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+/****************************************************************************
+**
+** Copyright (C) 2014 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 "logo.h"
+#include <qmath.h>
+
+Logo::Logo()
+ : m_count(0)
+{
+ 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);
+}