/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, 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 The Qt Company Ltd 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 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); }