scene.cpp Example File

graphicsview/boxes/scene.cpp

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  #include <QDebug>
  #include "scene.h"
  #include <QtGui/qmatrix4x4.h>
  #include <QtGui/qvector3d.h>
  #include <cmath>

  #include "3rdparty/fbm.h"

  void checkGLErrors(const QString& prefix)
  {
      switch (glGetError()) {
      case GL_NO_ERROR:
          //qDebug() << prefix << tr("No error.");
          break;
      case GL_INVALID_ENUM:
          qDebug() << prefix << QObject::tr("Invalid enum.");
          break;
      case GL_INVALID_VALUE:
          qDebug() << prefix << QObject::tr("Invalid value.");
          break;
      case GL_INVALID_OPERATION:
          qDebug() << prefix << QObject::tr("Invalid operation.");
          break;
      case GL_STACK_OVERFLOW:
          qDebug() << prefix << QObject::tr("Stack overflow.");
          break;
      case GL_STACK_UNDERFLOW:
          qDebug() << prefix << QObject::tr("Stack underflow.");
          break;
      case GL_OUT_OF_MEMORY:
          qDebug() << prefix << QObject::tr("Out of memory.");
          break;
      default:
          qDebug() << prefix << QObject::tr("Unknown error.");
          break;
      }
  }

  //============================================================================//
  //                                  ColorEdit                                 //
  //============================================================================//

  ColorEdit::ColorEdit(QRgb initialColor, int id)
      : m_color(initialColor), m_id(id)
  {
      QHBoxLayout *layout = new QHBoxLayout;
      setLayout(layout);
      layout->setContentsMargins(0, 0, 0, 0);

      m_lineEdit = new QLineEdit(QString::number(m_color, 16));
      layout->addWidget(m_lineEdit);

      m_button = new QFrame;
      QPalette palette = m_button->palette();
      palette.setColor(QPalette::Window, QColor(m_color));
      m_button->setPalette(palette);
      m_button->setAutoFillBackground(true);
      m_button->setMinimumSize(32, 0);
      m_button->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Preferred);
      m_button->setFrameStyle(QFrame::StyledPanel | QFrame::Sunken);
      layout->addWidget(m_button);

      connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
  }

  void ColorEdit::editDone()
  {
      bool ok;
      QRgb newColor = m_lineEdit->text().toUInt(&ok, 16);
      if (ok)
          setColor(newColor);
  }

  void ColorEdit::mousePressEvent(QMouseEvent *event)
  {
      if (event->button() == Qt::LeftButton) {
          QColor color(m_color);
          QColorDialog dialog(color, 0);
          dialog.setOption(QColorDialog::ShowAlphaChannel, true);
  // The ifdef block is a workaround for the beta, TODO: remove when bug 238525 is fixed
  #if 0 // Used to be included in Qt4 for Q_WS_MAC
          dialog.setOption(QColorDialog::DontUseNativeDialog, true);
  #endif
          dialog.move(280, 120);
          if (dialog.exec() == QDialog::Rejected)
              return;
          QRgb newColor = dialog.selectedColor().rgba();
          if (newColor == m_color)
              return;
          setColor(newColor);
      }
  }

  void ColorEdit::setColor(QRgb color)
  {
      m_color = color;
      m_lineEdit->setText(QString::number(m_color, 16)); // "Clean up" text
      QPalette palette = m_button->palette();
      palette.setColor(QPalette::Window, QColor(m_color));
      m_button->setPalette(palette);
      emit colorChanged(m_color, m_id);
  }

  //============================================================================//
  //                                  FloatEdit                                 //
  //============================================================================//

  FloatEdit::FloatEdit(float initialValue, int id)
      : m_value(initialValue), m_id(id)
  {
      QHBoxLayout *layout = new QHBoxLayout;
      setLayout(layout);
      layout->setContentsMargins(0, 0, 0, 0);

      m_lineEdit = new QLineEdit(QString::number(m_value));
      layout->addWidget(m_lineEdit);

      connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
  }

  void FloatEdit::editDone()
  {
      bool ok;
      float newValue = m_lineEdit->text().toFloat(&ok);
      if (ok) {
          m_value = newValue;
          m_lineEdit->setText(QString::number(m_value)); // "Clean up" text
          emit valueChanged(m_value, m_id);
      }
  }

  //============================================================================//
  //                           TwoSidedGraphicsWidget                           //
  //============================================================================//

  TwoSidedGraphicsWidget::TwoSidedGraphicsWidget(QGraphicsScene *scene)
      : QObject(scene)
      , m_current(0)
      , m_angle(0)
      , m_delta(0)
  {
      for (int i = 0; i < 2; ++i)
          m_proxyWidgets[i] = 0;
  }

  void TwoSidedGraphicsWidget::setWidget(int index, QWidget *widget)
  {
      if (index < 0 || index >= 2)
      {
          qWarning("TwoSidedGraphicsWidget::setWidget: Index out of bounds, index == %d", index);
          return;
      }

      GraphicsWidget *proxy = new GraphicsWidget;
      proxy->setWidget(widget);

      if (m_proxyWidgets[index])
          delete m_proxyWidgets[index];
      m_proxyWidgets[index] = proxy;

      proxy->setCacheMode(QGraphicsItem::ItemCoordinateCache);
      proxy->setZValue(1e30); // Make sure the dialog is drawn on top of all other (OpenGL) items

      if (index != m_current)
          proxy->setVisible(false);

      qobject_cast<QGraphicsScene *>(parent())->addItem(proxy);
  }

  QWidget *TwoSidedGraphicsWidget::widget(int index)
  {
      if (index < 0 || index >= 2)
      {
          qWarning("TwoSidedGraphicsWidget::widget: Index out of bounds, index == %d", index);
          return 0;
      }
      return m_proxyWidgets[index]->widget();
  }

  void TwoSidedGraphicsWidget::flip()
  {
      m_delta = (m_current == 0 ? 9 : -9);
      animateFlip();
  }

  void TwoSidedGraphicsWidget::animateFlip()
  {
      m_angle += m_delta;
      if (m_angle == 90) {
          int old = m_current;
          m_current ^= 1;
          m_proxyWidgets[old]->setVisible(false);
          m_proxyWidgets[m_current]->setVisible(true);
          m_proxyWidgets[m_current]->setGeometry(m_proxyWidgets[old]->geometry());
      }

      QRectF r = m_proxyWidgets[m_current]->boundingRect();
      m_proxyWidgets[m_current]->setTransform(QTransform()
          .translate(r.width() / 2, r.height() / 2)
          .rotate(m_angle - 180 * m_current, Qt::YAxis)
          .translate(-r.width() / 2, -r.height() / 2));

      if ((m_current == 0 && m_angle > 0) || (m_current == 1 && m_angle < 180))
          QTimer::singleShot(25, this, SLOT(animateFlip()));
  }

  QVariant GraphicsWidget::itemChange(GraphicsItemChange change, const QVariant &value)
  {
      if (change == ItemPositionChange && scene()) {
          QRectF rect = boundingRect();
          QPointF pos = value.toPointF();
          QRectF sceneRect = scene()->sceneRect();
          if (pos.x() + rect.left() < sceneRect.left())
              pos.setX(sceneRect.left() - rect.left());
          else if (pos.x() + rect.right() >= sceneRect.right())
              pos.setX(sceneRect.right() - rect.right());
          if (pos.y() + rect.top() < sceneRect.top())
              pos.setY(sceneRect.top() - rect.top());
          else if (pos.y() + rect.bottom() >= sceneRect.bottom())
              pos.setY(sceneRect.bottom() - rect.bottom());
          return pos;
      }
      return QGraphicsProxyWidget::itemChange(change, value);
  }

  void GraphicsWidget::resizeEvent(QGraphicsSceneResizeEvent *event)
  {
      setCacheMode(QGraphicsItem::NoCache);
      setCacheMode(QGraphicsItem::ItemCoordinateCache);
      QGraphicsProxyWidget::resizeEvent(event);
  }

  void GraphicsWidget::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
  {
      painter->setRenderHint(QPainter::Antialiasing, false);
      QGraphicsProxyWidget::paint(painter, option, widget);
      //painter->setRenderHint(QPainter::Antialiasing, true);
  }

  //============================================================================//
  //                             RenderOptionsDialog                            //
  //============================================================================//

  RenderOptionsDialog::RenderOptionsDialog()
      : QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
  {
      setWindowOpacity(0.75);
      setWindowTitle(tr("Options (double click to flip)"));
      QGridLayout *layout = new QGridLayout;
      setLayout(layout);
      layout->setColumnStretch(1, 1);

      int row = 0;

      QCheckBox *check = new QCheckBox(tr("Dynamic cube map"));
      check->setCheckState(Qt::Unchecked);
      // Dynamic cube maps are only enabled when multi-texturing and render to texture are available.
      check->setEnabled(glActiveTexture && glGenFramebuffersEXT);
      connect(check, SIGNAL(stateChanged(int)), this, SIGNAL(dynamicCubemapToggled(int)));
      layout->addWidget(check, 0, 0, 1, 2);
      ++row;

      QPalette palette;

      // Load all .par files
      // .par files have a simple syntax for specifying user adjustable uniform variables.
      QSet<QByteArray> uniforms;
      QList<QString> filter = QStringList("*.par");
      QList<QFileInfo> files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);

      foreach (QFileInfo fileInfo, files) {
          QFile file(fileInfo.absoluteFilePath());
          if (file.open(QIODevice::ReadOnly)) {
              while (!file.atEnd()) {
                  QList<QByteArray> tokens = file.readLine().simplified().split(' ');
                  QList<QByteArray>::const_iterator it = tokens.begin();
                  if (it == tokens.end())
                      continue;
                  QByteArray type = *it;
                  if (++it == tokens.end())
                      continue;
                  QByteArray name = *it;
                  bool singleElement = (tokens.size() == 3); // type, name and one value
                  char counter[10] = "000000000";
                  int counterPos = 8; // position of last digit
                  while (++it != tokens.end()) {
                      m_parameterNames << name;
                      if (!singleElement) {
                          m_parameterNames.back() += '[';
                          m_parameterNames.back() += counter + counterPos;
                          m_parameterNames.back() += ']';
                          int j = 8; // position of last digit
                          ++counter[j];
                          while (j > 0 && counter[j] > '9') {
                              counter[j] = '0';
                              ++counter[--j];
                          }
                          if (j < counterPos)
                              counterPos = j;
                      }

                      if (type == "color") {
                          layout->addWidget(new QLabel(m_parameterNames.back()));
                          bool ok;
                          ColorEdit *colorEdit = new ColorEdit(it->toUInt(&ok, 16), m_parameterNames.size() - 1);
                          m_parameterEdits << colorEdit;
                          layout->addWidget(colorEdit);
                          connect(colorEdit, SIGNAL(colorChanged(QRgb,int)), this, SLOT(setColorParameter(QRgb,int)));
                          ++row;
                      } else if (type == "float") {
                          layout->addWidget(new QLabel(m_parameterNames.back()));
                          bool ok;
                          FloatEdit *floatEdit = new FloatEdit(it->toFloat(&ok), m_parameterNames.size() - 1);
                          m_parameterEdits << floatEdit;
                          layout->addWidget(floatEdit);
                          connect(floatEdit, SIGNAL(valueChanged(float,int)), this, SLOT(setFloatParameter(float,int)));
                          ++row;
                      }
                  }
              }
              file.close();
          }
      }

      layout->addWidget(new QLabel(tr("Texture:")));
      m_textureCombo = new QComboBox;
      connect(m_textureCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(textureChanged(int)));
      layout->addWidget(m_textureCombo);
      ++row;

      layout->addWidget(new QLabel(tr("Shader:")));
      m_shaderCombo = new QComboBox;
      connect(m_shaderCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(shaderChanged(int)));
      layout->addWidget(m_shaderCombo);
      ++row;

      layout->setRowStretch(row, 1);
  }

  int RenderOptionsDialog::addTexture(const QString &name)
  {
      m_textureCombo->addItem(name);
      return m_textureCombo->count() - 1;
  }

  int RenderOptionsDialog::addShader(const QString &name)
  {
      m_shaderCombo->addItem(name);
      return m_shaderCombo->count() - 1;
  }

  void RenderOptionsDialog::emitParameterChanged()
  {
      foreach (ParameterEdit *edit, m_parameterEdits)
          edit->emitChange();
  }

  void RenderOptionsDialog::setColorParameter(QRgb color, int id)
  {
      emit colorParameterChanged(m_parameterNames[id], color);
  }

  void RenderOptionsDialog::setFloatParameter(float value, int id)
  {
      emit floatParameterChanged(m_parameterNames[id], value);
  }

  void RenderOptionsDialog::mouseDoubleClickEvent(QMouseEvent *event)
  {
      if (event->button() == Qt::LeftButton)
          emit doubleClicked();
  }

  //============================================================================//
  //                                 ItemDialog                                 //
  //============================================================================//

  ItemDialog::ItemDialog()
      : QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
  {
      setWindowTitle(tr("Items (double click to flip)"));
      setWindowOpacity(0.75);
      resize(160, 100);

      QVBoxLayout *layout = new QVBoxLayout;
      setLayout(layout);
      QPushButton *button;

      button = new QPushButton(tr("Add Qt box"));
      layout->addWidget(button);
      connect(button, SIGNAL(clicked()), this, SLOT(triggerNewQtBox()));

      button = new QPushButton(tr("Add circle"));
      layout->addWidget(button);
      connect(button, SIGNAL(clicked()), this, SLOT(triggerNewCircleItem()));

      button = new QPushButton(tr("Add square"));
      layout->addWidget(button);
      connect(button, SIGNAL(clicked()), this, SLOT(triggerNewSquareItem()));

      layout->addStretch(1);
  }

  void ItemDialog::triggerNewQtBox()
  {
      emit newItemTriggered(QtBoxItem);
  }

  void ItemDialog::triggerNewCircleItem()
  {
      emit newItemTriggered(CircleItem);
  }

  void ItemDialog::triggerNewSquareItem()
  {
      emit newItemTriggered(SquareItem);
  }

  void ItemDialog::mouseDoubleClickEvent(QMouseEvent *event)
  {
      if (event->button() == Qt::LeftButton)
          emit doubleClicked();
  }

  //============================================================================//
  //                                    Scene                                   //
  //============================================================================//

  const static char environmentShaderText[] =
      "uniform samplerCube env;"
      "void main() {"
          "gl_FragColor = textureCube(env, gl_TexCoord[1].xyz);"
      "}";

  Scene::Scene(int width, int height, int maxTextureSize)
      : m_distExp(600)
      , m_frame(0)
      , m_maxTextureSize(maxTextureSize)
      , m_currentShader(0)
      , m_currentTexture(0)
      , m_dynamicCubemap(false)
      , m_updateAllCubemaps(true)
      , m_box(0)
      , m_vertexShader(0)
      , m_environmentShader(0)
      , m_environmentProgram(0)
  {
      setSceneRect(0, 0, width, height);

      m_trackBalls[0] = TrackBall(0.05f, QVector3D(0, 1, 0), TrackBall::Sphere);
      m_trackBalls[1] = TrackBall(0.005f, QVector3D(0, 0, 1), TrackBall::Sphere);
      m_trackBalls[2] = TrackBall(0.0f, QVector3D(0, 1, 0), TrackBall::Plane);

      m_renderOptions = new RenderOptionsDialog;
      m_renderOptions->move(20, 120);
      m_renderOptions->resize(m_renderOptions->sizeHint());

      connect(m_renderOptions, SIGNAL(dynamicCubemapToggled(int)), this, SLOT(toggleDynamicCubemap(int)));
      connect(m_renderOptions, SIGNAL(colorParameterChanged(QString,QRgb)), this, SLOT(setColorParameter(QString,QRgb)));
      connect(m_renderOptions, SIGNAL(floatParameterChanged(QString,float)), this, SLOT(setFloatParameter(QString,float)));
      connect(m_renderOptions, SIGNAL(textureChanged(int)), this, SLOT(setTexture(int)));
      connect(m_renderOptions, SIGNAL(shaderChanged(int)), this, SLOT(setShader(int)));

      m_itemDialog = new ItemDialog;
      connect(m_itemDialog, SIGNAL(newItemTriggered(ItemDialog::ItemType)), this, SLOT(newItem(ItemDialog::ItemType)));

      TwoSidedGraphicsWidget *twoSided = new TwoSidedGraphicsWidget(this);
      twoSided->setWidget(0, m_renderOptions);
      twoSided->setWidget(1, m_itemDialog);

      connect(m_renderOptions, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
      connect(m_itemDialog, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));

      addItem(new QtBox(64, width - 64, height - 64));
      addItem(new QtBox(64, width - 64, 64));
      addItem(new QtBox(64, 64, height - 64));
      addItem(new QtBox(64, 64, 64));

      initGL();

      m_timer = new QTimer(this);
      m_timer->setInterval(20);
      connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
      m_timer->start();

      m_time.start();
  }

  Scene::~Scene()
  {
      if (m_box)
          delete m_box;
      foreach (GLTexture *texture, m_textures)
          if (texture) delete texture;
      if (m_mainCubemap)
          delete m_mainCubemap;
      foreach (QGLShaderProgram *program, m_programs)
          if (program) delete program;
      if (m_vertexShader)
          delete m_vertexShader;
      foreach (QGLShader *shader, m_fragmentShaders)
          if (shader) delete shader;
      foreach (GLRenderTargetCube *rt, m_cubemaps)
          if (rt) delete rt;
      if (m_environmentShader)
          delete m_environmentShader;
      if (m_environmentProgram)
          delete m_environmentProgram;
  }

  void Scene::initGL()
  {
      m_box = new GLRoundedBox(0.25f, 1.0f, 10);

      m_vertexShader = new QGLShader(QGLShader::Vertex);
      m_vertexShader->compileSourceFile(QLatin1String(":/res/boxes/basic.vsh"));

      QStringList list;
      list << ":/res/boxes/cubemap_posx.jpg" << ":/res/boxes/cubemap_negx.jpg" << ":/res/boxes/cubemap_posy.jpg"
           << ":/res/boxes/cubemap_negy.jpg" << ":/res/boxes/cubemap_posz.jpg" << ":/res/boxes/cubemap_negz.jpg";
      m_environment = new GLTextureCube(list, qMin(1024, m_maxTextureSize));
      m_environmentShader = new QGLShader(QGLShader::Fragment);
      m_environmentShader->compileSourceCode(environmentShaderText);
      m_environmentProgram = new QGLShaderProgram;
      m_environmentProgram->addShader(m_vertexShader);
      m_environmentProgram->addShader(m_environmentShader);
      m_environmentProgram->link();

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

      m_mainCubemap = new GLRenderTargetCube(512);

      QStringList filter;
      QList<QFileInfo> files;

      // Load all .png files as textures
      m_currentTexture = 0;
      filter = QStringList("*.png");
      files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);

      foreach (QFileInfo file, files) {
          GLTexture *texture = new GLTexture2D(file.absoluteFilePath(), qMin(256, m_maxTextureSize), qMin(256, m_maxTextureSize));
          if (texture->failed()) {
              delete texture;
              continue;
          }
          m_textures << texture;
          m_renderOptions->addTexture(file.baseName());
      }

      if (m_textures.size() == 0)
          m_textures << new GLTexture2D(qMin(64, m_maxTextureSize), qMin(64, m_maxTextureSize));

      // Load all .fsh files as fragment shaders
      m_currentShader = 0;
      filter = QStringList("*.fsh");
      files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
      foreach (QFileInfo file, files) {
          QGLShaderProgram *program = new QGLShaderProgram;
          QGLShader* shader = new QGLShader(QGLShader::Fragment);
          shader->compileSourceFile(file.absoluteFilePath());
          // The program does not take ownership over the shaders, so store them in a vector so they can be deleted afterwards.
          program->addShader(m_vertexShader);
          program->addShader(shader);
          if (!program->link()) {
              qWarning("Failed to compile and link shader program");
              qWarning("Vertex shader log:");
              qWarning() << m_vertexShader->log();
              qWarning() << "Fragment shader log ( file =" << file.absoluteFilePath() << "):";
              qWarning() << shader->log();
              qWarning("Shader program log:");
              qWarning() << program->log();

              delete shader;
              delete program;
              continue;
          }

          m_fragmentShaders << shader;
          m_programs << program;
          m_renderOptions->addShader(file.baseName());

          program->bind();
          m_cubemaps << ((program->uniformLocation("env") != -1) ? new GLRenderTargetCube(qMin(256, m_maxTextureSize)) : 0);
          program->release();
      }

      if (m_programs.size() == 0)
          m_programs << new QGLShaderProgram;

      m_renderOptions->emitParameterChanged();
  }

  static void loadMatrix(const QMatrix4x4& m)
  {
      // static to prevent glLoadMatrixf to fail on certain drivers
      static GLfloat mat[16];
      const float *data = m.constData();
      for (int index = 0; index < 16; ++index)
          mat[index] = data[index];
      glLoadMatrixf(mat);
  }

  // If one of the boxes should not be rendered, set excludeBox to its index.
  // If the main box should not be rendered, set excludeBox to -1.
  void Scene::renderBoxes(const QMatrix4x4 &view, int excludeBox)
  {
      QMatrix4x4 invView = view.inverted();

      // If multi-texturing is supported, use three saplers.
      if (glActiveTexture) {
          glActiveTexture(GL_TEXTURE0);
          m_textures[m_currentTexture]->bind();
          glActiveTexture(GL_TEXTURE2);
          m_noise->bind();
          glActiveTexture(GL_TEXTURE1);
      } else {
          m_textures[m_currentTexture]->bind();
      }

      glDisable(GL_LIGHTING);
      glDisable(GL_CULL_FACE);

      QMatrix4x4 viewRotation(view);
      viewRotation(3, 0) = viewRotation(3, 1) = viewRotation(3, 2) = 0.0f;
      viewRotation(0, 3) = viewRotation(1, 3) = viewRotation(2, 3) = 0.0f;
      viewRotation(3, 3) = 1.0f;
      loadMatrix(viewRotation);
      glScalef(20.0f, 20.0f, 20.0f);

      // Don't render the environment if the environment texture can't be set for the correct sampler.
      if (glActiveTexture) {
          m_environment->bind();
          m_environmentProgram->bind();
          m_environmentProgram->setUniformValue("tex", GLint(0));
          m_environmentProgram->setUniformValue("env", GLint(1));
          m_environmentProgram->setUniformValue("noise", GLint(2));
          m_box->draw();
          m_environmentProgram->release();
          m_environment->unbind();
      }

      loadMatrix(view);

      glEnable(GL_CULL_FACE);
      glEnable(GL_LIGHTING);

      for (int i = 0; i < m_programs.size(); ++i) {
          if (i == excludeBox)
              continue;

          glPushMatrix();
          QMatrix4x4 m;
          m.rotate(m_trackBalls[1].rotation());
          glMultMatrixf(m.constData());

          glRotatef(360.0f * i / m_programs.size(), 0.0f, 0.0f, 1.0f);
          glTranslatef(2.0f, 0.0f, 0.0f);
          glScalef(0.3f, 0.6f, 0.6f);

          if (glActiveTexture) {
              if (m_dynamicCubemap && m_cubemaps[i])
                  m_cubemaps[i]->bind();
              else
                  m_environment->bind();
          }
          m_programs[i]->bind();
          m_programs[i]->setUniformValue("tex", GLint(0));
          m_programs[i]->setUniformValue("env", GLint(1));
          m_programs[i]->setUniformValue("noise", GLint(2));
          m_programs[i]->setUniformValue("view", view);
          m_programs[i]->setUniformValue("invView", invView);
          m_box->draw();
          m_programs[i]->release();

          if (glActiveTexture) {
              if (m_dynamicCubemap && m_cubemaps[i])
                  m_cubemaps[i]->unbind();
              else
                  m_environment->unbind();
          }
          glPopMatrix();
      }

      if (-1 != excludeBox) {
          QMatrix4x4 m;
          m.rotate(m_trackBalls[0].rotation());
          glMultMatrixf(m.constData());

          if (glActiveTexture) {
              if (m_dynamicCubemap)
                  m_mainCubemap->bind();
              else
                  m_environment->bind();
          }

          m_programs[m_currentShader]->bind();
          m_programs[m_currentShader]->setUniformValue("tex", GLint(0));
          m_programs[m_currentShader]->setUniformValue("env", GLint(1));
          m_programs[m_currentShader]->setUniformValue("noise", GLint(2));
          m_programs[m_currentShader]->setUniformValue("view", view);
          m_programs[m_currentShader]->setUniformValue("invView", invView);
          m_box->draw();
          m_programs[m_currentShader]->release();

          if (glActiveTexture) {
              if (m_dynamicCubemap)
                  m_mainCubemap->unbind();
              else
                  m_environment->unbind();
          }
      }

      if (glActiveTexture) {
          glActiveTexture(GL_TEXTURE2);
          m_noise->unbind();
          glActiveTexture(GL_TEXTURE0);
      }
      m_textures[m_currentTexture]->unbind();
  }

  void Scene::setStates()
  {
      //glClearColor(0.25f, 0.25f, 0.5f, 1.0f);

      glEnable(GL_DEPTH_TEST);
      glEnable(GL_CULL_FACE);
      glEnable(GL_LIGHTING);
      //glEnable(GL_COLOR_MATERIAL);
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_NORMALIZE);

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

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

      setLights();

      float materialSpecular[] = {0.5f, 0.5f, 0.5f, 1.0f};
      glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
      glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 32.0f);
  }

  void Scene::setLights()
  {
      glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
      //float lightColour[] = {1.0f, 1.0f, 1.0f, 1.0f};
      float lightDir[] = {0.0f, 0.0f, 1.0f, 0.0f};
      //glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColour);
      //glLightfv(GL_LIGHT0, GL_SPECULAR, lightColour);
      glLightfv(GL_LIGHT0, GL_POSITION, lightDir);
      glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0f);
      glEnable(GL_LIGHT0);
  }

  void Scene::defaultStates()
  {
      //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

      glDisable(GL_DEPTH_TEST);
      glDisable(GL_CULL_FACE);
      glDisable(GL_LIGHTING);
      //glDisable(GL_COLOR_MATERIAL);
      glDisable(GL_TEXTURE_2D);
      glDisable(GL_LIGHT0);
      glDisable(GL_NORMALIZE);

      glMatrixMode(GL_MODELVIEW);
      glPopMatrix();

      glMatrixMode(GL_PROJECTION);
      glPopMatrix();

      glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0.0f);
      float defaultMaterialSpecular[] = {0.0f, 0.0f, 0.0f, 1.0f};
      glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defaultMaterialSpecular);
      glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
  }

  void Scene::renderCubemaps()
  {
      // To speed things up, only update the cubemaps for the small cubes every N frames.
      const int N = (m_updateAllCubemaps ? 1 : 3);

      QMatrix4x4 mat;
      GLRenderTargetCube::getProjectionMatrix(mat, 0.1f, 100.0f);

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

      glMatrixMode(GL_MODELVIEW);
      glPushMatrix();

      QVector3D center;

      for (int i = m_frame % N; i < m_cubemaps.size(); i += N) {
          if (0 == m_cubemaps[i])
              continue;

          float angle = 2.0f * PI * i / m_cubemaps.size();

          center = m_trackBalls[1].rotation().rotatedVector(QVector3D(std::cos(angle), std::sin(angle), 0.0f));

          for (int face = 0; face < 6; ++face) {
              m_cubemaps[i]->begin(face);

              GLRenderTargetCube::getViewMatrix(mat, face);
              QVector4D v = QVector4D(-center.x(), -center.y(), -center.z(), 1.0);
              mat.setColumn(3, mat * v);

              glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
              renderBoxes(mat, i);

              m_cubemaps[i]->end();
          }
      }

      for (int face = 0; face < 6; ++face) {
          m_mainCubemap->begin(face);
          GLRenderTargetCube::getViewMatrix(mat, face);

          glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
          renderBoxes(mat, -1);

          m_mainCubemap->end();
      }

      glPopMatrix();

      glMatrixMode(GL_PROJECTION);
      glPopMatrix();

      m_updateAllCubemaps = false;
  }

  void Scene::drawBackground(QPainter *painter, const QRectF &)
  {
      float width = float(painter->device()->width());
      float height = float(painter->device()->height());

      painter->beginNativePainting();
      setStates();

      if (m_dynamicCubemap)
          renderCubemaps();

      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      glMatrixMode(GL_PROJECTION);
      qgluPerspective(60.0, width / height, 0.01, 15.0);

      glMatrixMode(GL_MODELVIEW);

      QMatrix4x4 view;
      view.rotate(m_trackBalls[2].rotation());
      view(2, 3) -= 2.0f * std::exp(m_distExp / 1200.0f);
      renderBoxes(view);

      defaultStates();
      ++m_frame;

      painter->endNativePainting();
  }

  QPointF Scene::pixelPosToViewPos(const QPointF& p)
  {
      return QPointF(2.0 * float(p.x()) / width() - 1.0,
                     1.0 - 2.0 * float(p.y()) / height());
  }

  void Scene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
  {
      QGraphicsScene::mouseMoveEvent(event);
      if (event->isAccepted())
          return;

      if (event->buttons() & Qt::LeftButton) {
          m_trackBalls[0].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      } else {
          m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
      }

      if (event->buttons() & Qt::RightButton) {
          m_trackBalls[1].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      } else {
          m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
      }

      if (event->buttons() & Qt::MidButton) {
          m_trackBalls[2].move(pixelPosToViewPos(event->scenePos()), QQuaternion());
          event->accept();
      } else {
          m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
      }
  }

  void Scene::mousePressEvent(QGraphicsSceneMouseEvent *event)
  {
      QGraphicsScene::mousePressEvent(event);
      if (event->isAccepted())
          return;

      if (event->buttons() & Qt::LeftButton) {
          m_trackBalls[0].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      }

      if (event->buttons() & Qt::RightButton) {
          m_trackBalls[1].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      }

      if (event->buttons() & Qt::MidButton) {
          m_trackBalls[2].push(pixelPosToViewPos(event->scenePos()), QQuaternion());
          event->accept();
      }
  }

  void Scene::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
  {
      QGraphicsScene::mouseReleaseEvent(event);
      if (event->isAccepted())
          return;

      if (event->button() == Qt::LeftButton) {
          m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      }

      if (event->button() == Qt::RightButton) {
          m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
          event->accept();
      }

      if (event->button() == Qt::MidButton) {
          m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
          event->accept();
      }
  }

  void Scene::wheelEvent(QGraphicsSceneWheelEvent * event)
  {
      QGraphicsScene::wheelEvent(event);
      if (!event->isAccepted()) {
          m_distExp += event->delta();
          if (m_distExp < -8 * 120)
              m_distExp = -8 * 120;
          if (m_distExp > 10 * 120)
              m_distExp = 10 * 120;
          event->accept();
      }
  }

  void Scene::setShader(int index)
  {
      if (index >= 0 && index < m_fragmentShaders.size())
          m_currentShader = index;
  }

  void Scene::setTexture(int index)
  {
      if (index >= 0 && index < m_textures.size())
          m_currentTexture = index;
  }

  void Scene::toggleDynamicCubemap(int state)
  {
      if ((m_dynamicCubemap = (state == Qt::Checked)))
          m_updateAllCubemaps = true;
  }

  void Scene::setColorParameter(const QString &name, QRgb color)
  {
      // set the color in all programs
      foreach (QGLShaderProgram *program, m_programs) {
          program->bind();
          program->setUniformValue(program->uniformLocation(name), QColor(color));
          program->release();
      }
  }

  void Scene::setFloatParameter(const QString &name, float value)
  {
      // set the color in all programs
      foreach (QGLShaderProgram *program, m_programs) {
          program->bind();
          program->setUniformValue(program->uniformLocation(name), value);
          program->release();
      }
  }

  void Scene::newItem(ItemDialog::ItemType type)
  {
      QSize size = sceneRect().size().toSize();
      switch (type) {
      case ItemDialog::QtBoxItem:
          addItem(new QtBox(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
          break;
      case ItemDialog::CircleItem:
          addItem(new CircleItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
          break;
      case ItemDialog::SquareItem:
          addItem(new SquareItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
          break;
      default:
          break;
      }
  }