1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** Contact: Qt Software Information ([email protected])
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5 | **
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6 | ** This file is part of the examples of the Qt Toolkit.
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7 | **
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8 | ** $QT_BEGIN_LICENSE:LGPL$
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9 | ** Commercial Usage
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10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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11 | ** accordance with the Qt Commercial License Agreement provided with the
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12 | ** Software or, alternatively, in accordance with the terms contained in
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13 | ** a written agreement between you and Nokia.
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14 | **
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15 | ** GNU Lesser General Public License Usage
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16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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17 | ** General Public License version 2.1 as published by the Free Software
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18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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19 | ** packaging of this file. Please review the following information to
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20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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22 | **
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23 | ** In addition, as a special exception, Nokia gives you certain
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24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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26 | ** package.
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27 | **
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28 | ** GNU General Public License Usage
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29 | ** Alternatively, this file may be used under the terms of the GNU
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30 | ** General Public License version 3.0 as published by the Free Software
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31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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32 | ** packaging of this file. Please review the following information to
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33 | ** ensure the GNU General Public License version 3.0 requirements will be
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34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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35 | **
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36 | ** If you are unsure which license is appropriate for your use, please
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37 | ** contact the sales department at [email protected].
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38 | ** $QT_END_LICENSE$
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39 | **
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40 | ****************************************************************************/
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41 |
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42 | #include "glwidget.h"
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43 | #include <QPainter>
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44 | #include <math.h>
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45 |
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46 | #include "bubble.h"
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47 | #include "cl_helper.h"
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48 |
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49 |
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50 | const int bubbleNum = 8;
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51 |
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52 | inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2)
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53 | {
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54 | xOut = y1 * z2 - z1 * y2;
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55 | yOut = z1 * x2 - x1 * z2;
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56 | zOut = x1 * y2 - y1 * x2;
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57 | }
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58 |
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59 | inline void Normalize(qreal &x, qreal &y, qreal &z)
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60 | {
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61 | qreal l = sqrt(x*x + y*y + z*z);
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62 | x = x / l;
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63 | y = y / l;
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64 | z = z / l;
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65 | }
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66 |
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67 | GLWidget::GLWidget(QWidget *parent)
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68 | : QGLWidget(parent)
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69 | {
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70 | qtLogo = true;
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71 | createdVertices = 0;
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72 | createdNormals = 0;
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73 | m_vertexNumber = 0;
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74 | frames = 0;
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75 | setAttribute(Qt::WA_PaintOnScreen);
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76 | setAttribute(Qt::WA_NoSystemBackground);
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77 | setAutoBufferSwap(false);
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78 | m_showBubbles = true;
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79 | }
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80 |
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81 | GLWidget::~GLWidget()
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82 | {
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83 | if (createdVertices)
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84 | delete[] createdVertices;
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85 | if (createdNormals)
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86 | delete[] createdNormals;
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87 | }
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88 |
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89 | void GLWidget::setScaling(int scale) {
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90 |
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91 | if (scale > 50)
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92 | m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
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93 | else if (scale < 50)
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94 | m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
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95 | else
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96 | m_fScale = 1;
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97 | }
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98 |
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99 | void GLWidget::setLogo() {
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100 | qtLogo = true;
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101 | }
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102 |
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103 | void GLWidget::setTexture() {
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104 | qtLogo = false;
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105 | }
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106 |
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107 | void GLWidget::showBubbles(bool bubbles)
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108 | {
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109 | m_showBubbles = bubbles;
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110 | }
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111 |
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112 | //! [2]
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113 | void GLWidget::paintQtLogo()
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114 | {
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115 | glDisable(GL_TEXTURE_2D);
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116 | glEnableClientState(GL_VERTEX_ARRAY);
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117 | glVertexPointer(3,q_vertexTypeEnum,0, createdVertices);
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118 | glEnableClientState(GL_NORMAL_ARRAY);
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119 | glNormalPointer(q_vertexTypeEnum,0,createdNormals);
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120 | glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3);
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121 | }
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122 | //! [2]
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123 |
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124 | void GLWidget::paintTexturedCube()
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125 | {
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126 | glEnable(GL_TEXTURE_2D);
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127 | glBindTexture(GL_TEXTURE_2D, m_uiTexture);
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128 | q_vertexType afVertices[] = {
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129 | f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),
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130 | f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),
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131 | f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),
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132 | f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),
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133 |
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134 | f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(-0.5),
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135 | f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),
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136 | f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5),
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137 | f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5),
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138 |
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139 | f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),
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140 | f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),
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141 | f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),
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142 | f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5)
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143 | };
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144 | glEnableClientState(GL_VERTEX_ARRAY);
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145 | glVertexPointer(3,q_vertexTypeEnum,0,afVertices);
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146 |
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147 | q_vertexType afTexCoord[] = {
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148 | f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f),
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149 | f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f),
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150 | f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f),
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151 | f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f),
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152 |
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153 | f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f),
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154 | f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f),
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155 | f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f),
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156 | f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f),
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157 |
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158 | f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f),
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159 | f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f),
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160 | f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f),
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161 | f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f)
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162 | };
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163 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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164 | glTexCoordPointer(2,q_vertexTypeEnum,0,afTexCoord);
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165 |
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166 | q_vertexType afNormals[] = {
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167 |
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168 | f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1),
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169 | f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1),
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170 | f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1),
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171 | f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1),
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172 |
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173 | f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0),
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174 | f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0),
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175 | f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0),
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176 | f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0),
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177 |
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178 | f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0),
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179 | f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0),
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180 | f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0),
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181 | f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0)
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182 | };
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183 | glEnableClientState(GL_NORMAL_ARRAY);
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184 | glNormalPointer(q_vertexTypeEnum,0,afNormals);
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185 |
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186 | glDrawArrays(GL_TRIANGLES, 0, 36);
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187 | }
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188 |
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189 | void GLWidget::initializeGL ()
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190 | {
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191 | q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f));
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192 |
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193 | glEnable(GL_TEXTURE_2D);
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194 | glGenTextures(1, &m_uiTexture);
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195 | m_uiTexture = bindTexture(QImage(":/qt.png"));
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196 |
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197 | q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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198 | q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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199 | glEnable(GL_LIGHTING);
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200 | glEnable(GL_LIGHT0);
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201 |
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202 | q_vertexType aLightPosition[] = {f2vt(0.0f),f2vt(0.3f),f2vt(1.0f),f2vt(0.0f)};
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203 |
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204 | q_glLightv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition);
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205 | m_fAngle = 0;
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206 | m_fScale = 1;
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207 | createGeometry();
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208 | createBubbles(bubbleNum - bubbles.count());
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209 | }
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210 |
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211 | void GLWidget::paintGL()
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212 | {
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213 | createBubbles(bubbleNum - bubbles.count());
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214 |
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215 | //! [3]
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216 | QPainter painter;
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217 | painter.begin(this);
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218 |
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219 | glMatrixMode(GL_PROJECTION);
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220 | glPushMatrix();
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221 | glLoadIdentity();
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222 | //! [3]
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223 |
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224 | //! [4]
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225 | glMatrixMode(GL_MODELVIEW);
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226 | glPushMatrix();
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227 | glMatrixMode(GL_TEXTURE);
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228 | glPushMatrix();
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229 |
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230 | //Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS)
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231 | //we have to take care of the states ourselves
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232 |
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233 | q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f));
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234 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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235 | glEnable(GL_TEXTURE_2D);
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236 |
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237 | q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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238 | q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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239 | glEnable(GL_LIGHTING);
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240 | glEnable(GL_LIGHT0);
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241 |
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242 | glShadeModel(GL_FLAT);
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243 | glFrontFace(GL_CW);
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244 | glCullFace(GL_FRONT);
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245 | glEnable(GL_CULL_FACE);
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246 | glEnable(GL_DEPTH_TEST);
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247 |
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248 | glMatrixMode(GL_MODELVIEW);
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249 | glLoadIdentity();
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250 |
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251 | q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(1.0), f2vt(0.0));
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252 | q_glRotate(f2vt(m_fAngle), f2vt(1.0), f2vt(0.0), f2vt(0.0));
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253 | q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(0.0), f2vt(1.0));
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254 | q_glScale(f2vt(m_fScale), f2vt(m_fScale),f2vt(m_fScale));
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255 | q_glTranslate(f2vt(0),f2vt(-0.2),f2vt(0));
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256 |
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257 | q_vertexType matDiff[] = {f2vt(0.40), f2vt(1.0), f2vt(0.0), f2vt(1.0)};
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258 | q_glMaterialv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff);
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259 |
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260 | if (qtLogo)
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261 | paintQtLogo();
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262 | else
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263 | paintTexturedCube();
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264 | //! [4]
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265 |
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266 | //![5]
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267 | glMatrixMode(GL_MODELVIEW);
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268 | glPopMatrix();
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269 | glMatrixMode(GL_PROJECTION);
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270 | glPopMatrix();
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271 | glMatrixMode(GL_TEXTURE);
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272 | glPopMatrix();
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273 |
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274 | glDisable(GL_LIGHTING);
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275 | glDisable(GL_LIGHT0);
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276 |
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277 | glDisable(GL_DEPTH_TEST);
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278 | glDisable(GL_CULL_FACE);
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279 | //![5]
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280 |
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281 | //! [6]
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282 | if (m_showBubbles)
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283 | foreach (Bubble *bubble, bubbles) {
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284 | bubble->drawBubble(&painter);
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285 | }
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286 | //! [6]
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287 |
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288 | //! [7]
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289 | QString framesPerSecond;
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290 | framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
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291 |
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292 | painter.setPen(Qt::white);
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293 |
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294 | painter.drawText(20, 40, framesPerSecond + " fps");
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295 |
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296 | painter.end();
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297 | //! [7]
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298 |
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299 | //! [8]
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300 | swapBuffers();
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301 | //! [8]
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302 |
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303 | QMutableListIterator<Bubble*> iter(bubbles);
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304 |
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305 | while (iter.hasNext()) {
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306 | Bubble *bubble = iter.next();
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307 | bubble->move(rect());
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308 | }
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309 | if (!(frames % 100)) {
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310 | time.start();
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311 | frames = 0;
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312 | }
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313 | m_fAngle += 1.0f;
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314 | frames ++;
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315 | }
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316 |
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317 | void GLWidget::createBubbles(int number)
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318 | {
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319 | for (int i = 0; i < number; ++i) {
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320 | QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
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321 | height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
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322 | qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
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323 | QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
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324 | height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
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325 |
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326 | bubbles.append(new Bubble(position, radius, velocity));
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327 | }
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328 | }
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329 |
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330 | void GLWidget::createGeometry()
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331 | {
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332 | vertices.clear();
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333 | normals.clear();
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334 |
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335 | qreal x1 = +0.06f;
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336 | qreal y1 = -0.14f;
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337 | qreal x2 = +0.14f;
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338 | qreal y2 = -0.06f;
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339 | qreal x3 = +0.08f;
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340 | qreal y3 = +0.00f;
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341 | qreal x4 = +0.30f;
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342 | qreal y4 = +0.22f;
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343 |
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344 | quad(x1, y1, x2, y2, y2, x2, y1, x1);
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345 | quad(x3, y3, x4, y4, y4, x4, y3, x3);
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346 |
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347 | extrude(x1, y1, x2, y2);
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348 | extrude(x2, y2, y2, x2);
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349 | extrude(y2, x2, y1, x1);
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350 | extrude(y1, x1, x1, y1);
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351 | extrude(x3, y3, x4, y4);
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352 | extrude(x4, y4, y4, x4);
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353 | extrude(y4, x4, y3, x3);
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354 |
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355 | const qreal Pi = 3.14159f;
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356 | const int NumSectors = 100;
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357 |
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358 | for (int i = 0; i < NumSectors; ++i) {
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359 | qreal angle1 = (i * 2 * Pi) / NumSectors;
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360 | qreal x5 = 0.30 * sin(angle1);
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361 | qreal y5 = 0.30 * cos(angle1);
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362 | qreal x6 = 0.20 * sin(angle1);
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363 | qreal y6 = 0.20 * cos(angle1);
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364 |
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365 | qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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366 | qreal x7 = 0.20 * sin(angle2);
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367 | qreal y7 = 0.20 * cos(angle2);
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368 | qreal x8 = 0.30 * sin(angle2);
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369 | qreal y8 = 0.30 * cos(angle2);
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370 |
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371 | quad(x5, y5, x6, y6, x7, y7, x8, y8);
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372 |
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373 | extrude(x6, y6, x7, y7);
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374 | extrude(x8, y8, x5, y5);
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375 | }
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376 |
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377 | //! [1]
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378 | m_vertexNumber = vertices.size();
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379 | createdVertices = new q_vertexType[m_vertexNumber];
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380 | createdNormals = new q_vertexType[m_vertexNumber];
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381 | for (int i = 0;i < m_vertexNumber;i++) {
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382 | createdVertices[i] = f2vt(vertices.at(i) * 2);
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383 | createdNormals[i] = f2vt(normals.at(i));
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384 | }
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385 | vertices.clear();
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386 | normals.clear();
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387 | }
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388 | //! [1]
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389 |
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390 | //! [0]
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391 | void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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392 | {
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393 | qreal nx, ny, nz;
|
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394 |
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395 | vertices << x1 << y1 << -0.05f;
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396 | vertices << x2 << y2 << -0.05f;
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397 | vertices << x4 << y4 << -0.05f;
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398 |
|
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399 | vertices << x3 << y3 << -0.05f;
|
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400 | vertices << x4 << y4 << -0.05f;
|
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401 | vertices << x2 << y2 << -0.05f;
|
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402 |
|
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403 | CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0);
|
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404 | Normalize(nx, ny, nz);
|
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405 |
|
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406 | normals << nx << ny << nz;
|
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407 | normals << nx << ny << nz;
|
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408 | normals << nx << ny << nz;
|
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409 |
|
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410 | normals << nx << ny << nz;
|
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411 | normals << nx << ny << nz;
|
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412 | normals << nx << ny << nz;
|
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413 |
|
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414 | vertices << x4 << y4 << 0.05f;
|
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415 | vertices << x2 << y2 << 0.05f;
|
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416 | vertices << x1 << y1 << 0.05f;
|
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417 |
|
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418 | vertices << x2 << y2 << 0.05f;
|
---|
419 | vertices << x4 << y4 << 0.05f;
|
---|
420 | vertices << x3 << y3 << 0.05f;
|
---|
421 |
|
---|
422 | CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0);
|
---|
423 | Normalize(nx, ny, nz);
|
---|
424 |
|
---|
425 | normals << nx << ny << nz;
|
---|
426 | normals << nx << ny << nz;
|
---|
427 | normals << nx << ny << nz;
|
---|
428 |
|
---|
429 | normals << nx << ny << nz;
|
---|
430 | normals << nx << ny << nz;
|
---|
431 | normals << nx << ny << nz;
|
---|
432 | }
|
---|
433 | //! [0]
|
---|
434 |
|
---|
435 | void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
|
---|
436 | {
|
---|
437 | qreal nx, ny, nz;
|
---|
438 |
|
---|
439 | vertices << x1 << y1 << +0.05f;
|
---|
440 | vertices << x2 << y2 << +0.05f;
|
---|
441 | vertices << x1 << y1 << -0.05f;
|
---|
442 |
|
---|
443 | vertices << x2 << y2 << -0.05f;
|
---|
444 | vertices << x1 << y1 << -0.05f;
|
---|
445 | vertices << x2 << y2 << +0.05f;
|
---|
446 |
|
---|
447 | CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f);
|
---|
448 | Normalize(nx, ny, nz);
|
---|
449 |
|
---|
450 | normals << nx << ny << nz;
|
---|
451 | normals << nx << ny << nz;
|
---|
452 | normals << nx << ny << nz;
|
---|
453 |
|
---|
454 | normals << nx << ny << nz;
|
---|
455 | normals << nx << ny << nz;
|
---|
456 | normals << nx << ny << nz;
|
---|
457 | }
|
---|