author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Wed, 28 Apr 2010 13:15:16 +0300 | |
branch | RCL_3 |
changeset 15 | b25b6dc3ff8b |
parent 4 | 3b1da2848fc7 |
permissions | -rw-r--r-- |
0 | 1 |
/**************************************************************************** |
2 |
** |
|
4
3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
0
diff
changeset
|
3 |
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
0 | 4 |
** All rights reserved. |
5 |
** Contact: Nokia Corporation (qt-info@nokia.com) |
|
6 |
** |
|
7 |
** This file is part of the examples of the Qt Toolkit. |
|
8 |
** |
|
9 |
** $QT_BEGIN_LICENSE:LGPL$ |
|
10 |
** No Commercial Usage |
|
11 |
** This file contains pre-release code and may not be distributed. |
|
12 |
** You may use this file in accordance with the terms and conditions |
|
13 |
** contained in the Technology Preview License Agreement accompanying |
|
14 |
** this package. |
|
15 |
** |
|
16 |
** GNU Lesser General Public License Usage |
|
17 |
** Alternatively, this file may be used under the terms of the GNU Lesser |
|
18 |
** General Public License version 2.1 as published by the Free Software |
|
19 |
** Foundation and appearing in the file LICENSE.LGPL included in the |
|
20 |
** packaging of this file. Please review the following information to |
|
21 |
** ensure the GNU Lesser General Public License version 2.1 requirements |
|
22 |
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
|
23 |
** |
|
24 |
** In addition, as a special exception, Nokia gives you certain additional |
|
25 |
** rights. These rights are described in the Nokia Qt LGPL Exception |
|
26 |
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
|
27 |
** |
|
28 |
** If you have questions regarding the use of this file, please contact |
|
29 |
** Nokia at qt-info@nokia.com. |
|
30 |
** |
|
31 |
** |
|
32 |
** |
|
33 |
** |
|
34 |
** |
|
35 |
** |
|
36 |
** |
|
37 |
** |
|
38 |
** $QT_END_LICENSE$ |
|
39 |
** |
|
40 |
****************************************************************************/ |
|
41 |
||
42 |
#include <QGLWidget> |
|
43 |
#include <QMatrix4x4> |
|
44 |
#include <QVector3D> |
|
45 |
||
46 |
#include <qmath.h> |
|
47 |
||
48 |
#include "qtlogo.h" |
|
49 |
||
50 |
static const qreal tee_height = 0.311126; |
|
51 |
static const qreal cross_width = 0.25; |
|
52 |
static const qreal bar_thickness = 0.113137; |
|
53 |
static const qreal inside_diam = 0.20; |
|
54 |
static const qreal outside_diam = 0.30; |
|
55 |
static const qreal logo_depth = 0.10; |
|
56 |
static const int num_divisions = 32; |
|
57 |
||
58 |
//! [0] |
|
59 |
struct Geometry |
|
60 |
{ |
|
61 |
QVector<GLushort> faces; |
|
62 |
QVector<QVector3D> vertices; |
|
63 |
QVector<QVector3D> normals; |
|
64 |
void appendSmooth(const QVector3D &a, const QVector3D &n, int from); |
|
65 |
void appendFaceted(const QVector3D &a, const QVector3D &n); |
|
66 |
void finalize(); |
|
67 |
void loadArrays() const; |
|
68 |
}; |
|
69 |
//! [0] |
|
70 |
||
71 |
//! [1] |
|
72 |
class Patch |
|
73 |
{ |
|
74 |
public: |
|
75 |
enum Smoothing { Faceted, Smooth }; |
|
76 |
Patch(Geometry *); |
|
77 |
void setSmoothing(Smoothing s) { sm = s; } |
|
78 |
void translate(const QVector3D &t); |
|
79 |
void rotate(qreal deg, QVector3D axis); |
|
80 |
void draw() const; |
|
81 |
void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n); |
|
82 |
void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d); |
|
83 |
||
84 |
GLushort start; |
|
85 |
GLushort count; |
|
86 |
GLushort initv; |
|
87 |
||
88 |
GLfloat faceColor[4]; |
|
89 |
QMatrix4x4 mat; |
|
90 |
Smoothing sm; |
|
91 |
Geometry *geom; |
|
92 |
}; |
|
93 |
//! [1] |
|
94 |
||
95 |
static inline void qSetColor(float colorVec[], QColor c) |
|
96 |
{ |
|
97 |
colorVec[0] = c.redF(); |
|
98 |
colorVec[1] = c.greenF(); |
|
99 |
colorVec[2] = c.blueF(); |
|
100 |
colorVec[3] = c.alphaF(); |
|
101 |
} |
|
102 |
||
103 |
void Geometry::loadArrays() const |
|
104 |
{ |
|
105 |
glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); |
|
106 |
glNormalPointer(GL_FLOAT, 0, normals.constData()); |
|
107 |
} |
|
108 |
||
109 |
void Geometry::finalize() |
|
110 |
{ |
|
111 |
// TODO: add vertex buffer uploading here |
|
112 |
||
113 |
// Finish smoothing normals by ensuring accumulated normals are returned |
|
114 |
// to length 1.0. |
|
115 |
for (int i = 0; i < normals.count(); ++i) |
|
116 |
normals[i].normalize(); |
|
117 |
} |
|
118 |
||
119 |
void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from) |
|
120 |
{ |
|
121 |
// Smooth normals are acheived by averaging the normals for faces meeting |
|
122 |
// at a point. First find the point in geometry already generated |
|
123 |
// (working backwards, since most often the points shared are between faces |
|
124 |
// recently added). |
|
125 |
int v = vertices.count() - 1; |
|
126 |
for ( ; v >= from; --v) |
|
127 |
if (qFuzzyCompare(vertices[v], a)) |
|
128 |
break; |
|
129 |
if (v < from) |
|
130 |
{ |
|
131 |
// The vert was not found so add it as a new one, and initialize |
|
132 |
// its corresponding normal |
|
133 |
v = vertices.count(); |
|
134 |
vertices.append(a); |
|
135 |
normals.append(n); |
|
136 |
} |
|
137 |
else |
|
138 |
{ |
|
139 |
// Vert found, accumulate normals into corresponding normal slot. |
|
140 |
// Must call finalize once finished accumulating normals |
|
141 |
normals[v] += n; |
|
142 |
} |
|
143 |
// In both cases (found or not) reference the vert via its index |
|
144 |
faces.append(v); |
|
145 |
} |
|
146 |
||
147 |
void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n) |
|
148 |
{ |
|
149 |
// Faceted normals are achieved by duplicating the vert for every |
|
150 |
// normal, so that faces meeting at a vert get a sharp edge. |
|
151 |
int v = vertices.count(); |
|
152 |
vertices.append(a); |
|
153 |
normals.append(n); |
|
154 |
faces.append(v); |
|
155 |
} |
|
156 |
||
157 |
Patch::Patch(Geometry *g) |
|
158 |
: start(g->faces.count()) |
|
159 |
, count(0) |
|
160 |
, initv(g->vertices.count()) |
|
161 |
, sm(Patch::Smooth) |
|
162 |
, geom(g) |
|
163 |
{ |
|
164 |
qSetColor(faceColor, QColor(Qt::darkGray)); |
|
165 |
} |
|
166 |
||
167 |
void Patch::rotate(qreal deg, QVector3D axis) |
|
168 |
{ |
|
169 |
mat.rotate(deg, axis); |
|
170 |
} |
|
171 |
||
172 |
void Patch::translate(const QVector3D &t) |
|
173 |
{ |
|
174 |
mat.translate(t); |
|
175 |
} |
|
176 |
||
177 |
static inline void qMultMatrix(const QMatrix4x4 &mat) |
|
178 |
{ |
|
179 |
if (sizeof(qreal) == sizeof(GLfloat)) |
|
180 |
glMultMatrixf((GLfloat*)mat.constData()); |
|
181 |
#ifndef QT_OPENGL_ES |
|
182 |
else if (sizeof(qreal) == sizeof(GLdouble)) |
|
183 |
glMultMatrixd((GLdouble*)mat.constData()); |
|
184 |
#endif |
|
185 |
else |
|
186 |
{ |
|
187 |
GLfloat fmat[16]; |
|
188 |
qreal const *r = mat.constData(); |
|
189 |
for (int i = 0; i < 16; ++i) |
|
190 |
fmat[i] = r[i]; |
|
191 |
glMultMatrixf(fmat); |
|
192 |
} |
|
193 |
} |
|
194 |
||
195 |
//! [2] |
|
196 |
void Patch::draw() const |
|
197 |
{ |
|
198 |
glPushMatrix(); |
|
199 |
qMultMatrix(mat); |
|
200 |
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor); |
|
201 |
||
202 |
const GLushort *indices = geom->faces.constData(); |
|
203 |
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start); |
|
204 |
glPopMatrix(); |
|
205 |
} |
|
206 |
//! [2] |
|
207 |
||
208 |
void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n) |
|
209 |
{ |
|
210 |
QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n; |
|
211 |
if (sm == Smooth) |
|
212 |
{ |
|
213 |
geom->appendSmooth(a, norm, initv); |
|
214 |
geom->appendSmooth(b, norm, initv); |
|
215 |
geom->appendSmooth(c, norm, initv); |
|
216 |
} |
|
217 |
else |
|
218 |
{ |
|
219 |
geom->appendFaceted(a, norm); |
|
220 |
geom->appendFaceted(b, norm); |
|
221 |
geom->appendFaceted(c, norm); |
|
222 |
} |
|
223 |
count += 3; |
|
224 |
} |
|
225 |
||
226 |
void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d) |
|
227 |
{ |
|
228 |
QVector3D norm = QVector3D::normal(a, b, c); |
|
229 |
if (sm == Smooth) |
|
230 |
{ |
|
231 |
addTri(a, b, c, norm); |
|
232 |
addTri(a, c, d, norm); |
|
233 |
} |
|
234 |
else |
|
235 |
{ |
|
236 |
// If faceted share the two common verts |
|
237 |
addTri(a, b, c, norm); |
|
238 |
int k = geom->vertices.count(); |
|
239 |
geom->appendSmooth(a, norm, k); |
|
240 |
geom->appendSmooth(c, norm, k); |
|
241 |
geom->appendFaceted(d, norm); |
|
242 |
count += 3; |
|
243 |
} |
|
244 |
} |
|
245 |
||
246 |
static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth) |
|
247 |
{ |
|
248 |
QVector<QVector3D> extr = verts; |
|
249 |
for (int v = 0; v < extr.count(); ++v) |
|
250 |
extr[v].setZ(extr[v].z() - depth); |
|
251 |
return extr; |
|
252 |
} |
|
253 |
||
254 |
class Rectoid |
|
255 |
{ |
|
256 |
public: |
|
257 |
void translate(const QVector3D &t) |
|
258 |
{ |
|
259 |
for (int i = 0; i < parts.count(); ++i) |
|
260 |
parts[i]->translate(t); |
|
261 |
} |
|
262 |
void rotate(qreal deg, QVector3D axis) |
|
263 |
{ |
|
264 |
for (int i = 0; i < parts.count(); ++i) |
|
265 |
parts[i]->rotate(deg, axis); |
|
266 |
} |
|
267 |
||
268 |
// No special Rectoid destructor - the parts are fetched out of this member |
|
269 |
// variable, and destroyed by the new owner |
|
270 |
QList<Patch*> parts; |
|
271 |
}; |
|
272 |
||
273 |
class RectPrism : public Rectoid |
|
274 |
{ |
|
275 |
public: |
|
276 |
RectPrism(Geometry *g, qreal width, qreal height, qreal depth); |
|
277 |
}; |
|
278 |
||
279 |
RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth) |
|
280 |
{ |
|
281 |
enum { bl, br, tr, tl }; |
|
282 |
Patch *fb = new Patch(g); |
|
283 |
fb->setSmoothing(Patch::Faceted); |
|
284 |
||
285 |
// front face |
|
286 |
QVector<QVector3D> r(4); |
|
287 |
r[br].setX(width); |
|
288 |
r[tr].setX(width); |
|
289 |
r[tr].setY(height); |
|
290 |
r[tl].setY(height); |
|
291 |
QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0); |
|
292 |
for (int i = 0; i < 4; ++i) |
|
293 |
r[i] += adjToCenter; |
|
294 |
fb->addQuad(r[bl], r[br], r[tr], r[tl]); |
|
295 |
||
296 |
// back face |
|
297 |
QVector<QVector3D> s = extrude(r, depth); |
|
298 |
fb->addQuad(s[tl], s[tr], s[br], s[bl]); |
|
299 |
||
300 |
// side faces |
|
301 |
Patch *sides = new Patch(g); |
|
302 |
sides->setSmoothing(Patch::Faceted); |
|
303 |
sides->addQuad(s[bl], s[br], r[br], r[bl]); |
|
304 |
sides->addQuad(s[br], s[tr], r[tr], r[br]); |
|
305 |
sides->addQuad(s[tr], s[tl], r[tl], r[tr]); |
|
306 |
sides->addQuad(s[tl], s[bl], r[bl], r[tl]); |
|
307 |
||
308 |
parts << fb << sides; |
|
309 |
} |
|
310 |
||
311 |
class RectTorus : public Rectoid |
|
312 |
{ |
|
313 |
public: |
|
314 |
RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors); |
|
315 |
}; |
|
316 |
||
317 |
RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k) |
|
318 |
{ |
|
319 |
QVector<QVector3D> inside; |
|
320 |
QVector<QVector3D> outside; |
|
321 |
for (int i = 0; i < k; ++i) { |
|
322 |
qreal angle = (i * 2 * M_PI) / k; |
|
323 |
inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0); |
|
324 |
outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0); |
|
325 |
} |
|
326 |
inside << QVector3D(0.0, iRad, 0.0); |
|
327 |
outside << QVector3D(0.0, oRad, 0.0); |
|
328 |
QVector<QVector3D> in_back = extrude(inside, depth); |
|
329 |
QVector<QVector3D> out_back = extrude(outside, depth); |
|
330 |
||
331 |
// Create front, back and sides as seperate patches so that smooth normals |
|
332 |
// are generated for the curving sides, but a faceted edge is created between |
|
333 |
// sides and front/back |
|
334 |
Patch *front = new Patch(g); |
|
335 |
for (int i = 0; i < k; ++i) |
|
336 |
front->addQuad(outside[i], inside[i], |
|
337 |
inside[(i + 1) % k], outside[(i + 1) % k]); |
|
338 |
Patch *back = new Patch(g); |
|
339 |
for (int i = 0; i < k; ++i) |
|
340 |
back->addQuad(in_back[i], out_back[i], |
|
341 |
out_back[(i + 1) % k], in_back[(i + 1) % k]); |
|
342 |
Patch *is = new Patch(g); |
|
343 |
for (int i = 0; i < k; ++i) |
|
344 |
is->addQuad(in_back[i], in_back[(i + 1) % k], |
|
345 |
inside[(i + 1) % k], inside[i]); |
|
346 |
Patch *os = new Patch(g); |
|
347 |
for (int i = 0; i < k; ++i) |
|
348 |
os->addQuad(out_back[(i + 1) % k], out_back[i], |
|
349 |
outside[i], outside[(i + 1) % k]); |
|
350 |
parts << front << back << is << os; |
|
351 |
} |
|
352 |
||
353 |
QtLogo::QtLogo(QObject *parent, int divisions, qreal scale) |
|
354 |
: QObject(parent) |
|
355 |
, geom(new Geometry()) |
|
356 |
{ |
|
357 |
buildGeometry(divisions, scale); |
|
358 |
} |
|
359 |
||
360 |
QtLogo::~QtLogo() |
|
361 |
{ |
|
362 |
qDeleteAll(parts); |
|
363 |
delete geom; |
|
364 |
} |
|
365 |
||
366 |
void QtLogo::setColor(QColor c) |
|
367 |
{ |
|
368 |
for (int i = 0; i < parts.count(); ++i) |
|
369 |
qSetColor(parts[i]->faceColor, c); |
|
370 |
} |
|
371 |
||
372 |
//! [3] |
|
373 |
void QtLogo::buildGeometry(int divisions, qreal scale) |
|
374 |
{ |
|
375 |
qreal cw = cross_width * scale; |
|
376 |
qreal bt = bar_thickness * scale; |
|
377 |
qreal ld = logo_depth * scale; |
|
378 |
qreal th = tee_height *scale; |
|
379 |
||
380 |
RectPrism cross(geom, cw, bt, ld); |
|
381 |
RectPrism stem(geom, bt, th, ld); |
|
382 |
||
383 |
QVector3D z(0.0, 0.0, 1.0); |
|
384 |
cross.rotate(45.0, z); |
|
385 |
stem.rotate(45.0, z); |
|
386 |
||
387 |
qreal stem_downshift = (th + bt) / 2.0; |
|
388 |
stem.translate(QVector3D(0.0, -stem_downshift, 0.0)); |
|
389 |
||
390 |
RectTorus body(geom, 0.20, 0.30, 0.1, divisions); |
|
391 |
||
392 |
parts << stem.parts << cross.parts << body.parts; |
|
393 |
||
394 |
geom->finalize(); |
|
395 |
} |
|
396 |
//! [3] |
|
397 |
||
398 |
//! [4] |
|
399 |
void QtLogo::draw() const |
|
400 |
{ |
|
401 |
geom->loadArrays(); |
|
402 |
||
403 |
glEnableClientState(GL_VERTEX_ARRAY); |
|
404 |
glEnableClientState(GL_NORMAL_ARRAY); |
|
405 |
||
406 |
for (int i = 0; i < parts.count(); ++i) |
|
407 |
parts[i]->draw(); |
|
408 |
||
409 |
glDisableClientState(GL_VERTEX_ARRAY); |
|
410 |
glDisableClientState(GL_NORMAL_ARRAY); |
|
411 |
} |
|
412 |
//! [4] |