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diff --git a/src/render/geometry/qspheregeometry.cpp b/src/render/geometry/qspheregeometry.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qspheregeometry.h"
+#include "qspheregeometry_p.h"
+#include <Qt3DRenderer/qbufferfunctor.h>
+#include <Qt3DRenderer/qbuffer.h>
+#include <Qt3DRenderer/qattribute.h>
+
+#ifndef _USE_MATH_DEFINES
+# define _USE_MATH_DEFINES // For MSVC
+#endif
+
+#include <qmath.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace {
+
+QByteArray createSphereMeshVertexData(float radius, int rings, int slices)
+{
+ QByteArray bufferBytes;
+ // vec3 pos, vec2 texCoord, vec3 normal, vec4 tangent
+ const quint32 elementSize = 3 + 2 + 3 + 4;
+ const quint32 stride = elementSize * sizeof(float);
+ const int nVerts = (slices + 1) * (rings + 1);
+ bufferBytes.resize(stride * nVerts);
+
+ float* fptr = reinterpret_cast<float*>(bufferBytes.data());
+
+ const float dTheta = (M_PI * 2) / static_cast<float>( slices );
+ const float dPhi = M_PI / static_cast<float>( rings );
+ const float du = 1.0f / static_cast<float>( slices );
+ const float dv = 1.0f / static_cast<float>( rings );
+
+ // Iterate over latitudes (rings)
+ for ( int lat = 0; lat < rings + 1; ++lat )
+ {
+ const float phi = M_PI_2 - static_cast<float>( lat ) * dPhi;
+ const float cosPhi = qCos( phi );
+ const float sinPhi = qSin( phi );
+ const float v = 1.0f - static_cast<float>( lat ) * dv;
+
+ // Iterate over longitudes (slices)
+ for ( int lon = 0; lon < slices + 1; ++lon )
+ {
+ const float theta = static_cast<float>( lon ) * dTheta;
+ const float cosTheta = qCos( theta );
+ const float sinTheta = qSin( theta );
+ const float u = static_cast<float>( lon ) * du;
+
+ *fptr++ = radius * cosTheta * cosPhi;
+ *fptr++ = radius * sinPhi;
+ *fptr++ = radius * sinTheta * cosPhi;
+
+ *fptr++ = u;
+ *fptr++ = v;
+
+ *fptr++ = cosTheta * cosPhi;
+ *fptr++ = sinPhi;
+ *fptr++ = sinTheta * cosPhi;
+
+ *fptr++ = sinTheta;
+ *fptr++ = 0.0;
+ *fptr++ = -cosTheta;
+ *fptr++ = 1.0;
+ }
+ }
+ return bufferBytes;
+}
+
+QByteArray createSphereMeshIndexData(int rings, int slices)
+{
+ int faces = (slices * 2) * (rings - 2); // two tris per slice, for all middle rings
+ faces += 2 * slices; // tri per slice for both top and bottom
+
+ QByteArray indexBytes;
+ const int indices = faces * 3;
+ Q_ASSERT(indices < 65536);
+ indexBytes.resize(indices * sizeof(quint16));
+ quint16 *indexPtr = reinterpret_cast<quint16*>(indexBytes.data());
+
+ // top cap
+ {
+ const int nextRingStartIndex = slices + 1;
+ for ( int j = 0; j < slices; ++j )
+ {
+ *indexPtr++ = nextRingStartIndex + j;
+ *indexPtr++ = 0;
+ *indexPtr++ = nextRingStartIndex + j + 1;
+ }
+ }
+
+ for ( int i = 1; i < (rings - 1); ++i )
+ {
+ const int ringStartIndex = i * ( slices + 1 );
+ const int nextRingStartIndex = ( i + 1 ) * ( slices + 1 );
+
+ for ( int j = 0; j < slices; ++j )
+ {
+ // Split the quad into two triangles
+ *indexPtr++ = ringStartIndex + j;
+ *indexPtr++ = ringStartIndex + j + 1;
+ *indexPtr++ = nextRingStartIndex + j;
+ *indexPtr++ = nextRingStartIndex + j;
+ *indexPtr++ = ringStartIndex + j + 1;
+ *indexPtr++ = nextRingStartIndex + j + 1;
+ }
+ }
+
+ // bottom cap
+ {
+ const int ringStartIndex = (rings - 1) * ( slices + 1);
+ const int nextRingStartIndex = (rings) * ( slices + 1);
+ for ( int j = 0; j < slices; ++j )
+ {
+ *indexPtr++ = ringStartIndex + j + 1;
+ *indexPtr++ = nextRingStartIndex;
+ *indexPtr++ = ringStartIndex + j;
+ }
+ }
+
+ return indexBytes;
+}
+
+} // anonymous
+
+class SphereVertexDataFunctor : public QBufferFunctor
+{
+public:
+ SphereVertexDataFunctor(int rings, int slices, float radius)
+ : m_rings(rings)
+ , m_slices(slices)
+ , m_radius(radius)
+ {
+ }
+
+ QByteArray operator ()() Q_DECL_OVERRIDE
+ {
+ return createSphereMeshVertexData(m_radius, m_rings, m_slices);
+ }
+
+ bool operator ==(const QBufferFunctor &other) const Q_DECL_OVERRIDE
+ {
+ const SphereVertexDataFunctor *otherFunctor = functor_cast<SphereVertexDataFunctor>(&other);
+ if (otherFunctor != Q_NULLPTR)
+ return (otherFunctor->m_rings == m_rings &&
+ otherFunctor->m_slices == m_slices &&
+ otherFunctor->m_radius == m_radius);
+ return false;
+ }
+
+ QT3D_FUNCTOR(SphereVertexDataFunctor)
+
+private:
+ int m_rings;
+ int m_slices;
+ float m_radius;
+};
+
+class SphereIndexDataFunctor : public QBufferFunctor
+{
+public:
+ SphereIndexDataFunctor(int rings, int slices)
+ : m_rings(rings)
+ , m_slices(slices)
+ {
+ }
+
+ QByteArray operator ()() Q_DECL_OVERRIDE
+ {
+ return createSphereMeshIndexData(m_rings, m_slices);
+ }
+
+ bool operator ==(const QBufferFunctor &other) const Q_DECL_OVERRIDE
+ {
+ const SphereIndexDataFunctor *otherFunctor = functor_cast<SphereIndexDataFunctor>(&other);
+ if (otherFunctor != Q_NULLPTR)
+ return (otherFunctor->m_rings == m_rings &&
+ otherFunctor->m_slices == m_slices);
+ return false;
+ }
+
+ QT3D_FUNCTOR(SphereIndexDataFunctor)
+
+private:
+ int m_rings;
+ int m_slices;
+};
+
+QSphereGeometryPrivate::QSphereGeometryPrivate()
+ : QGeometryPrivate()
+ , m_generateTangents(false)
+ , m_rings(16)
+ , m_slices(16)
+ , m_radius(1.0f)
+ , m_positionAttribute(Q_NULLPTR)
+ , m_normalAttribute(Q_NULLPTR)
+ , m_texCoordAttribute(Q_NULLPTR)
+ , m_tangentAttribute(Q_NULLPTR)
+ , m_indexAttribute(Q_NULLPTR)
+ , m_vertexBuffer(Q_NULLPTR)
+ , m_indexBuffer(Q_NULLPTR)
+{
+}
+
+void QSphereGeometryPrivate::init()
+{
+ Q_Q(QSphereGeometry);
+ m_positionAttribute = new QAttribute(q);
+ m_normalAttribute = new QAttribute(q);
+ m_texCoordAttribute = new QAttribute(q);
+ m_tangentAttribute = new QAttribute(q);
+ m_indexAttribute = new QAttribute(q);
+ m_vertexBuffer = new QBuffer(QBuffer::VertexBuffer, q);
+ m_indexBuffer = new QBuffer(QBuffer::IndexBuffer, q);
+
+ // vec3 pos, vec2 tex, vec3 normal, vec4 tangent
+ const quint32 elementSize = 3 + 2 + 3 + 4;
+ const quint32 stride = elementSize * sizeof(float);
+ const int nVerts = (m_slices + 1) * (m_rings + 1);
+ const int faces = (m_slices * 2) * (m_rings - 2) + (2 * m_slices);
+
+ m_positionAttribute->setName(QAttribute::defaultPositionAttributeName());
+ m_positionAttribute->setDataType(QAttribute::Float);
+ m_positionAttribute->setDataSize(3);
+ m_positionAttribute->setAttributeType(QAttribute::VertexAttribute);
+ m_positionAttribute->setBuffer(m_vertexBuffer);
+ m_positionAttribute->setByteStride(stride);
+ m_positionAttribute->setCount(nVerts);
+
+ m_texCoordAttribute->setName(QAttribute::defaultTextureCoordinateAttributeName());
+ m_texCoordAttribute->setDataType(QAttribute::Float);
+ m_texCoordAttribute->setDataSize(2);
+ m_texCoordAttribute->setAttributeType(QAttribute::VertexAttribute);
+ m_texCoordAttribute->setBuffer(m_vertexBuffer);
+ m_texCoordAttribute->setByteStride(stride);
+ m_texCoordAttribute->setByteOffset(3 * sizeof(float));
+ m_texCoordAttribute->setCount(nVerts);
+
+ m_normalAttribute->setName(QAttribute::defaultNormalAttributeName());
+ m_normalAttribute->setDataType(QAttribute::Float);
+ m_normalAttribute->setDataSize(3);
+ m_normalAttribute->setAttributeType(QAttribute::VertexAttribute);
+ m_normalAttribute->setBuffer(m_vertexBuffer);
+ m_normalAttribute->setByteStride(stride);
+ m_normalAttribute->setByteOffset(5 * sizeof(float));
+ m_normalAttribute->setCount(nVerts);
+
+ m_tangentAttribute->setName(QAttribute::defaultTangentAttributeName());
+ m_tangentAttribute->setDataType(QAttribute::Float);
+ m_tangentAttribute->setDataSize(4);
+ m_tangentAttribute->setAttributeType(QAttribute::VertexAttribute);
+ m_tangentAttribute->setBuffer(m_vertexBuffer);
+ m_tangentAttribute->setByteStride(stride);
+ m_tangentAttribute->setByteOffset(8 * sizeof(float));
+ m_tangentAttribute->setCount(nVerts);
+
+ m_indexAttribute->setAttributeType(QAttribute::IndexAttribute);
+ m_indexAttribute->setDataType(QAttribute::UnsignedShort);
+ m_indexAttribute->setBuffer(m_indexBuffer);
+
+ m_indexAttribute->setCount(faces * 3);
+
+ m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new SphereVertexDataFunctor(m_rings, m_slices, m_radius)));
+ m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new SphereIndexDataFunctor(m_rings, m_slices)));
+
+ q->addAttribute(m_positionAttribute);
+ q->addAttribute(m_texCoordAttribute);
+ q->addAttribute(m_normalAttribute);
+ if (m_generateTangents)
+ q->addAttribute(m_tangentAttribute);
+ q->addAttribute(m_indexAttribute);
+}
+
+QSphereGeometry::QSphereGeometry(QNode *parent)
+ : QGeometry(*new QSphereGeometryPrivate(), parent)
+{
+ Q_D(QSphereGeometry);
+ d->init();
+}
+
+QSphereGeometry::QSphereGeometry(QSphereGeometryPrivate &dd, QNode *parent)
+ : QGeometry(dd, parent)
+{
+ Q_D(QSphereGeometry);
+ d->init();
+}
+
+QSphereGeometry::~QSphereGeometry()
+{
+ QGeometry::cleanup();
+}
+
+void QSphereGeometry::updateVertices()
+{
+ Q_D(QSphereGeometry);
+ const int nVerts = (d->m_slices + 1) * (d->m_rings + 1);
+ d->m_positionAttribute->setCount(nVerts);
+ d->m_texCoordAttribute->setCount(nVerts);
+ d->m_normalAttribute->setCount(nVerts);
+ d->m_tangentAttribute->setCount(nVerts);
+ d->m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new SphereVertexDataFunctor(d->m_rings, d->m_slices, d->m_radius)));
+}
+
+void QSphereGeometry::updateIndices()
+{
+ Q_D(QSphereGeometry);
+ const int faces = (d->m_slices * 2) * (d->m_rings - 2) + (2 * d->m_slices);
+ d->m_indexAttribute->setCount(faces * 3);
+ d->m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new SphereIndexDataFunctor(d->m_rings, d->m_slices)));
+
+}
+
+void QSphereGeometry::setRings(int rings)
+{
+ Q_D(QSphereGeometry);
+ if (rings != d->m_rings) {
+ d->m_rings = rings;
+ updateVertices();
+ updateIndices();
+ emit ringsChanged();
+ }
+}
+
+void QSphereGeometry::setSlices(int slices)
+{
+ Q_D(QSphereGeometry);
+ if (slices != d->m_slices) {
+ d->m_slices = slices;
+ updateVertices();
+ updateIndices();
+ emit slicesChanged();
+ }
+}
+
+void QSphereGeometry::setRadius(float radius)
+{
+ Q_D(QSphereGeometry);
+ if (radius != d->m_radius) {
+ d->m_radius = radius;
+ updateVertices();
+ emit radiusChanged();
+ }
+}
+
+void QSphereGeometry::setGenerateTangents(bool gen)
+{
+ Q_D(QSphereGeometry);
+ if (d->m_generateTangents != gen) {
+ if (d->m_generateTangents)
+ removeAttribute(d->m_tangentAttribute);
+ d->m_generateTangents = gen;
+ if (d->m_generateTangents)
+ addAttribute(d->m_tangentAttribute);
+ emit generateTangentsChanged();
+ }
+}
+
+bool QSphereGeometry::generateTangents() const
+{
+ Q_D(const QSphereGeometry);
+ return d->m_generateTangents;
+}
+
+int QSphereGeometry::rings() const
+{
+ Q_D(const QSphereGeometry);
+ return d->m_rings;
+}
+
+int QSphereGeometry::slices() const
+{
+ Q_D(const QSphereGeometry);
+ return d->m_slices;
+}
+
+float QSphereGeometry::radius() const
+{
+ Q_D(const QSphereGeometry);
+ return d->m_radius;
+}
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+