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+/****************************************************************************
+**
+** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qtlogo.h"
+
+#include <QGLWidget>
+#include <QMatrix4x4>
+#include <QVector3D>
+
+#include <qmath.h>
+
+static const qreal tee_height = 0.311126;
+static const qreal cross_width = 0.25;
+static const qreal bar_thickness = 0.113137;
+static const qreal logo_depth = 0.10;
+
+//! [0]
+struct Geometry
+{
+ QVector<GLushort> faces;
+ QVector<QVector3D> vertices;
+ QVector<QVector3D> normals;
+ void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
+ void appendFaceted(const QVector3D &a, const QVector3D &n);
+ void finalize();
+ void loadArrays() const;
+};
+//! [0]
+
+//! [1]
+class Patch
+{
+public:
+ enum Smoothing { Faceted, Smooth };
+ Patch(Geometry *);
+ void setSmoothing(Smoothing s) { sm = s; }
+ void translate(const QVector3D &t);
+ void rotate(qreal deg, QVector3D axis);
+ void draw() const;
+ void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
+ void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
+
+ GLushort start;
+ GLushort count;
+ GLushort initv;
+
+ GLfloat faceColor[4];
+ QMatrix4x4 mat;
+ Smoothing sm;
+ Geometry *geom;
+};
+//! [1]
+
+static inline void qSetColor(float colorVec[], QColor c)
+{
+ colorVec[0] = c.redF();
+ colorVec[1] = c.greenF();
+ colorVec[2] = c.blueF();
+ colorVec[3] = c.alphaF();
+}
+
+void Geometry::loadArrays() const
+{
+ glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
+ glNormalPointer(GL_FLOAT, 0, normals.constData());
+}
+
+void Geometry::finalize()
+{
+ // TODO: add vertex buffer uploading here
+
+ // Finish smoothing normals by ensuring accumulated normals are returned
+ // to length 1.0.
+ for (int i = 0; i < normals.count(); ++i)
+ normals[i].normalize();
+}
+
+void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
+{
+ // Smooth normals are achieved by averaging the normals for faces meeting
+ // at a point. First find the point in geometry already generated
+ // (working backwards, since most often the points shared are between faces
+ // recently added).
+ int v = vertices.count() - 1;
+ for ( ; v >= from; --v)
+ if (qFuzzyCompare(vertices[v], a))
+ break;
+
+ if (v < from) {
+ // The vertex was not found so add it as a new one, and initialize
+ // its corresponding normal
+ v = vertices.count();
+ vertices.append(a);
+ normals.append(n);
+ } else {
+ // Vert found, accumulate normals into corresponding normal slot.
+ // Must call finalize once finished accumulating normals
+ normals[v] += n;
+ }
+
+ // In both cases (found or not) reference the vertex via its index
+ faces.append(v);
+}
+
+void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
+{
+ // Faceted normals are achieved by duplicating the vertex for every
+ // normal, so that faces meeting at a vertex get a sharp edge.
+ int v = vertices.count();
+ vertices.append(a);
+ normals.append(n);
+ faces.append(v);
+}
+
+Patch::Patch(Geometry *g)
+ : start(g->faces.count())
+ , count(0)
+ , initv(g->vertices.count())
+ , sm(Patch::Smooth)
+ , geom(g)
+{
+ qSetColor(faceColor, QColor(Qt::darkGray));
+}
+
+void Patch::rotate(qreal deg, QVector3D axis)
+{
+ mat.rotate(deg, axis);
+}
+
+void Patch::translate(const QVector3D &t)
+{
+ mat.translate(t);
+}
+
+//! [2]
+void Patch::draw() const
+{
+ glPushMatrix();
+ glMultMatrixf(mat.constData());
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
+
+ const GLushort *indices = geom->faces.constData();
+ glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
+ glPopMatrix();
+}
+//! [2]
+
+void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
+{
+ QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
+
+ if (sm == Smooth) {
+ geom->appendSmooth(a, norm, initv);
+ geom->appendSmooth(b, norm, initv);
+ geom->appendSmooth(c, norm, initv);
+ } else {
+ geom->appendFaceted(a, norm);
+ geom->appendFaceted(b, norm);
+ geom->appendFaceted(c, norm);
+ }
+
+ count += 3;
+}
+
+void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
+{
+ QVector3D norm = QVector3D::normal(a, b, c);
+
+ if (sm == Smooth) {
+ addTri(a, b, c, norm);
+ addTri(a, c, d, norm);
+ } else {
+ // If faceted share the two common vertices
+ addTri(a, b, c, norm);
+ int k = geom->vertices.count();
+ geom->appendSmooth(a, norm, k);
+ geom->appendSmooth(c, norm, k);
+ geom->appendFaceted(d, norm);
+ count += 3;
+ }
+}
+
+static inline QVector<QVector3D> extrude(const QVector<QVector3D> &vertices, qreal depth)
+{
+ QVector<QVector3D> extr = vertices;
+ for (int v = 0; v < extr.count(); ++v)
+ extr[v].setZ(extr[v].z() - depth);
+ return extr;
+}
+
+class Rectoid
+{
+public:
+ void translate(const QVector3D &t)
+ {
+ for (int i = 0; i < parts.count(); ++i)
+ parts[i]->translate(t);
+ }
+
+ void rotate(qreal deg, QVector3D axis)
+ {
+ for (int i = 0; i < parts.count(); ++i)
+ parts[i]->rotate(deg, axis);
+ }
+
+ // No special Rectoid destructor - the parts are fetched out of this member
+ // variable, and destroyed by the new owner
+ QList<Patch *> parts;
+};
+
+class RectPrism : public Rectoid
+{
+public:
+ RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
+};
+
+RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
+{
+ enum { bl, br, tr, tl };
+ Patch *fb = new Patch(g);
+ fb->setSmoothing(Patch::Faceted);
+
+ // front face
+ QVector<QVector3D> r(4);
+ r[br].setX(width);
+ r[tr].setX(width);
+ r[tr].setY(height);
+ r[tl].setY(height);
+ QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
+ for (int i = 0; i < 4; ++i)
+ r[i] += adjToCenter;
+ fb->addQuad(r[bl], r[br], r[tr], r[tl]);
+
+ // back face
+ QVector<QVector3D> s = extrude(r, depth);
+ fb->addQuad(s[tl], s[tr], s[br], s[bl]);
+
+ // side faces
+ Patch *sides = new Patch(g);
+ sides->setSmoothing(Patch::Faceted);
+ sides->addQuad(s[bl], s[br], r[br], r[bl]);
+ sides->addQuad(s[br], s[tr], r[tr], r[br]);
+ sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
+ sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
+
+ parts << fb << sides;
+}
+
+class RectTorus : public Rectoid
+{
+public:
+ RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
+};
+
+RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
+{
+ QVector<QVector3D> inside;
+ QVector<QVector3D> outside;
+ for (int i = 0; i < k; ++i) {
+ qreal angle = (i * 2 * M_PI) / k;
+ inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
+ outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
+ }
+ inside << QVector3D(0.0, iRad, 0.0);
+ outside << QVector3D(0.0, oRad, 0.0);
+ QVector<QVector3D> in_back = extrude(inside, depth);
+ QVector<QVector3D> out_back = extrude(outside, depth);
+
+ // Create front, back and sides as separate patches so that smooth normals
+ // are generated for the curving sides, but a faceted edge is created between
+ // sides and front/back
+ Patch *front = new Patch(g);
+ for (int i = 0; i < k; ++i)
+ front->addQuad(outside[i], inside[i],
+ inside[(i + 1) % k], outside[(i + 1) % k]);
+ Patch *back = new Patch(g);
+ for (int i = 0; i < k; ++i)
+ back->addQuad(in_back[i], out_back[i],
+ out_back[(i + 1) % k], in_back[(i + 1) % k]);
+ Patch *is = new Patch(g);
+ for (int i = 0; i < k; ++i)
+ is->addQuad(in_back[i], in_back[(i + 1) % k],
+ inside[(i + 1) % k], inside[i]);
+ Patch *os = new Patch(g);
+ for (int i = 0; i < k; ++i)
+ os->addQuad(out_back[(i + 1) % k], out_back[i],
+ outside[i], outside[(i + 1) % k]);
+ parts << front << back << is << os;
+}
+
+QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
+ : QObject(parent)
+ , geom(new Geometry())
+{
+ buildGeometry(divisions, scale);
+}
+
+QtLogo::~QtLogo()
+{
+ qDeleteAll(parts);
+ delete geom;
+}
+
+void QtLogo::setColor(QColor c)
+{
+ for (int i = 0; i < parts.count(); ++i)
+ qSetColor(parts[i]->faceColor, c);
+}
+
+//! [3]
+void QtLogo::buildGeometry(int divisions, qreal scale)
+{
+ qreal cw = cross_width * scale;
+ qreal bt = bar_thickness * scale;
+ qreal ld = logo_depth * scale;
+ qreal th = tee_height *scale;
+
+ RectPrism cross(geom, cw, bt, ld);
+ RectPrism stem(geom, bt, th, ld);
+
+ QVector3D z(0.0, 0.0, 1.0);
+ cross.rotate(45.0, z);
+ stem.rotate(45.0, z);
+
+ qreal stem_downshift = (th + bt) / 2.0;
+ stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
+
+ RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
+
+ parts << stem.parts << cross.parts << body.parts;
+
+ geom->finalize();
+}
+//! [3]
+
+//! [4]
+void QtLogo::draw() const
+{
+ geom->loadArrays();
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ for (int i = 0; i < parts.count(); ++i)
+ parts[i]->draw();
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+}
+//! [4]