2014-08-02 17:42:15 +00:00
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/****************************************************************************
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**
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2016-01-22 12:24:00 +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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2014-08-02 17:42:15 +00:00
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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2016-01-22 12:24:00 +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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** a written agreement between you and The Qt Company. For licensing terms
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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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2014-08-02 17:42:15 +00:00
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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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2015-02-13 11:15:33 +00:00
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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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2014-08-02 17:42:15 +00:00
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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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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "logo.h"
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#include <qmath.h>
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Logo::Logo()
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: m_count(0)
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{
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m_data.resize(2500 * 6);
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const GLfloat x1 = +0.06f;
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const GLfloat y1 = -0.14f;
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const GLfloat x2 = +0.14f;
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const GLfloat y2 = -0.06f;
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const GLfloat x3 = +0.08f;
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const GLfloat y3 = +0.00f;
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const GLfloat x4 = +0.30f;
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const GLfloat y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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GLfloat angle = (i * 2 * M_PI) / NumSectors;
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GLfloat angleSin = qSin(angle);
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GLfloat angleCos = qCos(angle);
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const GLfloat x5 = 0.30f * angleSin;
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const GLfloat y5 = 0.30f * angleCos;
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const GLfloat x6 = 0.20f * angleSin;
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const GLfloat y6 = 0.20f * angleCos;
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angle = ((i + 1) * 2 * M_PI) / NumSectors;
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angleSin = qSin(angle);
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angleCos = qCos(angle);
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const GLfloat x7 = 0.20f * angleSin;
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const GLfloat y7 = 0.20f * angleCos;
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const GLfloat x8 = 0.30f * angleSin;
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const GLfloat y8 = 0.30f * angleCos;
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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}
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void Logo::add(const QVector3D &v, const QVector3D &n)
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{
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GLfloat *p = m_data.data() + m_count;
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*p++ = v.x();
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*p++ = v.y();
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*p++ = v.z();
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*p++ = n.x();
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*p++ = n.y();
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*p++ = n.z();
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m_count += 6;
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}
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void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4)
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{
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QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f));
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add(QVector3D(x1, y1, -0.05f), n);
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add(QVector3D(x4, y4, -0.05f), n);
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add(QVector3D(x2, y2, -0.05f), n);
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add(QVector3D(x3, y3, -0.05f), n);
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add(QVector3D(x2, y2, -0.05f), n);
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add(QVector3D(x4, y4, -0.05f), n);
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n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f));
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add(QVector3D(x4, y4, 0.05f), n);
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add(QVector3D(x1, y1, 0.05f), n);
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add(QVector3D(x2, y2, 0.05f), n);
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add(QVector3D(x2, y2, 0.05f), n);
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add(QVector3D(x3, y3, 0.05f), n);
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add(QVector3D(x4, y4, 0.05f), n);
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}
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void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
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{
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QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f));
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add(QVector3D(x1, y1, +0.05f), n);
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add(QVector3D(x1, y1, -0.05f), n);
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add(QVector3D(x2, y2, +0.05f), n);
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add(QVector3D(x2, y2, -0.05f), n);
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add(QVector3D(x2, y2, +0.05f), n);
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add(QVector3D(x1, y1, -0.05f), n);
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}
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