">,</span> <span class="number">0.6f</span>);

         <span class="keyword">if</span> (glActiveTexture) {
             <span class="keyword">if</span> (m_dynamicCubemap <span class="operator">&amp;</span><span class="operator">&amp;</span> m_cubemaps<span class="operator">[</span>i<span class="operator">]</span>)
                 m_cubemaps<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>bind();
             <span class="keyword">else</span>
                 m_environment<span class="operator">-</span><span class="operator">&gt;</span>bind();
         }
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>bind();
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;tex&quot;</span><span class="operator">,</span> GLint(<span class="number">0</span>));
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;env&quot;</span><span class="operator">,</span> GLint(<span class="number">1</span>));
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;noise&quot;</span><span class="operator">,</span> GLint(<span class="number">2</span>));
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;view&quot;</span><span class="operator">,</span> view);
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;invView&quot;</span><span class="operator">,</span> invView);
         m_box<span class="operator">-</span><span class="operator">&gt;</span>draw();
         m_programs<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>release();

         <span class="keyword">if</span> (glActiveTexture) {
             <span class="keyword">if</span> (m_dynamicCubemap <span class="operator">&amp;</span><span class="operator">&amp;</span> m_cubemaps<span class="operator">[</span>i<span class="operator">]</span>)
                 m_cubemaps<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>unbind();
             <span class="keyword">else</span>
                 m_environment<span class="operator">-</span><span class="operator">&gt;</span>unbind();
         }
         glPopMatrix();
     }

     <span class="keyword">if</span> (<span class="operator">-</span><span class="number">1</span> <span class="operator">!</span><span class="operator">=</span> excludeBox) {
         QMatrix4x4 m;
         m<span class="operator">.</span>rotate(m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">.</span>rotation());
         multMatrix(m);

         <span class="keyword">if</span> (glActiveTexture) {
             <span class="keyword">if</span> (m_dynamicCubemap)
                 m_mainCubemap<span class="operator">-</span><span class="operator">&gt;</span>bind();
             <span class="keyword">else</span>
                 m_environment<span class="operator">-</span><span class="operator">&gt;</span>bind();
         }

         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>bind();
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;tex&quot;</span><span class="operator">,</span> GLint(<span class="number">0</span>));
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;env&quot;</span><span class="operator">,</span> GLint(<span class="number">1</span>));
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;noise&quot;</span><span class="operator">,</span> GLint(<span class="number">2</span>));
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;view&quot;</span><span class="operator">,</span> view);
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;invView&quot;</span><span class="operator">,</span> invView);
         m_box<span class="operator">-</span><span class="operator">&gt;</span>draw();
         m_programs<span class="operator">[</span>m_currentShader<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>release();

         <span class="keyword">if</span> (glActiveTexture) {
             <span class="keyword">if</span> (m_dynamicCubemap)
                 m_mainCubemap<span class="operator">-</span><span class="operator">&gt;</span>unbind();
             <span class="keyword">else</span>
                 m_environment<span class="operator">-</span><span class="operator">&gt;</span>unbind();
         }
     }

     <span class="keyword">if</span> (glActiveTexture) {
         glActiveTexture(GL_TEXTURE2);
         m_noise<span class="operator">-</span><span class="operator">&gt;</span>unbind();
         glActiveTexture(GL_TEXTURE0);
     }
     m_textures<span class="operator">[</span>m_currentTexture<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>unbind();
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setStates()
 {
     <span class="comment">//glClearColor(0.25f, 0.25f, 0.5f, 1.0f);</span>

     glEnable(GL_DEPTH_TEST);
     glEnable(GL_CULL_FACE);
     glEnable(GL_LIGHTING);
     <span class="comment">//glEnable(GL_COLOR_MATERIAL);</span>
     glEnable(GL_TEXTURE_2D);
     glEnable(GL_NORMALIZE);

     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadIdentity();

     glMatrixMode(GL_MODELVIEW);
     glPushMatrix();
     glLoadIdentity();

     setLights();

     <span class="type">float</span> materialSpecular<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {<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><span class="operator">,</span> <span class="number">1.0f</span>};
     glMaterialfv(GL_FRONT_AND_BACK<span class="operator">,</span> GL_SPECULAR<span class="operator">,</span> materialSpecular);
     glMaterialf(GL_FRONT_AND_BACK<span class="operator">,</span> GL_SHININESS<span class="operator">,</span> <span class="number">32.0f</span>);
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setLights()
 {
     glColorMaterial(GL_FRONT_AND_BACK<span class="operator">,</span> GL_AMBIENT_AND_DIFFUSE);
     <span class="comment">//float lightColour[] = {1.0f, 1.0f, 1.0f, 1.0f};</span>
     <span class="type">float</span> lightDir<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">0.0f</span>};
     <span class="comment">//glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColour);</span>
     <span class="comment">//glLightfv(GL_LIGHT0, GL_SPECULAR, lightColour);</span>
     glLightfv(GL_LIGHT0<span class="operator">,</span> GL_POSITION<span class="operator">,</span> lightDir);
     glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER<span class="operator">,</span> <span class="number">1.0f</span>);
     glEnable(GL_LIGHT0);
 }

 <span class="type">void</span> Scene<span class="operator">::</span>defaultStates()
 {
     <span class="comment">//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);</span>

     glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
     <span class="comment">//glDisable(GL_COLOR_MATERIAL);</span>
     glDisable(GL_TEXTURE_2D);
     glDisable(GL_LIGHT0);
     glDisable(GL_NORMALIZE);

     glMatrixMode(GL_MODELVIEW);
     glPopMatrix();

     glMatrixMode(GL_PROJECTION);
     glPopMatrix();

     glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER<span class="operator">,</span> <span class="number">0.0f</span>);
     <span class="type">float</span> defaultMaterialSpecular<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>};
     glMaterialfv(GL_FRONT_AND_BACK<span class="operator">,</span> GL_SPECULAR<span class="operator">,</span> defaultMaterialSpecular);
     glMaterialf(GL_FRONT_AND_BACK<span class="operator">,</span> GL_SHININESS<span class="operator">,</span> <span class="number">0.0f</span>);
 }

 <span class="type">void</span> Scene<span class="operator">::</span>renderCubemaps()
 {
     <span class="comment">// To speed things up, only update the cubemaps for the small cubes every N frames.</span>
     <span class="keyword">const</span> <span class="type">int</span> N <span class="operator">=</span> (m_updateAllCubemaps <span class="operator">?</span> <span class="number">1</span> : <span class="number">3</span>);

     QMatrix4x4 mat;
     GLRenderTargetCube<span class="operator">::</span>getProjectionMatrix(mat<span class="operator">,</span> <span class="number">0.1f</span><span class="operator">,</span> <span class="number">100.0f</span>);

     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     loadMatrix(mat);

     glMatrixMode(GL_MODELVIEW);
     glPushMatrix();

     QVector3D center;

     <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> m_frame <span class="operator">%</span> N; i <span class="operator">&lt;</span> m_cubemaps<span class="operator">.</span>size(); i <span class="operator">+</span><span class="operator">=</span> N) {
         <span class="keyword">if</span> (<span class="number">0</span> <span class="operator">=</span><span class="operator">=</span> m_cubemaps<span class="operator">[</span>i<span class="operator">]</span>)
             <span class="keyword">continue</span>;

         <span class="type">float</span> angle <span class="operator">=</span> <span class="number">2.0f</span> <span class="operator">*</span> PI <span class="operator">*</span> i <span class="operator">/</span> m_cubemaps<span class="operator">.</span>size();

         center <span class="operator">=</span> m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>rotatedVector(QVector3D(cos(angle)<span class="operator">,</span> sin(angle)<span class="operator">,</span> <span class="number">0.0f</span>));

         <span class="keyword">for</span> (<span class="type">int</span> face <span class="operator">=</span> <span class="number">0</span>; face <span class="operator">&lt;</span> <span class="number">6</span>; <span class="operator">+</span><span class="operator">+</span>face) {
             m_cubemaps<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>begin(face);

             GLRenderTargetCube<span class="operator">::</span>getViewMatrix(mat<span class="operator">,</span> face);
             QVector4D v <span class="operator">=</span> QVector4D(<span class="operator">-</span>center<span class="operator">.</span>x()<span class="operator">,</span> <span class="operator">-</span>center<span class="operator">.</span>y()<span class="operator">,</span> <span class="operator">-</span>center<span class="operator">.</span>z()<span class="operator">,</span> <span class="number">1.0</span>);
             mat<span class="operator">.</span>setColumn(<span class="number">3</span><span class="operator">,</span> mat <span class="operator">*</span> v);

             glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);
             renderBoxes(mat<span class="operator">,</span> i);

             m_cubemaps<span class="operator">[</span>i<span class="operator">]</span><span class="operator">-</span><span class="operator">&gt;</span>end();
         }
     }

     <span class="keyword">for</span> (<span class="type">int</span> face <span class="operator">=</span> <span class="number">0</span>; face <span class="operator">&lt;</span> <span class="number">6</span>; <span class="operator">+</span><span class="operator">+</span>face) {
         m_mainCubemap<span class="operator">-</span><span class="operator">&gt;</span>begin(face);
         GLRenderTargetCube<span class="operator">::</span>getViewMatrix(mat<span class="operator">,</span> face);

         glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);
         renderBoxes(mat<span class="operator">,</span> <span class="operator">-</span><span class="number">1</span>);

         m_mainCubemap<span class="operator">-</span><span class="operator">&gt;</span>end();
     }

     glPopMatrix();

     glMatrixMode(GL_PROJECTION);
     glPopMatrix();

     m_updateAllCubemaps <span class="operator">=</span> <span class="keyword">false</span>;
 }

 <span class="type">void</span> Scene<span class="operator">::</span>drawBackground(<span class="type"><a href="qpainter.html">QPainter</a></span> <span class="operator">*</span>painter<span class="operator">,</span> <span class="keyword">const</span> <span class="type"><a href="qrectf.html">QRectF</a></span> <span class="operator">&amp;</span>)
 {
     <span class="type">float</span> width <span class="operator">=</span> <span class="type">float</span>(painter<span class="operator">-</span><span class="operator">&gt;</span>device()<span class="operator">-</span><span class="operator">&gt;</span>width());
     <span class="type">float</span> height <span class="operator">=</span> <span class="type">float</span>(painter<span class="operator">-</span><span class="operator">&gt;</span>device()<span class="operator">-</span><span class="operator">&gt;</span>height());

     painter<span class="operator">-</span><span class="operator">&gt;</span>beginNativePainting();
     setStates();

     <span class="keyword">if</span> (m_dynamicCubemap)
         renderCubemaps();

     glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);

     glMatrixMode(GL_PROJECTION);
     qgluPerspective(<span class="number">60.0</span><span class="operator">,</span> width <span class="operator">/</span> height<span class="operator">,</span> <span class="number">0.01</span><span class="operator">,</span> <span class="number">15.0</span>);

     glMatrixMode(GL_MODELVIEW);

     QMatrix4x4 view;
     view<span class="operator">.</span>rotate(m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation());
     view(<span class="number">2</span><span class="operator">,</span> <span class="number">3</span>) <span class="operator">-</span><span class="operator">=</span> <span class="number">2.0f</span> <span class="operator">*</span> exp(m_distExp <span class="operator">/</span> <span class="number">1200.0f</span>);
     renderBoxes(view);

     defaultStates();
     <span class="operator">+</span><span class="operator">+</span>m_frame;

     painter<span class="operator">-</span><span class="operator">&gt;</span>endNativePainting();
 }

 <span class="type"><a href="qpointf.html">QPointF</a></span> Scene<span class="operator">::</span>pixelPosToViewPos(<span class="keyword">const</span> <span class="type"><a href="qpointf.html">QPointF</a></span><span class="operator">&amp;</span> p)
 {
     <span class="keyword">return</span> <span class="type"><a href="qpointf.html">QPointF</a></span>(<span class="number">2.0</span> <span class="operator">*</span> <span class="type">float</span>(p<span class="operator">.</span>x()) <span class="operator">/</span> width() <span class="operator">-</span> <span class="number">1.0</span><span class="operator">,</span>
                    <span class="number">1.0</span> <span class="operator">-</span> <span class="number">2.0</span> <span class="operator">*</span> <span class="type">float</span>(p<span class="operator">.</span>y()) <span class="operator">/</span> height());
 }

 <span class="type">void</span> Scene<span class="operator">::</span>mouseMoveEvent(<span class="type"><a href="qgraphicsscenemouseevent.html">QGraphicsSceneMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span><span class="operator">::</span>mouseMoveEvent(event);
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>isAccepted())
         <span class="keyword">return</span>;

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) {
         m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">.</span>move(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     } <span class="keyword">else</span> {
         m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>RightButton) {
         m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>move(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     } <span class="keyword">else</span> {
         m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>MidButton) {
         m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>move(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> <span class="type"><a href="qquaternion.html">QQuaternion</a></span>());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     } <span class="keyword">else</span> {
         m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> <span class="type"><a href="qquaternion.html">QQuaternion</a></span>());
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>mousePressEvent(<span class="type"><a href="qgraphicsscenemouseevent.html">QGraphicsSceneMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span><span class="operator">::</span>mousePressEvent(event);
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>isAccepted())
         <span class="keyword">return</span>;

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) {
         m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">.</span>push(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>RightButton) {
         m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>push(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>MidButton) {
         m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>push(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> <span class="type"><a href="qquaternion.html">QQuaternion</a></span>());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>mouseReleaseEvent(<span class="type"><a href="qgraphicsscenemouseevent.html">QGraphicsSceneMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span><span class="operator">::</span>mouseReleaseEvent(event);
     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>isAccepted())
         <span class="keyword">return</span>;

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) {
         m_trackBalls<span class="operator">[</span><span class="number">0</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>RightButton) {
         m_trackBalls<span class="operator">[</span><span class="number">1</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>rotation()<span class="operator">.</span>conjugate());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>button() <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>MidButton) {
         m_trackBalls<span class="operator">[</span><span class="number">2</span><span class="operator">]</span><span class="operator">.</span>release(pixelPosToViewPos(event<span class="operator">-</span><span class="operator">&gt;</span>scenePos())<span class="operator">,</span> <span class="type"><a href="qquaternion.html">QQuaternion</a></span>());
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>wheelEvent(<span class="type"><a href="qgraphicsscenewheelevent.html">QGraphicsSceneWheelEvent</a></span> <span class="operator">*</span> event)
 {
     <span class="type"><a href="qgraphicsscene.html">QGraphicsScene</a></span><span class="operator">::</span>wheelEvent(event);
     <span class="keyword">if</span> (<span class="operator">!</span>event<span class="operator">-</span><span class="operator">&gt;</span>isAccepted()) {
         m_distExp <span class="operator">+</span><span class="operator">=</span> event<span class="operator">-</span><span class="operator">&gt;</span>delta();
         <span class="keyword">if</span> (m_distExp <span class="operator">&lt;</span> <span class="operator">-</span><span class="number">8</span> <span class="operator">*</span> <span class="number">120</span>)
             m_distExp <span class="operator">=</span> <span class="operator">-</span><span class="number">8</span> <span class="operator">*</span> <span class="number">120</span>;
         <span class="keyword">if</span> (m_distExp <span class="operator">&gt;</span> <span class="number">10</span> <span class="operator">*</span> <span class="number">120</span>)
             m_distExp <span class="operator">=</span> <span class="number">10</span> <span class="operator">*</span> <span class="number">120</span>;
         event<span class="operator">-</span><span class="operator">&gt;</span>accept();
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setShader(<span class="type">int</span> index)
 {
     <span class="keyword">if</span> (index <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> index <span class="operator">&lt;</span> m_fragmentShaders<span class="operator">.</span>size())
         m_currentShader <span class="operator">=</span> index;
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setTexture(<span class="type">int</span> index)
 {
     <span class="keyword">if</span> (index <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> index <span class="operator">&lt;</span> m_textures<span class="operator">.</span>size())
         m_currentTexture <span class="operator">=</span> index;
 }

 <span class="type">void</span> Scene<span class="operator">::</span>toggleDynamicCubemap(<span class="type">int</span> state)
 {
     <span class="keyword">if</span> ((m_dynamicCubemap <span class="operator">=</span> (state <span class="operator">=</span><span class="operator">=</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>Checked)))
         m_updateAllCubemaps <span class="operator">=</span> <span class="keyword">true</span>;
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setColorParameter(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&amp;</span>name<span class="operator">,</span> <span class="type"><a href="qcolor.html#QRgb-typedef">QRgb</a></span> color)
 {
     <span class="comment">// set the color in all programs</span>
     foreach (<span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program<span class="operator">,</span> m_programs) {
         program<span class="operator">-</span><span class="operator">&gt;</span>bind();
         program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(name)<span class="operator">,</span> <span class="type"><a href="qcolor.html">QColor</a></span>(color));
         program<span class="operator">-</span><span class="operator">&gt;</span>release();
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>setFloatParameter(<span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&amp;</span>name<span class="operator">,</span> <span class="type">float</span> value)
 {
     <span class="comment">// set the color in all programs</span>
     foreach (<span class="type"><a href="qglshaderprogram.html">QGLShaderProgram</a></span> <span class="operator">*</span>program<span class="operator">,</span> m_programs) {
         program<span class="operator">-</span><span class="operator">&gt;</span>bind();
         program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(name)<span class="operator">,</span> value);
         program<span class="operator">-</span><span class="operator">&gt;</span>release();
     }
 }

 <span class="type">void</span> Scene<span class="operator">::</span>newItem(ItemDialog<span class="operator">::</span>ItemType type)
 {
     <span class="type"><a href="qsize.html">QSize</a></span> size <span class="operator">=</span> sceneRect()<span class="operator">.</span>size()<span class="operator">.</span>toSize();
     <span class="keyword">switch</span> (type) {
     <span class="keyword">case</span> ItemDialog<span class="operator">::</span><span class="type">QtBoxItem</span>:
         addItem(<span class="keyword">new</span> <span class="type">QtBox</span>(<span class="number">64</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>width() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>height() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span>));
         <span class="keyword">break</span>;
     <span class="keyword">case</span> ItemDialog<span class="operator">::</span>CircleItem:
         addItem(<span class="keyword">new</span> CircleItem(<span class="number">64</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>width() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>height() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span>));
         <span class="keyword">break</span>;
     <span class="keyword">case</span> ItemDialog<span class="operator">::</span>SquareItem:
         addItem(<span class="keyword">new</span> SquareItem(<span class="number">64</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>width() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span><span class="operator">,</span> rand() <span class="operator">%</span> (size<span class="operator">.</span>height() <span class="operator">-</span> <span class="number">64</span>) <span class="operator">+</span> <span class="number">32</span>));
         <span class="keyword">break</span>;
     <span class="keyword">default</span>:
         <span class="keyword">break</span>;
     }
 }</pre>
</div>
<!-- @@@demos/boxes/scene.cpp -->
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      <span></span>
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  <div class="footer">
    <p>
      <acronym title="Copyright">&copy;</acronym> 2013 Digia Plc and/or its
      subsidiaries. Documentation contributions included herein are the copyrights of
      their respective owners.</p>
    <br />
    <p>
      The documentation provided herein is licensed under the terms of the
      <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation
      License version 1.3</a> as published by the Free Software Foundation.</p>
    <p>
      Documentation sources may be obtained from <a href="http://www.qt-project.org">
      www.qt-project.org</a>.</p>
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