/**************************************************************************** ** ** Copyright (C) 2012 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 #include #include #include static const qreal tee_height = 0.311126; static const qreal cross_width = 0.25; static const qreal bar_thickness = 0.113137; static const qreal inside_diam = 0.20; static const qreal outside_diam = 0.30; static const qreal logo_depth = 0.10; static const int num_divisions = 32; //! [0] struct Geometry { QVector faces; QVector vertices; QVector 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 extrude(const QVector &vertices, qreal depth) { QVector 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 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 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 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 inside; QVector 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 in_back = extrude(inside, depth); QVector 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]