[556] | 1 | /****************************************************************************
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| 2 | **
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[846] | 3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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[556] | 4 | ** All rights reserved.
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| 5 | ** Contact: Nokia Corporation ([email protected])
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| 6 | **
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| 7 | ** This file is part of the examples of the Qt Toolkit.
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| 8 | **
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[846] | 9 | ** $QT_BEGIN_LICENSE:BSD$
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| 10 | ** You may use this file under the terms of the BSD license as follows:
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[556] | 11 | **
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[846] | 12 | ** "Redistribution and use in source and binary forms, with or without
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| 13 | ** modification, are permitted provided that the following conditions are
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| 14 | ** met:
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| 15 | ** * Redistributions of source code must retain the above copyright
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| 16 | ** notice, this list of conditions and the following disclaimer.
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| 17 | ** * Redistributions in binary form must reproduce the above copyright
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| 18 | ** notice, this list of conditions and the following disclaimer in
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| 19 | ** the documentation and/or other materials provided with the
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| 20 | ** distribution.
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| 21 | ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
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| 22 | ** the names of its contributors may be used to endorse or promote
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| 23 | ** products derived from this software without specific prior written
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| 24 | ** permission.
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[556] | 25 | **
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[846] | 26 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| 27 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| 28 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| 29 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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| 30 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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| 31 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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| 32 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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| 33 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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| 34 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| 35 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| 36 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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[556] | 37 | ** $QT_END_LICENSE$
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| 38 | **
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| 39 | ****************************************************************************/
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| 40 |
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| 41 | #include <QGLWidget>
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| 42 | #include <QMatrix4x4>
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| 43 | #include <QVector3D>
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| 44 |
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| 45 | #include <qmath.h>
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| 46 |
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| 47 | #include "qtlogo.h"
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| 48 |
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| 49 | static const qreal tee_height = 0.311126;
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| 50 | static const qreal cross_width = 0.25;
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| 51 | static const qreal bar_thickness = 0.113137;
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| 52 | static const qreal inside_diam = 0.20;
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| 53 | static const qreal outside_diam = 0.30;
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| 54 | static const qreal logo_depth = 0.10;
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| 55 | static const int num_divisions = 32;
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| 56 |
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| 57 | //! [0]
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| 58 | struct Geometry
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| 59 | {
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| 60 | QVector<GLushort> faces;
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| 61 | QVector<QVector3D> vertices;
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| 62 | QVector<QVector3D> normals;
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| 63 | void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
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| 64 | void appendFaceted(const QVector3D &a, const QVector3D &n);
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| 65 | void finalize();
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| 66 | void loadArrays() const;
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| 67 | };
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| 68 | //! [0]
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| 69 |
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| 70 | //! [1]
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| 71 | class Patch
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| 72 | {
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| 73 | public:
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| 74 | enum Smoothing { Faceted, Smooth };
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| 75 | Patch(Geometry *);
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| 76 | void setSmoothing(Smoothing s) { sm = s; }
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| 77 | void translate(const QVector3D &t);
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| 78 | void rotate(qreal deg, QVector3D axis);
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| 79 | void draw() const;
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| 80 | void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
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| 81 | void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
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| 82 |
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| 83 | GLushort start;
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| 84 | GLushort count;
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| 85 | GLushort initv;
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| 86 |
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| 87 | GLfloat faceColor[4];
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| 88 | QMatrix4x4 mat;
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| 89 | Smoothing sm;
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| 90 | Geometry *geom;
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| 91 | };
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| 92 | //! [1]
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| 93 |
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| 94 | static inline void qSetColor(float colorVec[], QColor c)
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| 95 | {
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| 96 | colorVec[0] = c.redF();
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| 97 | colorVec[1] = c.greenF();
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| 98 | colorVec[2] = c.blueF();
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| 99 | colorVec[3] = c.alphaF();
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| 100 | }
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| 101 |
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| 102 | void Geometry::loadArrays() const
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| 103 | {
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| 104 | glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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| 105 | glNormalPointer(GL_FLOAT, 0, normals.constData());
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| 106 | }
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| 107 |
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| 108 | void Geometry::finalize()
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| 109 | {
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| 110 | // TODO: add vertex buffer uploading here
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| 111 |
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| 112 | // Finish smoothing normals by ensuring accumulated normals are returned
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| 113 | // to length 1.0.
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| 114 | for (int i = 0; i < normals.count(); ++i)
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| 115 | normals[i].normalize();
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| 116 | }
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| 117 |
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| 118 | void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
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| 119 | {
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| 120 | // Smooth normals are acheived by averaging the normals for faces meeting
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| 121 | // at a point. First find the point in geometry already generated
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| 122 | // (working backwards, since most often the points shared are between faces
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| 123 | // recently added).
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| 124 | int v = vertices.count() - 1;
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| 125 | for ( ; v >= from; --v)
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| 126 | if (qFuzzyCompare(vertices[v], a))
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| 127 | break;
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| 128 | if (v < from)
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| 129 | {
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| 130 | // The vert was not found so add it as a new one, and initialize
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| 131 | // its corresponding normal
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| 132 | v = vertices.count();
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| 133 | vertices.append(a);
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| 134 | normals.append(n);
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| 135 | }
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| 136 | else
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| 137 | {
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| 138 | // Vert found, accumulate normals into corresponding normal slot.
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| 139 | // Must call finalize once finished accumulating normals
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| 140 | normals[v] += n;
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| 141 | }
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| 142 | // In both cases (found or not) reference the vert via its index
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| 143 | faces.append(v);
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| 144 | }
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| 145 |
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| 146 | void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
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| 147 | {
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| 148 | // Faceted normals are achieved by duplicating the vert for every
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| 149 | // normal, so that faces meeting at a vert get a sharp edge.
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| 150 | int v = vertices.count();
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| 151 | vertices.append(a);
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| 152 | normals.append(n);
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| 153 | faces.append(v);
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| 154 | }
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| 155 |
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| 156 | Patch::Patch(Geometry *g)
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| 157 | : start(g->faces.count())
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| 158 | , count(0)
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| 159 | , initv(g->vertices.count())
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| 160 | , sm(Patch::Smooth)
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| 161 | , geom(g)
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| 162 | {
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| 163 | qSetColor(faceColor, QColor(Qt::darkGray));
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| 164 | }
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| 165 |
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| 166 | void Patch::rotate(qreal deg, QVector3D axis)
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| 167 | {
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| 168 | mat.rotate(deg, axis);
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| 169 | }
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| 170 |
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| 171 | void Patch::translate(const QVector3D &t)
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| 172 | {
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| 173 | mat.translate(t);
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| 174 | }
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| 175 |
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| 176 | static inline void qMultMatrix(const QMatrix4x4 &mat)
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| 177 | {
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| 178 | if (sizeof(qreal) == sizeof(GLfloat))
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| 179 | glMultMatrixf((GLfloat*)mat.constData());
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| 180 | #ifndef QT_OPENGL_ES
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| 181 | else if (sizeof(qreal) == sizeof(GLdouble))
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| 182 | glMultMatrixd((GLdouble*)mat.constData());
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| 183 | #endif
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| 184 | else
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| 185 | {
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| 186 | GLfloat fmat[16];
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| 187 | qreal const *r = mat.constData();
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| 188 | for (int i = 0; i < 16; ++i)
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| 189 | fmat[i] = r[i];
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| 190 | glMultMatrixf(fmat);
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| 191 | }
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| 192 | }
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| 193 |
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| 194 | //! [2]
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| 195 | void Patch::draw() const
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| 196 | {
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| 197 | glPushMatrix();
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| 198 | qMultMatrix(mat);
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| 199 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
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| 200 |
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| 201 | const GLushort *indices = geom->faces.constData();
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| 202 | glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
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| 203 | glPopMatrix();
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| 204 | }
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| 205 | //! [2]
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| 206 |
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| 207 | void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
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| 208 | {
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| 209 | QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
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| 210 | if (sm == Smooth)
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| 211 | {
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| 212 | geom->appendSmooth(a, norm, initv);
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| 213 | geom->appendSmooth(b, norm, initv);
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| 214 | geom->appendSmooth(c, norm, initv);
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| 215 | }
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| 216 | else
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| 217 | {
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| 218 | geom->appendFaceted(a, norm);
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| 219 | geom->appendFaceted(b, norm);
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| 220 | geom->appendFaceted(c, norm);
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| 221 | }
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| 222 | count += 3;
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| 223 | }
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| 224 |
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| 225 | void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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| 226 | {
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| 227 | QVector3D norm = QVector3D::normal(a, b, c);
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| 228 | if (sm == Smooth)
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| 229 | {
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| 230 | addTri(a, b, c, norm);
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| 231 | addTri(a, c, d, norm);
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| 232 | }
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| 233 | else
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| 234 | {
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| 235 | // If faceted share the two common verts
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| 236 | addTri(a, b, c, norm);
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| 237 | int k = geom->vertices.count();
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| 238 | geom->appendSmooth(a, norm, k);
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| 239 | geom->appendSmooth(c, norm, k);
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| 240 | geom->appendFaceted(d, norm);
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| 241 | count += 3;
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| 242 | }
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| 243 | }
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| 244 |
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| 245 | static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth)
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| 246 | {
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| 247 | QVector<QVector3D> extr = verts;
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| 248 | for (int v = 0; v < extr.count(); ++v)
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| 249 | extr[v].setZ(extr[v].z() - depth);
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| 250 | return extr;
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| 251 | }
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| 252 |
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| 253 | class Rectoid
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| 254 | {
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| 255 | public:
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| 256 | void translate(const QVector3D &t)
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| 257 | {
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| 258 | for (int i = 0; i < parts.count(); ++i)
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| 259 | parts[i]->translate(t);
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| 260 | }
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| 261 | void rotate(qreal deg, QVector3D axis)
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| 262 | {
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| 263 | for (int i = 0; i < parts.count(); ++i)
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| 264 | parts[i]->rotate(deg, axis);
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| 265 | }
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| 266 |
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| 267 | // No special Rectoid destructor - the parts are fetched out of this member
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| 268 | // variable, and destroyed by the new owner
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| 269 | QList<Patch*> parts;
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| 270 | };
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| 271 |
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| 272 | class RectPrism : public Rectoid
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| 273 | {
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| 274 | public:
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| 275 | RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
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| 276 | };
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| 277 |
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| 278 | RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
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| 279 | {
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| 280 | enum { bl, br, tr, tl };
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| 281 | Patch *fb = new Patch(g);
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| 282 | fb->setSmoothing(Patch::Faceted);
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| 283 |
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| 284 | // front face
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| 285 | QVector<QVector3D> r(4);
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| 286 | r[br].setX(width);
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| 287 | r[tr].setX(width);
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| 288 | r[tr].setY(height);
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| 289 | r[tl].setY(height);
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| 290 | QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
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| 291 | for (int i = 0; i < 4; ++i)
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| 292 | r[i] += adjToCenter;
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| 293 | fb->addQuad(r[bl], r[br], r[tr], r[tl]);
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| 294 |
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| 295 | // back face
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| 296 | QVector<QVector3D> s = extrude(r, depth);
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| 297 | fb->addQuad(s[tl], s[tr], s[br], s[bl]);
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| 298 |
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| 299 | // side faces
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| 300 | Patch *sides = new Patch(g);
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| 301 | sides->setSmoothing(Patch::Faceted);
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| 302 | sides->addQuad(s[bl], s[br], r[br], r[bl]);
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| 303 | sides->addQuad(s[br], s[tr], r[tr], r[br]);
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| 304 | sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
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| 305 | sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
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| 306 |
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| 307 | parts << fb << sides;
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| 308 | }
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| 309 |
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| 310 | class RectTorus : public Rectoid
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| 311 | {
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| 312 | public:
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| 313 | RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
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| 314 | };
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| 315 |
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| 316 | RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
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| 317 | {
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| 318 | QVector<QVector3D> inside;
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| 319 | QVector<QVector3D> outside;
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| 320 | for (int i = 0; i < k; ++i) {
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| 321 | qreal angle = (i * 2 * M_PI) / k;
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| 322 | inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
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| 323 | outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
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| 324 | }
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| 325 | inside << QVector3D(0.0, iRad, 0.0);
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| 326 | outside << QVector3D(0.0, oRad, 0.0);
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| 327 | QVector<QVector3D> in_back = extrude(inside, depth);
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| 328 | QVector<QVector3D> out_back = extrude(outside, depth);
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| 329 |
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[846] | 330 | // Create front, back and sides as separate patches so that smooth normals
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[556] | 331 | // are generated for the curving sides, but a faceted edge is created between
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| 332 | // sides and front/back
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| 333 | Patch *front = new Patch(g);
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| 334 | for (int i = 0; i < k; ++i)
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| 335 | front->addQuad(outside[i], inside[i],
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| 336 | inside[(i + 1) % k], outside[(i + 1) % k]);
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| 337 | Patch *back = new Patch(g);
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| 338 | for (int i = 0; i < k; ++i)
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| 339 | back->addQuad(in_back[i], out_back[i],
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| 340 | out_back[(i + 1) % k], in_back[(i + 1) % k]);
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| 341 | Patch *is = new Patch(g);
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| 342 | for (int i = 0; i < k; ++i)
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| 343 | is->addQuad(in_back[i], in_back[(i + 1) % k],
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| 344 | inside[(i + 1) % k], inside[i]);
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| 345 | Patch *os = new Patch(g);
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| 346 | for (int i = 0; i < k; ++i)
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| 347 | os->addQuad(out_back[(i + 1) % k], out_back[i],
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| 348 | outside[i], outside[(i + 1) % k]);
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| 349 | parts << front << back << is << os;
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| 350 | }
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| 351 |
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| 352 | QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
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| 353 | : QObject(parent)
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| 354 | , geom(new Geometry())
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| 355 | {
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| 356 | buildGeometry(divisions, scale);
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| 357 | }
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| 358 |
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| 359 | QtLogo::~QtLogo()
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| 360 | {
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| 361 | qDeleteAll(parts);
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| 362 | delete geom;
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| 363 | }
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| 364 |
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| 365 | void QtLogo::setColor(QColor c)
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| 366 | {
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| 367 | for (int i = 0; i < parts.count(); ++i)
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| 368 | qSetColor(parts[i]->faceColor, c);
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| 369 | }
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| 370 |
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| 371 | //! [3]
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| 372 | void QtLogo::buildGeometry(int divisions, qreal scale)
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| 373 | {
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| 374 | qreal cw = cross_width * scale;
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| 375 | qreal bt = bar_thickness * scale;
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| 376 | qreal ld = logo_depth * scale;
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| 377 | qreal th = tee_height *scale;
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| 378 |
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| 379 | RectPrism cross(geom, cw, bt, ld);
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| 380 | RectPrism stem(geom, bt, th, ld);
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| 381 |
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| 382 | QVector3D z(0.0, 0.0, 1.0);
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| 383 | cross.rotate(45.0, z);
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| 384 | stem.rotate(45.0, z);
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| 385 |
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| 386 | qreal stem_downshift = (th + bt) / 2.0;
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| 387 | stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
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| 388 |
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| 389 | RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
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| 390 |
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| 391 | parts << stem.parts << cross.parts << body.parts;
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| 392 |
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| 393 | geom->finalize();
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| 394 | }
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| 395 | //! [3]
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| 396 |
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| 397 | //! [4]
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| 398 | void QtLogo::draw() const
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| 399 | {
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| 400 | geom->loadArrays();
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| 401 |
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| 402 | glEnableClientState(GL_VERTEX_ARRAY);
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| 403 | glEnableClientState(GL_NORMAL_ARRAY);
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| 404 |
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| 405 | for (int i = 0; i < parts.count(); ++i)
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| 406 | parts[i]->draw();
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| 407 |
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| 408 | glDisableClientState(GL_VERTEX_ARRAY);
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| 409 | glDisableClientState(GL_NORMAL_ARRAY);
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| 410 | }
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| 411 | //! [4]
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