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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the demonstration applications of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 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 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "roundedbox.h"
+
+//============================================================================//
+// P3T2N3Vertex //
+//============================================================================//
+
+VertexDescription P3T2N3Vertex::description[] = {
+ {VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, position) / sizeof(float), 0, 0},
+ {VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, texCoord) / sizeof(float), sizeof(QVector3D), 0},
+ {VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, normal) / sizeof(float), sizeof(QVector3D) + sizeof(QVector2D), 0},
+
+ {VertexDescription::Null, 0, 0, 0, 0},
+};
+
+//============================================================================//
+// GLRoundedBox //
+//============================================================================//
+
+float lerp(float a, float b, float t)
+{
+ return a * (1.0f - t) + b * t;
+}
+
+GLRoundedBox::GLRoundedBox(float r, float scale, int n)
+ : GLTriangleMesh<P3T2N3Vertex, unsigned short>((n+2)*(n+3)*4, (n+1)*(n+1)*24+36+72*(n+1))
+{
+ int vidx = 0, iidx = 0;
+ int vertexCountPerCorner = (n + 2) * (n + 3) / 2;
+
+ P3T2N3Vertex *vp = m_vb.lock();
+ unsigned short *ip = m_ib.lock();
+
+ if (!vp || !ip) {
+ qWarning("GLRoundedBox::GLRoundedBox: Failed to lock vertex buffer and/or index buffer.");
+ m_ib.unlock();
+ m_vb.unlock();
+ return;
+ }
+
+ for (int corner = 0; corner < 8; ++corner) {
+ QVector3D centre(corner & 1 ? 1.0f : -1.0f,
+ corner & 2 ? 1.0f : -1.0f,
+ corner & 4 ? 1.0f : -1.0f);
+ int winding = (corner & 1) ^ ((corner >> 1) & 1) ^ (corner >> 2);
+ int offsX = ((corner ^ 1) - corner) * vertexCountPerCorner;
+ int offsY = ((corner ^ 2) - corner) * vertexCountPerCorner;
+ int offsZ = ((corner ^ 4) - corner) * vertexCountPerCorner;
+
+ // Face polygons
+ if (winding) {
+ ip[iidx++] = vidx;
+ ip[iidx++] = vidx + offsX;
+ ip[iidx++] = vidx + offsY;
+
+ ip[iidx++] = vidx + vertexCountPerCorner - n - 2;
+ ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsY;
+ ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsZ;
+
+ ip[iidx++] = vidx + vertexCountPerCorner - 1;
+ ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsZ;
+ ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsX;
+ }
+
+ for (int i = 0; i < n + 2; ++i) {
+
+ // Edge polygons
+ if (winding && i < n + 1) {
+ ip[iidx++] = vidx + i + 1;
+ ip[iidx++] = vidx;
+ ip[iidx++] = vidx + offsY + i + 1;
+ ip[iidx++] = vidx + offsY;
+ ip[iidx++] = vidx + offsY + i + 1;
+ ip[iidx++] = vidx;
+
+ ip[iidx++] = vidx + i;
+ ip[iidx++] = vidx + 2 * i + 2;
+ ip[iidx++] = vidx + i + offsX;
+ ip[iidx++] = vidx + 2 * i + offsX + 2;
+ ip[iidx++] = vidx + i + offsX;
+ ip[iidx++] = vidx + 2 * i + 2;
+
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i;
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i;
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ;
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i + offsZ;
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ;
+ ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i;
+ }
+
+ for (int j = 0; j <= i; ++j) {
+ QVector3D normal = QVector3D(i - j, j, n + 1 - i).normalized();
+ QVector3D offset(0.5f - r, 0.5f - r, 0.5f - r);
+ QVector3D pos = centre * (offset + r * normal);
+
+ vp[vidx].position = scale * pos;
+ vp[vidx].normal = centre * normal;
+ vp[vidx].texCoord = QVector2D(pos.x() + 0.5f, pos.y() + 0.5f);
+
+ // Corner polygons
+ if (i < n + 1) {
+ ip[iidx++] = vidx;
+ ip[iidx++] = vidx + i + 2 - winding;
+ ip[iidx++] = vidx + i + 1 + winding;
+ }
+ if (i < n) {
+ ip[iidx++] = vidx + i + 1 + winding;
+ ip[iidx++] = vidx + i + 2 - winding;
+ ip[iidx++] = vidx + 2 * i + 4;
+ }
+
+ ++vidx;
+ }
+ }
+
+ }
+
+ m_ib.unlock();
+ m_vb.unlock();
+}
+