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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the demonstration applications of the Qt Toolkit. |
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8 ** |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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10 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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15 ** |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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18 ** General Public License version 2.1 as published by the Free Software |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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20 ** packaging of this file. Please review the following information to |
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21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
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22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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23 ** |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
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26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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27 ** |
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28 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 #include "roundedbox.h" |
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43 |
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44 //============================================================================// |
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45 // P3T2N3Vertex // |
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46 //============================================================================// |
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47 |
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48 VertexDescription P3T2N3Vertex::description[] = { |
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49 {VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, position) / sizeof(float), 0, 0}, |
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50 {VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, texCoord) / sizeof(float), sizeof(QVector3D), 0}, |
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51 {VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, normal) / sizeof(float), sizeof(QVector3D) + sizeof(QVector2D), 0}, |
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52 |
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53 {VertexDescription::Null, 0, 0, 0, 0}, |
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54 }; |
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55 |
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56 //============================================================================// |
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57 // GLRoundedBox // |
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58 //============================================================================// |
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59 |
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60 float lerp(float a, float b, float t) |
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61 { |
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62 return a * (1.0f - t) + b * t; |
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63 } |
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64 |
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65 GLRoundedBox::GLRoundedBox(float r, float scale, int n) |
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66 : GLTriangleMesh<P3T2N3Vertex, unsigned short>((n+2)*(n+3)*4, (n+1)*(n+1)*24+36+72*(n+1)) |
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67 { |
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68 int vidx = 0, iidx = 0; |
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69 int vertexCountPerCorner = (n + 2) * (n + 3) / 2; |
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70 |
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71 P3T2N3Vertex *vp = m_vb.lock(); |
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72 unsigned short *ip = m_ib.lock(); |
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73 |
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74 if (!vp || !ip) { |
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75 qWarning("GLRoundedBox::GLRoundedBox: Failed to lock vertex buffer and/or index buffer."); |
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76 m_ib.unlock(); |
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77 m_vb.unlock(); |
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78 return; |
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79 } |
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80 |
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81 for (int corner = 0; corner < 8; ++corner) { |
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82 QVector3D centre(corner & 1 ? 1.0f : -1.0f, |
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83 corner & 2 ? 1.0f : -1.0f, |
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84 corner & 4 ? 1.0f : -1.0f); |
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85 int winding = (corner & 1) ^ ((corner >> 1) & 1) ^ (corner >> 2); |
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86 int offsX = ((corner ^ 1) - corner) * vertexCountPerCorner; |
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87 int offsY = ((corner ^ 2) - corner) * vertexCountPerCorner; |
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88 int offsZ = ((corner ^ 4) - corner) * vertexCountPerCorner; |
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89 |
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90 // Face polygons |
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91 if (winding) { |
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92 ip[iidx++] = vidx; |
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93 ip[iidx++] = vidx + offsX; |
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94 ip[iidx++] = vidx + offsY; |
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95 |
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96 ip[iidx++] = vidx + vertexCountPerCorner - n - 2; |
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97 ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsY; |
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98 ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsZ; |
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99 |
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100 ip[iidx++] = vidx + vertexCountPerCorner - 1; |
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101 ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsZ; |
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102 ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsX; |
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103 } |
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104 |
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105 for (int i = 0; i < n + 2; ++i) { |
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106 |
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107 // Edge polygons |
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108 if (winding && i < n + 1) { |
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109 ip[iidx++] = vidx + i + 1; |
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110 ip[iidx++] = vidx; |
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111 ip[iidx++] = vidx + offsY + i + 1; |
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112 ip[iidx++] = vidx + offsY; |
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113 ip[iidx++] = vidx + offsY + i + 1; |
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114 ip[iidx++] = vidx; |
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115 |
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116 ip[iidx++] = vidx + i; |
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117 ip[iidx++] = vidx + 2 * i + 2; |
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118 ip[iidx++] = vidx + i + offsX; |
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119 ip[iidx++] = vidx + 2 * i + offsX + 2; |
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120 ip[iidx++] = vidx + i + offsX; |
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121 ip[iidx++] = vidx + 2 * i + 2; |
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122 |
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123 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i; |
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124 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i; |
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125 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ; |
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126 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i + offsZ; |
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127 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ; |
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128 ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i; |
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129 } |
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130 |
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131 for (int j = 0; j <= i; ++j) { |
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132 QVector3D normal = QVector3D(i - j, j, n + 1 - i).normalized(); |
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133 QVector3D offset(0.5f - r, 0.5f - r, 0.5f - r); |
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134 QVector3D pos = centre * (offset + r * normal); |
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135 |
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136 vp[vidx].position = scale * pos; |
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137 vp[vidx].normal = centre * normal; |
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138 vp[vidx].texCoord = QVector2D(pos.x() + 0.5f, pos.y() + 0.5f); |
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139 |
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140 // Corner polygons |
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141 if (i < n + 1) { |
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142 ip[iidx++] = vidx; |
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143 ip[iidx++] = vidx + i + 2 - winding; |
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144 ip[iidx++] = vidx + i + 1 + winding; |
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145 } |
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146 if (i < n) { |
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147 ip[iidx++] = vidx + i + 1 + winding; |
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148 ip[iidx++] = vidx + i + 2 - winding; |
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149 ip[iidx++] = vidx + 2 * i + 4; |
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150 } |
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151 |
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152 ++vidx; |
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153 } |
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154 } |
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155 |
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156 } |
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157 |
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158 m_ib.unlock(); |
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159 m_vb.unlock(); |
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160 } |
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161 |