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<h1 class="title">glwindow.cpp Example File</h1>
<span class="subtitle">hellogles3/glwindow.cpp</span>
<!-- $$$hellogles3/glwindow.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2016 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the examples of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** 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 The Qt Company. For licensing terms
  ** and conditions see https://www.qt.io/terms-conditions. For further
  ** information use the contact form at https://www.qt.io/contact-us.
  **
  ** BSD License Usage
  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
  **
  ** &quot;Redistribution and use in source and binary forms, with or without
  ** modification, are permitted provided that the following conditions are
  ** met:
  **   * Redistributions of source code must retain the above copyright
  **     notice, this list of conditions and the following disclaimer.
  **   * Redistributions in binary form must reproduce the above copyright
  **     notice, this list of conditions and the following disclaimer in
  **     the documentation and/or other materials provided with the
  **     distribution.
  **   * Neither the name of The Qt Company Ltd nor the names of its
  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</span>

  <span class="preprocessor">#include &quot;glwindow.h&quot;</span>
  <span class="preprocessor">#include &lt;QImage&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLTexture&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLShaderProgram&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLBuffer&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLContext&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLVertexArrayObject&gt;</span>
  <span class="preprocessor">#include &lt;QOpenGLExtraFunctions&gt;</span>
  <span class="preprocessor">#include &lt;QPropertyAnimation&gt;</span>
  <span class="preprocessor">#include &lt;QPauseAnimation&gt;</span>
  <span class="preprocessor">#include &lt;QSequentialAnimationGroup&gt;</span>
  <span class="preprocessor">#include &lt;QTimer&gt;</span>

  GLWindow<span class="operator">::</span>GLWindow()
      : m_texture(<span class="number">0</span>)<span class="operator">,</span>
        m_program(<span class="number">0</span>)<span class="operator">,</span>
        m_vbo(<span class="number">0</span>)<span class="operator">,</span>
        m_vao(<span class="number">0</span>)<span class="operator">,</span>
        m_target(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span>)<span class="operator">,</span>
        m_uniformsDirty(<span class="keyword">true</span>)<span class="operator">,</span>
        m_r(<span class="number">0</span>)<span class="operator">,</span>
        m_r2(<span class="number">0</span>)
  {
      m_world<span class="operator">.</span>setToIdentity();
      m_world<span class="operator">.</span>translate(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span>);
      m_world<span class="operator">.</span>rotate(<span class="number">180</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>);

      <span class="type"><a href="../qtcore/qsequentialanimationgroup.html">QSequentialAnimationGroup</a></span> <span class="operator">*</span>animGroup <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qsequentialanimationgroup.html">QSequentialAnimationGroup</a></span>(<span class="keyword">this</span>);
      animGroup<span class="operator">-</span><span class="operator">&gt;</span>setLoopCount(<span class="operator">-</span><span class="number">1</span>);
      <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span> <span class="operator">*</span>zAnim0 <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span>(<span class="keyword">this</span><span class="operator">,</span> <span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;z&quot;</span>));
      zAnim0<span class="operator">-</span><span class="operator">&gt;</span>setStartValue(<span class="number">1.5f</span>);
      zAnim0<span class="operator">-</span><span class="operator">&gt;</span>setEndValue(<span class="number">10.0f</span>);
      zAnim0<span class="operator">-</span><span class="operator">&gt;</span>setDuration(<span class="number">2000</span>);
      animGroup<span class="operator">-</span><span class="operator">&gt;</span>addAnimation(zAnim0);
      <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span> <span class="operator">*</span>zAnim1 <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span>(<span class="keyword">this</span><span class="operator">,</span> <span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;z&quot;</span>));
      zAnim1<span class="operator">-</span><span class="operator">&gt;</span>setStartValue(<span class="number">10.0f</span>);
      zAnim1<span class="operator">-</span><span class="operator">&gt;</span>setEndValue(<span class="number">50.0f</span>);
      zAnim1<span class="operator">-</span><span class="operator">&gt;</span>setDuration(<span class="number">4000</span>);
      zAnim1<span class="operator">-</span><span class="operator">&gt;</span>setEasingCurve(<span class="type"><a href="../qtcore/qeasingcurve.html">QEasingCurve</a></span><span class="operator">::</span>OutElastic);
      animGroup<span class="operator">-</span><span class="operator">&gt;</span>addAnimation(zAnim1);
      <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span> <span class="operator">*</span>zAnim2 <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span>(<span class="keyword">this</span><span class="operator">,</span> <span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;z&quot;</span>));
      zAnim2<span class="operator">-</span><span class="operator">&gt;</span>setStartValue(<span class="number">50.0f</span>);
      zAnim2<span class="operator">-</span><span class="operator">&gt;</span>setEndValue(<span class="number">1.5f</span>);
      zAnim2<span class="operator">-</span><span class="operator">&gt;</span>setDuration(<span class="number">2000</span>);
      animGroup<span class="operator">-</span><span class="operator">&gt;</span>addAnimation(zAnim2);
      animGroup<span class="operator">-</span><span class="operator">&gt;</span>start();

      <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span><span class="operator">*</span> rAnim <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span>(<span class="keyword">this</span><span class="operator">,</span> <span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;r&quot;</span>));
      rAnim<span class="operator">-</span><span class="operator">&gt;</span>setStartValue(<span class="number">0.0f</span>);
      rAnim<span class="operator">-</span><span class="operator">&gt;</span>setEndValue(<span class="number">360.0f</span>);
      rAnim<span class="operator">-</span><span class="operator">&gt;</span>setDuration(<span class="number">2000</span>);
      rAnim<span class="operator">-</span><span class="operator">&gt;</span>setLoopCount(<span class="operator">-</span><span class="number">1</span>);
      rAnim<span class="operator">-</span><span class="operator">&gt;</span>start();

      <span class="type"><a href="../qtcore/qtimer.html">QTimer</a></span><span class="operator">::</span>singleShot(<span class="number">4000</span><span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&amp;</span>GLWindow<span class="operator">::</span>startSecondStage);
  }

  GLWindow<span class="operator">::</span><span class="operator">~</span>GLWindow()
  {
      makeCurrent();
      <span class="keyword">delete</span> m_texture;
      <span class="keyword">delete</span> m_program;
      <span class="keyword">delete</span> m_vbo;
      <span class="keyword">delete</span> m_vao;
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>startSecondStage()
  {
      <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span><span class="operator">*</span> r2Anim <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtcore/qpropertyanimation.html">QPropertyAnimation</a></span>(<span class="keyword">this</span><span class="operator">,</span> <span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;r2&quot;</span>));
      r2Anim<span class="operator">-</span><span class="operator">&gt;</span>setStartValue(<span class="number">0.0f</span>);
      r2Anim<span class="operator">-</span><span class="operator">&gt;</span>setEndValue(<span class="number">360.0f</span>);
      r2Anim<span class="operator">-</span><span class="operator">&gt;</span>setDuration(<span class="number">20000</span>);
      r2Anim<span class="operator">-</span><span class="operator">&gt;</span>setLoopCount(<span class="operator">-</span><span class="number">1</span>);
      r2Anim<span class="operator">-</span><span class="operator">&gt;</span>start();
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>setZ(<span class="type">float</span> v)
  {
      m_eye<span class="operator">.</span>setZ(v);
      m_uniformsDirty <span class="operator">=</span> <span class="keyword">true</span>;
      update();
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>setR(<span class="type">float</span> v)
  {
      m_r <span class="operator">=</span> v;
      m_uniformsDirty <span class="operator">=</span> <span class="keyword">true</span>;
      update();
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>setR2(<span class="type">float</span> v)
  {
      m_r2 <span class="operator">=</span> v;
      m_uniformsDirty <span class="operator">=</span> <span class="keyword">true</span>;
      update();
  }

  <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>vertexShaderSource <span class="operator">=</span>
      <span class="string">&quot;layout(location = 0) in vec4 vertex;\n&quot;</span>
      <span class="string">&quot;layout(location = 1) in vec3 normal;\n&quot;</span>
      <span class="string">&quot;out vec3 vert;\n&quot;</span>
      <span class="string">&quot;out vec3 vertNormal;\n&quot;</span>
      <span class="string">&quot;out vec3 color;\n&quot;</span>
      <span class="string">&quot;uniform mat4 projMatrix;\n&quot;</span>
      <span class="string">&quot;uniform mat4 camMatrix;\n&quot;</span>
      <span class="string">&quot;uniform mat4 worldMatrix;\n&quot;</span>
      <span class="string">&quot;uniform mat4 myMatrix;\n&quot;</span>
      <span class="string">&quot;uniform sampler2D sampler;\n&quot;</span>
      <span class="string">&quot;void main() {\n&quot;</span>
      <span class="string">&quot;   ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n&quot;</span>
      <span class="string">&quot;   vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n&quot;</span>
      <span class="string">&quot;   float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n&quot;</span>
      <span class="string">&quot;   mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n&quot;</span>
      <span class="string">&quot;   color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n&quot;</span>
      <span class="string">&quot;   vert = vec3(wm * vertex);\n&quot;</span>
      <span class="string">&quot;   vertNormal = mat3(transpose(inverse(wm))) * normal;\n&quot;</span>
      <span class="string">&quot;   gl_Position = projMatrix * camMatrix * wm * vertex;\n&quot;</span>
      <span class="string">&quot;}\n&quot;</span>;

  <span class="keyword">static</span> <span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>fragmentShaderSource <span class="operator">=</span>
      <span class="string">&quot;in highp vec3 vert;\n&quot;</span>
      <span class="string">&quot;in highp vec3 vertNormal;\n&quot;</span>
      <span class="string">&quot;in highp vec3 color;\n&quot;</span>
      <span class="string">&quot;out highp vec4 fragColor;\n&quot;</span>
      <span class="string">&quot;uniform highp vec3 lightPos;\n&quot;</span>
      <span class="string">&quot;void main() {\n&quot;</span>
      <span class="string">&quot;   highp vec3 L = normalize(lightPos - vert);\n&quot;</span>
      <span class="string">&quot;   highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n&quot;</span>
      <span class="string">&quot;   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n&quot;</span>
      <span class="string">&quot;   fragColor = vec4(col, 1.0);\n&quot;</span>
      <span class="string">&quot;}\n&quot;</span>;

  <span class="type"><a href="../qtcore/qbytearray.html">QByteArray</a></span> versionedShaderCode(<span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>src)
  {
      <span class="type"><a href="../qtcore/qbytearray.html">QByteArray</a></span> versionedSrc;

      <span class="keyword">if</span> (<span class="type"><a href="../qtgui/qopenglcontext.html">QOpenGLContext</a></span><span class="operator">::</span>currentContext()<span class="operator">-</span><span class="operator">&gt;</span>isOpenGLES())
          versionedSrc<span class="operator">.</span>append(<span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;#version 300 es\n&quot;</span>));
      <span class="keyword">else</span>
          versionedSrc<span class="operator">.</span>append(<span class="type"><a href="../qtcore/qbytearray.html#QByteArrayLiteral">QByteArrayLiteral</a></span>(<span class="string">&quot;#version 330\n&quot;</span>));

      versionedSrc<span class="operator">.</span>append(src);
      <span class="keyword">return</span> versionedSrc;
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>initializeGL()
  {
      <span class="type"><a href="../qtgui/qopenglfunctions.html">QOpenGLFunctions</a></span> <span class="operator">*</span>f <span class="operator">=</span> <span class="type"><a href="../qtgui/qopenglcontext.html">QOpenGLContext</a></span><span class="operator">::</span>currentContext()<span class="operator">-</span><span class="operator">&gt;</span>functions();

      <span class="keyword">if</span> (m_texture) {
          <span class="keyword">delete</span> m_texture;
          m_texture <span class="operator">=</span> <span class="number">0</span>;
      }
      <span class="type"><a href="../qtgui/qimage.html">QImage</a></span> img(<span class="string">&quot;:/qtlogo.png&quot;</span>);
      Q_ASSERT(<span class="operator">!</span>img<span class="operator">.</span>isNull());
      m_texture <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtgui/qopengltexture.html">QOpenGLTexture</a></span>(img<span class="operator">.</span>scaled(<span class="number">32</span><span class="operator">,</span> <span class="number">36</span>)<span class="operator">.</span>mirrored());

      <span class="keyword">if</span> (m_program) {
          <span class="keyword">delete</span> m_program;
          m_program <span class="operator">=</span> <span class="number">0</span>;
      }
      m_program <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtgui/qopenglshaderprogram.html">QOpenGLShaderProgram</a></span>;
      <span class="comment">// Prepend the correct version directive to the sources. The rest is the</span>
      <span class="comment">// same, thanks to the common GLSL syntax.</span>
      m_program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceCode(<span class="type"><a href="../qtgui/qopenglshader.html">QOpenGLShader</a></span><span class="operator">::</span>Vertex<span class="operator">,</span> versionedShaderCode(vertexShaderSource));
      m_program<span class="operator">-</span><span class="operator">&gt;</span>addShaderFromSourceCode(<span class="type"><a href="../qtgui/qopenglshader.html">QOpenGLShader</a></span><span class="operator">::</span>Fragment<span class="operator">,</span> versionedShaderCode(fragmentShaderSource));
      m_program<span class="operator">-</span><span class="operator">&gt;</span>link();

      m_projMatrixLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;projMatrix&quot;</span>);
      m_camMatrixLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;camMatrix&quot;</span>);
      m_worldMatrixLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;worldMatrix&quot;</span>);
      m_myMatrixLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;myMatrix&quot;</span>);
      m_lightPosLoc <span class="operator">=</span> m_program<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;lightPos&quot;</span>);

      <span class="comment">// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.</span>
      <span class="keyword">if</span> (m_vao) {
          <span class="keyword">delete</span> m_vao;
          m_vao <span class="operator">=</span> <span class="number">0</span>;
      }
      m_vao <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtgui/qopenglvertexarrayobject.html">QOpenGLVertexArrayObject</a></span>;
      <span class="keyword">if</span> (m_vao<span class="operator">-</span><span class="operator">&gt;</span>create())
          m_vao<span class="operator">-</span><span class="operator">&gt;</span>bind();

      <span class="keyword">if</span> (m_vbo) {
          <span class="keyword">delete</span> m_vbo;
          m_vbo <span class="operator">=</span> <span class="number">0</span>;
      }
      m_program<span class="operator">-</span><span class="operator">&gt;</span>bind();
      m_vbo <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="../qtgui/qopenglbuffer.html">QOpenGLBuffer</a></span>;
      m_vbo<span class="operator">-</span><span class="operator">&gt;</span>create();
      m_vbo<span class="operator">-</span><span class="operator">&gt;</span>bind();
      m_vbo<span class="operator">-</span><span class="operator">&gt;</span>allocate(m_logo<span class="operator">.</span>constData()<span class="operator">,</span> m_logo<span class="operator">.</span>count() <span class="operator">*</span> <span class="keyword">sizeof</span>(GLfloat));
      f<span class="operator">-</span><span class="operator">&gt;</span>glEnableVertexAttribArray(<span class="number">0</span>);
      f<span class="operator">-</span><span class="operator">&gt;</span>glEnableVertexAttribArray(<span class="number">1</span>);
      f<span class="operator">-</span><span class="operator">&gt;</span>glVertexAttribPointer(<span class="number">0</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">6</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLfloat)<span class="operator">,</span> <span class="number">0</span>);
      f<span class="operator">-</span><span class="operator">&gt;</span>glVertexAttribPointer(<span class="number">1</span><span class="operator">,</span> <span class="number">3</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> GL_FALSE<span class="operator">,</span> <span class="number">6</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLfloat)<span class="operator">,</span>
                               <span class="keyword">reinterpret_cast</span><span class="operator">&lt;</span><span class="type">void</span> <span class="operator">*</span><span class="operator">&gt;</span>(<span class="number">3</span> <span class="operator">*</span> <span class="keyword">sizeof</span>(GLfloat)));
      m_vbo<span class="operator">-</span><span class="operator">&gt;</span>release();

      f<span class="operator">-</span><span class="operator">&gt;</span>glEnable(GL_DEPTH_TEST);
      f<span class="operator">-</span><span class="operator">&gt;</span>glEnable(GL_CULL_FACE);
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>resizeGL(<span class="type">int</span> w<span class="operator">,</span> <span class="type">int</span> h)
  {
      m_proj<span class="operator">.</span>setToIdentity();
      m_proj<span class="operator">.</span>perspective(<span class="number">45.0f</span><span class="operator">,</span> GLfloat(w) <span class="operator">/</span> h<span class="operator">,</span> <span class="number">0.01f</span><span class="operator">,</span> <span class="number">100.0f</span>);
      m_uniformsDirty <span class="operator">=</span> <span class="keyword">true</span>;
  }

  <span class="type">void</span> GLWindow<span class="operator">::</span>paintGL()
  {
      <span class="comment">// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to</span>
      <span class="comment">// do more than what GL(ES) 2.0 offers.</span>
      <span class="type"><a href="../qtgui/qopenglextrafunctions.html">QOpenGLExtraFunctions</a></span> <span class="operator">*</span>f <span class="operator">=</span> <span class="type"><a href="../qtgui/qopenglcontext.html">QOpenGLContext</a></span><span class="operator">::</span>currentContext()<span class="operator">-</span><span class="operator">&gt;</span>extraFunctions();

      f<span class="operator">-</span><span class="operator">&gt;</span>glClearColor(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>);
      f<span class="operator">-</span><span class="operator">&gt;</span>glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);

      m_program<span class="operator">-</span><span class="operator">&gt;</span>bind();
      m_texture<span class="operator">-</span><span class="operator">&gt;</span>bind();

      <span class="keyword">if</span> (m_uniformsDirty) {
          m_uniformsDirty <span class="operator">=</span> <span class="keyword">false</span>;
          QMatrix4x4 camera;
          camera<span class="operator">.</span>lookAt(m_eye<span class="operator">,</span> m_eye <span class="operator">+</span> m_target<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>));
          m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_projMatrixLoc<span class="operator">,</span> m_proj);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_camMatrixLoc<span class="operator">,</span> camera);
          QMatrix4x4 wm <span class="operator">=</span> m_world;
          wm<span class="operator">.</span>rotate(m_r<span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span>);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_worldMatrixLoc<span class="operator">,</span> wm);
          QMatrix4x4 mm;
          mm<span class="operator">.</span>setToIdentity();
          mm<span class="operator">.</span>rotate(<span class="operator">-</span>m_r2<span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span>);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_myMatrixLoc<span class="operator">,</span> mm);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(m_lightPosLoc<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">70</span>));
      }

      <span class="comment">// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We</span>
      <span class="comment">// requested a 3.3 or ES 3.0 context, so we know this will work.</span>
      f<span class="operator">-</span><span class="operator">&gt;</span>glDrawArraysInstanced(GL_TRIANGLES<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> m_logo<span class="operator">.</span>vertexCount()<span class="operator">,</span> <span class="number">32</span> <span class="operator">*</span> <span class="number">36</span>);
  }

</pre>
</div>
<!-- @@@hellogles3/glwindow.cpp -->
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