// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "logo.h" #include Logo::Logo() { m_data.resize(2500 * 6); const GLfloat x1 = +0.06f; const GLfloat y1 = -0.14f; const GLfloat x2 = +0.14f; const GLfloat y2 = -0.06f; const GLfloat x3 = +0.08f; const GLfloat y3 = +0.00f; const GLfloat x4 = +0.30f; const GLfloat y4 = +0.22f; quad(x1, y1, x2, y2, y2, x2, y1, x1); quad(x3, y3, x4, y4, y4, x4, y3, x3); extrude(x1, y1, x2, y2); extrude(x2, y2, y2, x2); extrude(y2, x2, y1, x1); extrude(y1, x1, x1, y1); extrude(x3, y3, x4, y4); extrude(x4, y4, y4, x4); extrude(y4, x4, y3, x3); const int NumSectors = 100; for (int i = 0; i < NumSectors; ++i) { GLfloat angle = (i * 2 * M_PI) / NumSectors; GLfloat angleSin = qSin(angle); GLfloat angleCos = qCos(angle); const GLfloat x5 = 0.30f * angleSin; const GLfloat y5 = 0.30f * angleCos; const GLfloat x6 = 0.20f * angleSin; const GLfloat y6 = 0.20f * angleCos; angle = ((i + 1) * 2 * M_PI) / NumSectors; angleSin = qSin(angle); angleCos = qCos(angle); const GLfloat x7 = 0.20f * angleSin; const GLfloat y7 = 0.20f * angleCos; const GLfloat x8 = 0.30f * angleSin; const GLfloat y8 = 0.30f * angleCos; quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } } void Logo::add(const QVector3D &v, const QVector3D &n) { GLfloat *p = m_data.data() + m_count; *p++ = v.x(); *p++ = v.y(); *p++ = v.z(); *p++ = n.x(); *p++ = n.y(); *p++ = n.z(); m_count += 6; } void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4) { QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f)); add(QVector3D(x1, y1, -0.05f), n); add(QVector3D(x4, y4, -0.05f), n); add(QVector3D(x2, y2, -0.05f), n); add(QVector3D(x3, y3, -0.05f), n); add(QVector3D(x2, y2, -0.05f), n); add(QVector3D(x4, y4, -0.05f), n); n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f)); add(QVector3D(x4, y4, 0.05f), n); add(QVector3D(x1, y1, 0.05f), n); add(QVector3D(x2, y2, 0.05f), n); add(QVector3D(x2, y2, 0.05f), n); add(QVector3D(x3, y3, 0.05f), n); add(QVector3D(x4, y4, 0.05f), n); } void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f)); add(QVector3D(x1, y1, +0.05f), n); add(QVector3D(x1, y1, -0.05f), n); add(QVector3D(x2, y2, +0.05f), n); add(QVector3D(x2, y2, -0.05f), n); add(QVector3D(x2, y2, +0.05f), n); add(QVector3D(x1, y1, -0.05f), n); }