2011-04-27 10:05:43 +00:00
|
|
|
/****************************************************************************
|
|
|
|
**
|
2013-01-02 11:13:29 +00:00
|
|
|
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
|
2012-09-19 12:28:29 +00:00
|
|
|
** Contact: http://www.qt-project.org/legal
|
2011-04-27 10:05:43 +00:00
|
|
|
**
|
|
|
|
** 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.
|
2012-09-19 12:28:29 +00:00
|
|
|
** * 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.
|
|
|
|
**
|
2011-04-27 10:05:43 +00:00
|
|
|
**
|
|
|
|
** 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."
|
2012-01-24 06:17:24 +00:00
|
|
|
**
|
2011-04-27 10:05:43 +00:00
|
|
|
** $QT_END_LICENSE$
|
|
|
|
**
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
#include "glwidget.h"
|
|
|
|
#include <QPainter>
|
|
|
|
#include <QPaintEngine>
|
|
|
|
#include <math.h>
|
|
|
|
|
|
|
|
#include "bubble.h"
|
|
|
|
|
|
|
|
|
|
|
|
const int bubbleNum = 8;
|
|
|
|
|
|
|
|
GLWidget::GLWidget(QWidget *parent)
|
|
|
|
: QGLWidget(parent)
|
|
|
|
{
|
|
|
|
qtLogo = true;
|
|
|
|
frames = 0;
|
|
|
|
setAttribute(Qt::WA_PaintOnScreen);
|
|
|
|
setAttribute(Qt::WA_NoSystemBackground);
|
|
|
|
setAutoBufferSwap(false);
|
|
|
|
m_showBubbles = true;
|
|
|
|
setMinimumSize(300, 250);
|
|
|
|
}
|
|
|
|
|
|
|
|
GLWidget::~GLWidget()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::setScaling(int scale) {
|
|
|
|
|
|
|
|
if (scale > 50)
|
|
|
|
m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
|
|
|
|
else if (scale < 50)
|
|
|
|
m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
|
2013-03-14 23:42:15 +00:00
|
|
|
else
|
2011-04-27 10:05:43 +00:00
|
|
|
m_fScale = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::setLogo() {
|
|
|
|
qtLogo = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::setTexture() {
|
|
|
|
qtLogo = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::showBubbles(bool bubbles)
|
|
|
|
{
|
|
|
|
m_showBubbles = bubbles;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::paintQtLogo()
|
|
|
|
{
|
|
|
|
program1.enableAttributeArray(normalAttr1);
|
|
|
|
program1.enableAttributeArray(vertexAttr1);
|
|
|
|
program1.setAttributeArray(vertexAttr1, vertices.constData());
|
|
|
|
program1.setAttributeArray(normalAttr1, normals.constData());
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
|
|
|
|
program1.disableAttributeArray(normalAttr1);
|
|
|
|
program1.disableAttributeArray(vertexAttr1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::paintTexturedCube()
|
|
|
|
{
|
|
|
|
glBindTexture(GL_TEXTURE_2D, m_uiTexture);
|
|
|
|
GLfloat afVertices[] = {
|
|
|
|
-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
|
|
|
|
0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
|
|
|
|
-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
|
|
|
|
0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
|
|
|
|
|
|
|
|
0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
|
|
|
|
0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
|
|
|
|
-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
|
|
|
|
-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
|
|
|
|
|
|
|
|
0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
|
|
|
|
-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
|
|
|
|
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
|
|
|
|
0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
|
|
|
|
};
|
|
|
|
program2.setAttributeArray(vertexAttr2, afVertices, 3);
|
|
|
|
|
|
|
|
GLfloat afTexCoord[] = {
|
|
|
|
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
|
|
|
|
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
|
|
|
|
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
|
|
|
|
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
|
|
|
|
|
|
|
|
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
|
|
|
|
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
|
|
|
|
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
|
|
|
|
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
|
|
|
|
|
|
|
|
0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
|
|
|
|
1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
|
|
|
|
1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
|
|
|
|
0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
|
|
|
|
};
|
|
|
|
program2.setAttributeArray(texCoordAttr2, afTexCoord, 2);
|
|
|
|
|
|
|
|
GLfloat afNormals[] = {
|
|
|
|
|
|
|
|
0,0,-1, 0,0,-1, 0,0,-1,
|
|
|
|
0,0,-1, 0,0,-1, 0,0,-1,
|
|
|
|
0,0,1, 0,0,1, 0,0,1,
|
|
|
|
0,0,1, 0,0,1, 0,0,1,
|
|
|
|
|
|
|
|
-1,0,0, -1,0,0, -1,0,0,
|
|
|
|
-1,0,0, -1,0,0, -1,0,0,
|
|
|
|
1,0,0, 1,0,0, 1,0,0,
|
|
|
|
1,0,0, 1,0,0, 1,0,0,
|
|
|
|
|
|
|
|
0,-1,0, 0,-1,0, 0,-1,0,
|
|
|
|
0,-1,0, 0,-1,0, 0,-1,0,
|
|
|
|
0,1,0, 0,1,0, 0,1,0,
|
|
|
|
0,1,0, 0,1,0, 0,1,0
|
|
|
|
};
|
|
|
|
program2.setAttributeArray(normalAttr2, afNormals, 3);
|
|
|
|
|
|
|
|
program2.setUniformValue(textureUniform2, 0); // use texture unit 0
|
|
|
|
|
|
|
|
program2.enableAttributeArray(vertexAttr2);
|
|
|
|
program2.enableAttributeArray(normalAttr2);
|
|
|
|
program2.enableAttributeArray(texCoordAttr2);
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
|
|
|
program2.disableAttributeArray(vertexAttr2);
|
|
|
|
program2.disableAttributeArray(normalAttr2);
|
|
|
|
program2.disableAttributeArray(texCoordAttr2);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::initializeGL ()
|
|
|
|
{
|
2014-04-24 12:36:57 +00:00
|
|
|
initializeOpenGLFunctions();
|
|
|
|
|
2011-04-27 10:05:43 +00:00
|
|
|
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
|
|
|
|
|
|
|
|
glGenTextures(1, &m_uiTexture);
|
|
|
|
m_uiTexture = bindTexture(QImage(":/qt.png"));
|
|
|
|
|
|
|
|
QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this);
|
|
|
|
const char *vsrc1 =
|
|
|
|
"attribute highp vec4 vertex;\n"
|
|
|
|
"attribute mediump vec3 normal;\n"
|
|
|
|
"uniform mediump mat4 matrix;\n"
|
|
|
|
"varying mediump vec4 color;\n"
|
|
|
|
"void main(void)\n"
|
|
|
|
"{\n"
|
|
|
|
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
|
|
|
|
" float angle = max(dot(normal, toLight), 0.0);\n"
|
|
|
|
" vec3 col = vec3(0.40, 1.0, 0.0);\n"
|
|
|
|
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
|
|
|
|
" color = clamp(color, 0.0, 1.0);\n"
|
|
|
|
" gl_Position = matrix * vertex;\n"
|
|
|
|
"}\n";
|
|
|
|
vshader1->compileSourceCode(vsrc1);
|
|
|
|
|
|
|
|
QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
|
|
|
|
const char *fsrc1 =
|
|
|
|
"varying mediump vec4 color;\n"
|
|
|
|
"void main(void)\n"
|
|
|
|
"{\n"
|
|
|
|
" gl_FragColor = color;\n"
|
|
|
|
"}\n";
|
|
|
|
fshader1->compileSourceCode(fsrc1);
|
|
|
|
|
|
|
|
program1.addShader(vshader1);
|
|
|
|
program1.addShader(fshader1);
|
|
|
|
program1.link();
|
|
|
|
|
|
|
|
vertexAttr1 = program1.attributeLocation("vertex");
|
|
|
|
normalAttr1 = program1.attributeLocation("normal");
|
|
|
|
matrixUniform1 = program1.uniformLocation("matrix");
|
|
|
|
|
|
|
|
QGLShader *vshader2 = new QGLShader(QGLShader::Vertex);
|
|
|
|
const char *vsrc2 =
|
|
|
|
"attribute highp vec4 vertex;\n"
|
|
|
|
"attribute highp vec4 texCoord;\n"
|
|
|
|
"attribute mediump vec3 normal;\n"
|
|
|
|
"uniform mediump mat4 matrix;\n"
|
|
|
|
"varying highp vec4 texc;\n"
|
|
|
|
"varying mediump float angle;\n"
|
|
|
|
"void main(void)\n"
|
|
|
|
"{\n"
|
|
|
|
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
|
|
|
|
" angle = max(dot(normal, toLight), 0.0);\n"
|
|
|
|
" gl_Position = matrix * vertex;\n"
|
|
|
|
" texc = texCoord;\n"
|
|
|
|
"}\n";
|
|
|
|
vshader2->compileSourceCode(vsrc2);
|
|
|
|
|
|
|
|
QGLShader *fshader2 = new QGLShader(QGLShader::Fragment);
|
|
|
|
const char *fsrc2 =
|
|
|
|
"varying highp vec4 texc;\n"
|
|
|
|
"uniform sampler2D tex;\n"
|
|
|
|
"varying mediump float angle;\n"
|
|
|
|
"void main(void)\n"
|
|
|
|
"{\n"
|
|
|
|
" highp vec3 color = texture2D(tex, texc.st).rgb;\n"
|
|
|
|
" color = color * 0.2 + color * 0.8 * angle;\n"
|
|
|
|
" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
|
|
|
|
"}\n";
|
|
|
|
fshader2->compileSourceCode(fsrc2);
|
|
|
|
|
|
|
|
program2.addShader(vshader2);
|
|
|
|
program2.addShader(fshader2);
|
|
|
|
program2.link();
|
|
|
|
|
|
|
|
vertexAttr2 = program2.attributeLocation("vertex");
|
|
|
|
normalAttr2 = program2.attributeLocation("normal");
|
|
|
|
texCoordAttr2 = program2.attributeLocation("texCoord");
|
|
|
|
matrixUniform2 = program2.uniformLocation("matrix");
|
|
|
|
textureUniform2 = program2.uniformLocation("tex");
|
|
|
|
|
2011-10-21 10:31:43 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
2011-04-27 10:05:43 +00:00
|
|
|
|
|
|
|
m_fAngle = 0;
|
|
|
|
m_fScale = 1;
|
|
|
|
createGeometry();
|
|
|
|
createBubbles(bubbleNum - bubbles.count());
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::paintGL()
|
|
|
|
{
|
|
|
|
createBubbles(bubbleNum - bubbles.count());
|
|
|
|
|
|
|
|
QPainter painter;
|
|
|
|
painter.begin(this);
|
|
|
|
|
|
|
|
painter.beginNativePainting();
|
|
|
|
|
|
|
|
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
2011-10-21 10:31:43 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
2011-04-27 10:05:43 +00:00
|
|
|
|
|
|
|
glFrontFace(GL_CW);
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
QMatrix4x4 modelview;
|
|
|
|
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
|
|
|
|
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
|
|
|
|
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
|
|
|
|
modelview.scale(m_fScale);
|
|
|
|
modelview.translate(0.0f, -0.2f, 0.0f);
|
|
|
|
|
|
|
|
if (qtLogo) {
|
|
|
|
program1.bind();
|
|
|
|
program1.setUniformValue(matrixUniform1, modelview);
|
|
|
|
paintQtLogo();
|
|
|
|
program1.release();
|
|
|
|
} else {
|
|
|
|
program2.bind();
|
|
|
|
program1.setUniformValue(matrixUniform2, modelview);
|
|
|
|
paintTexturedCube();
|
|
|
|
program2.release();
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
painter.endNativePainting();
|
|
|
|
|
|
|
|
if (m_showBubbles)
|
|
|
|
foreach (Bubble *bubble, bubbles) {
|
|
|
|
bubble->drawBubble(&painter);
|
|
|
|
}
|
|
|
|
|
2014-02-24 10:26:41 +00:00
|
|
|
if (const int elapsed = time.elapsed()) {
|
|
|
|
QString framesPerSecond;
|
|
|
|
framesPerSecond.setNum(frames /(elapsed / 1000.0), 'f', 2);
|
|
|
|
painter.setPen(Qt::white);
|
|
|
|
painter.drawText(20, 40, framesPerSecond + " fps");
|
|
|
|
}
|
2011-04-27 10:05:43 +00:00
|
|
|
|
|
|
|
painter.end();
|
2013-03-14 23:42:15 +00:00
|
|
|
|
2011-04-27 10:05:43 +00:00
|
|
|
swapBuffers();
|
|
|
|
|
|
|
|
QMutableListIterator<Bubble*> iter(bubbles);
|
|
|
|
|
|
|
|
while (iter.hasNext()) {
|
|
|
|
Bubble *bubble = iter.next();
|
|
|
|
bubble->move(rect());
|
|
|
|
}
|
|
|
|
if (!(frames % 100)) {
|
|
|
|
time.start();
|
|
|
|
frames = 0;
|
|
|
|
}
|
|
|
|
m_fAngle += 1.0f;
|
|
|
|
frames ++;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::createBubbles(int number)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < number; ++i) {
|
|
|
|
QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
|
|
|
|
height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
|
|
|
|
qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
|
|
|
|
QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
|
|
|
|
height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
|
|
|
|
|
|
|
|
bubbles.append(new Bubble(position, radius, velocity));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::createGeometry()
|
|
|
|
{
|
|
|
|
vertices.clear();
|
|
|
|
normals.clear();
|
|
|
|
|
|
|
|
qreal x1 = +0.06f;
|
|
|
|
qreal y1 = -0.14f;
|
|
|
|
qreal x2 = +0.14f;
|
|
|
|
qreal y2 = -0.06f;
|
|
|
|
qreal x3 = +0.08f;
|
|
|
|
qreal y3 = +0.00f;
|
|
|
|
qreal x4 = +0.30f;
|
|
|
|
qreal 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 qreal Pi = 3.14159f;
|
|
|
|
const int NumSectors = 100;
|
|
|
|
|
|
|
|
for (int i = 0; i < NumSectors; ++i) {
|
|
|
|
qreal angle1 = (i * 2 * Pi) / NumSectors;
|
|
|
|
qreal x5 = 0.30 * sin(angle1);
|
|
|
|
qreal y5 = 0.30 * cos(angle1);
|
|
|
|
qreal x6 = 0.20 * sin(angle1);
|
|
|
|
qreal y6 = 0.20 * cos(angle1);
|
|
|
|
|
|
|
|
qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
|
|
|
|
qreal x7 = 0.20 * sin(angle2);
|
|
|
|
qreal y7 = 0.20 * cos(angle2);
|
|
|
|
qreal x8 = 0.30 * sin(angle2);
|
|
|
|
qreal y8 = 0.30 * cos(angle2);
|
|
|
|
|
|
|
|
quad(x5, y5, x6, y6, x7, y7, x8, y8);
|
|
|
|
|
|
|
|
extrude(x6, y6, x7, y7);
|
|
|
|
extrude(x8, y8, x5, y5);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0;i < vertices.size();i++)
|
|
|
|
vertices[i] *= 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
|
|
|
|
{
|
|
|
|
vertices << QVector3D(x1, y1, -0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, -0.05f);
|
|
|
|
vertices << QVector3D(x4, y4, -0.05f);
|
|
|
|
|
|
|
|
vertices << QVector3D(x3, y3, -0.05f);
|
|
|
|
vertices << QVector3D(x4, y4, -0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, -0.05f);
|
|
|
|
|
|
|
|
QVector3D n = QVector3D::normal
|
|
|
|
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
|
|
|
|
vertices << QVector3D(x4, y4, 0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, 0.05f);
|
|
|
|
vertices << QVector3D(x1, y1, 0.05f);
|
|
|
|
|
|
|
|
vertices << QVector3D(x2, y2, 0.05f);
|
|
|
|
vertices << QVector3D(x4, y4, 0.05f);
|
|
|
|
vertices << QVector3D(x3, y3, 0.05f);
|
|
|
|
|
|
|
|
n = QVector3D::normal
|
|
|
|
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
|
|
|
|
{
|
|
|
|
vertices << QVector3D(x1, y1, +0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, +0.05f);
|
|
|
|
vertices << QVector3D(x1, y1, -0.05f);
|
|
|
|
|
|
|
|
vertices << QVector3D(x2, y2, -0.05f);
|
|
|
|
vertices << QVector3D(x1, y1, -0.05f);
|
|
|
|
vertices << QVector3D(x2, y2, +0.05f);
|
|
|
|
|
|
|
|
QVector3D n = QVector3D::normal
|
|
|
|
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
normals << n;
|
|
|
|
}
|