2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2016-01-18 10:30:20 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2011-04-27 10:05:43 +00:00
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**
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** This file is part of the demonstration applications of the Qt Toolkit.
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**
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2016-01-18 10:30:20 +00:00
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** $QT_BEGIN_LICENSE:BSD$
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2012-09-19 12:28:29 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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2015-01-28 08:44:43 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
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2016-01-18 10:30:20 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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2011-04-27 10:05:43 +00:00
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "roundedbox.h"
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//============================================================================//
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// P3T2N3Vertex //
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//============================================================================//
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VertexDescription P3T2N3Vertex::description[] = {
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{VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, position) / sizeof(float), 0, 0},
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{VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, texCoord) / sizeof(float), sizeof(QVector3D), 0},
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{VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, normal) / sizeof(float), sizeof(QVector3D) + sizeof(QVector2D), 0},
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{VertexDescription::Null, 0, 0, 0, 0},
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};
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//============================================================================//
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// GLRoundedBox //
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//============================================================================//
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float lerp(float a, float b, float t)
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{
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return a * (1.0f - t) + b * t;
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}
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GLRoundedBox::GLRoundedBox(float r, float scale, int n)
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: GLTriangleMesh<P3T2N3Vertex, unsigned short>((n+2)*(n+3)*4, (n+1)*(n+1)*24+36+72*(n+1))
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{
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int vidx = 0, iidx = 0;
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int vertexCountPerCorner = (n + 2) * (n + 3) / 2;
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P3T2N3Vertex *vp = m_vb.lock();
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unsigned short *ip = m_ib.lock();
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if (!vp || !ip) {
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qWarning("GLRoundedBox::GLRoundedBox: Failed to lock vertex buffer and/or index buffer.");
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m_ib.unlock();
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m_vb.unlock();
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return;
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}
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for (int corner = 0; corner < 8; ++corner) {
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QVector3D centre(corner & 1 ? 1.0f : -1.0f,
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corner & 2 ? 1.0f : -1.0f,
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corner & 4 ? 1.0f : -1.0f);
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int winding = (corner & 1) ^ ((corner >> 1) & 1) ^ (corner >> 2);
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int offsX = ((corner ^ 1) - corner) * vertexCountPerCorner;
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int offsY = ((corner ^ 2) - corner) * vertexCountPerCorner;
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int offsZ = ((corner ^ 4) - corner) * vertexCountPerCorner;
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// Face polygons
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if (winding) {
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ip[iidx++] = vidx;
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ip[iidx++] = vidx + offsX;
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ip[iidx++] = vidx + offsY;
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ip[iidx++] = vidx + vertexCountPerCorner - n - 2;
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ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsY;
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ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsZ;
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ip[iidx++] = vidx + vertexCountPerCorner - 1;
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ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsZ;
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ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsX;
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}
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for (int i = 0; i < n + 2; ++i) {
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// Edge polygons
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if (winding && i < n + 1) {
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ip[iidx++] = vidx + i + 1;
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ip[iidx++] = vidx;
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ip[iidx++] = vidx + offsY + i + 1;
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ip[iidx++] = vidx + offsY;
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ip[iidx++] = vidx + offsY + i + 1;
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ip[iidx++] = vidx;
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ip[iidx++] = vidx + i;
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ip[iidx++] = vidx + 2 * i + 2;
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ip[iidx++] = vidx + i + offsX;
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ip[iidx++] = vidx + 2 * i + offsX + 2;
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ip[iidx++] = vidx + i + offsX;
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ip[iidx++] = vidx + 2 * i + 2;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i + offsZ;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ;
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ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i;
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}
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for (int j = 0; j <= i; ++j) {
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QVector3D normal = QVector3D(i - j, j, n + 1 - i).normalized();
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QVector3D offset(0.5f - r, 0.5f - r, 0.5f - r);
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QVector3D pos = centre * (offset + r * normal);
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vp[vidx].position = scale * pos;
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vp[vidx].normal = centre * normal;
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vp[vidx].texCoord = QVector2D(pos.x() + 0.5f, pos.y() + 0.5f);
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// Corner polygons
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if (i < n + 1) {
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ip[iidx++] = vidx;
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ip[iidx++] = vidx + i + 2 - winding;
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ip[iidx++] = vidx + i + 1 + winding;
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}
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if (i < n) {
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ip[iidx++] = vidx + i + 1 + winding;
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ip[iidx++] = vidx + i + 2 - winding;
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ip[iidx++] = vidx + 2 * i + 4;
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}
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++vidx;
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}
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}
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}
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m_ib.unlock();
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m_vb.unlock();
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}
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