qt5base-lts/examples/opengl/shared/qtlogo.cpp

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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** This file is part of the examples of the Qt Toolkit.
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#include <QGLWidget>
#include <QMatrix4x4>
#include <QVector3D>
#include <qmath.h>
#include "qtlogo.h"
static const qreal tee_height = 0.311126;
static const qreal cross_width = 0.25;
static const qreal bar_thickness = 0.113137;
static const qreal inside_diam = 0.20;
static const qreal outside_diam = 0.30;
static const qreal logo_depth = 0.10;
static const int num_divisions = 32;
//! [0]
struct Geometry
{
QVector<GLushort> faces;
QVector<QVector3D> vertices;
QVector<QVector3D> normals;
void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
void appendFaceted(const QVector3D &a, const QVector3D &n);
void finalize();
void loadArrays() const;
};
//! [0]
//! [1]
class Patch
{
public:
enum Smoothing { Faceted, Smooth };
Patch(Geometry *);
void setSmoothing(Smoothing s) { sm = s; }
void translate(const QVector3D &t);
void rotate(qreal deg, QVector3D axis);
void draw() const;
void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
GLushort start;
GLushort count;
GLushort initv;
GLfloat faceColor[4];
QMatrix4x4 mat;
Smoothing sm;
Geometry *geom;
};
//! [1]
static inline void qSetColor(float colorVec[], QColor c)
{
colorVec[0] = c.redF();
colorVec[1] = c.greenF();
colorVec[2] = c.blueF();
colorVec[3] = c.alphaF();
}
void Geometry::loadArrays() const
{
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glNormalPointer(GL_FLOAT, 0, normals.constData());
}
void Geometry::finalize()
{
// TODO: add vertex buffer uploading here
// Finish smoothing normals by ensuring accumulated normals are returned
// to length 1.0.
for (int i = 0; i < normals.count(); ++i)
normals[i].normalize();
}
void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
{
// Smooth normals are acheived by averaging the normals for faces meeting
// at a point. First find the point in geometry already generated
// (working backwards, since most often the points shared are between faces
// recently added).
int v = vertices.count() - 1;
for ( ; v >= from; --v)
if (qFuzzyCompare(vertices[v], a))
break;
if (v < from)
{
// The vert was not found so add it as a new one, and initialize
// its corresponding normal
v = vertices.count();
vertices.append(a);
normals.append(n);
}
else
{
// Vert found, accumulate normals into corresponding normal slot.
// Must call finalize once finished accumulating normals
normals[v] += n;
}
// In both cases (found or not) reference the vert via its index
faces.append(v);
}
void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
{
// Faceted normals are achieved by duplicating the vert for every
// normal, so that faces meeting at a vert get a sharp edge.
int v = vertices.count();
vertices.append(a);
normals.append(n);
faces.append(v);
}
Patch::Patch(Geometry *g)
: start(g->faces.count())
, count(0)
, initv(g->vertices.count())
, sm(Patch::Smooth)
, geom(g)
{
qSetColor(faceColor, QColor(Qt::darkGray));
}
void Patch::rotate(qreal deg, QVector3D axis)
{
mat.rotate(deg, axis);
}
void Patch::translate(const QVector3D &t)
{
mat.translate(t);
}
//! [2]
void Patch::draw() const
{
glPushMatrix();
Make gui/math3d classes use float rather than qreal This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
2012-08-20 19:55:40 +00:00
glMultMatrixf(mat.constData());
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
const GLushort *indices = geom->faces.constData();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
glPopMatrix();
}
//! [2]
void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
{
QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
if (sm == Smooth)
{
geom->appendSmooth(a, norm, initv);
geom->appendSmooth(b, norm, initv);
geom->appendSmooth(c, norm, initv);
}
else
{
geom->appendFaceted(a, norm);
geom->appendFaceted(b, norm);
geom->appendFaceted(c, norm);
}
count += 3;
}
void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
{
QVector3D norm = QVector3D::normal(a, b, c);
if (sm == Smooth)
{
addTri(a, b, c, norm);
addTri(a, c, d, norm);
}
else
{
// If faceted share the two common verts
addTri(a, b, c, norm);
int k = geom->vertices.count();
geom->appendSmooth(a, norm, k);
geom->appendSmooth(c, norm, k);
geom->appendFaceted(d, norm);
count += 3;
}
}
static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth)
{
QVector<QVector3D> extr = verts;
for (int v = 0; v < extr.count(); ++v)
extr[v].setZ(extr[v].z() - depth);
return extr;
}
class Rectoid
{
public:
void translate(const QVector3D &t)
{
for (int i = 0; i < parts.count(); ++i)
parts[i]->translate(t);
}
void rotate(qreal deg, QVector3D axis)
{
for (int i = 0; i < parts.count(); ++i)
parts[i]->rotate(deg, axis);
}
// No special Rectoid destructor - the parts are fetched out of this member
// variable, and destroyed by the new owner
QList<Patch*> parts;
};
class RectPrism : public Rectoid
{
public:
RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
};
RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
{
enum { bl, br, tr, tl };
Patch *fb = new Patch(g);
fb->setSmoothing(Patch::Faceted);
// front face
QVector<QVector3D> r(4);
r[br].setX(width);
r[tr].setX(width);
r[tr].setY(height);
r[tl].setY(height);
QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
for (int i = 0; i < 4; ++i)
r[i] += adjToCenter;
fb->addQuad(r[bl], r[br], r[tr], r[tl]);
// back face
QVector<QVector3D> s = extrude(r, depth);
fb->addQuad(s[tl], s[tr], s[br], s[bl]);
// side faces
Patch *sides = new Patch(g);
sides->setSmoothing(Patch::Faceted);
sides->addQuad(s[bl], s[br], r[br], r[bl]);
sides->addQuad(s[br], s[tr], r[tr], r[br]);
sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
parts << fb << sides;
}
class RectTorus : public Rectoid
{
public:
RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
};
RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
{
QVector<QVector3D> inside;
QVector<QVector3D> outside;
for (int i = 0; i < k; ++i) {
qreal angle = (i * 2 * M_PI) / k;
inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
}
inside << QVector3D(0.0, iRad, 0.0);
outside << QVector3D(0.0, oRad, 0.0);
QVector<QVector3D> in_back = extrude(inside, depth);
QVector<QVector3D> out_back = extrude(outside, depth);
// Create front, back and sides as separate patches so that smooth normals
// are generated for the curving sides, but a faceted edge is created between
// sides and front/back
Patch *front = new Patch(g);
for (int i = 0; i < k; ++i)
front->addQuad(outside[i], inside[i],
inside[(i + 1) % k], outside[(i + 1) % k]);
Patch *back = new Patch(g);
for (int i = 0; i < k; ++i)
back->addQuad(in_back[i], out_back[i],
out_back[(i + 1) % k], in_back[(i + 1) % k]);
Patch *is = new Patch(g);
for (int i = 0; i < k; ++i)
is->addQuad(in_back[i], in_back[(i + 1) % k],
inside[(i + 1) % k], inside[i]);
Patch *os = new Patch(g);
for (int i = 0; i < k; ++i)
os->addQuad(out_back[(i + 1) % k], out_back[i],
outside[i], outside[(i + 1) % k]);
parts << front << back << is << os;
}
QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
: QObject(parent)
, geom(new Geometry())
{
buildGeometry(divisions, scale);
}
QtLogo::~QtLogo()
{
qDeleteAll(parts);
delete geom;
}
void QtLogo::setColor(QColor c)
{
for (int i = 0; i < parts.count(); ++i)
qSetColor(parts[i]->faceColor, c);
}
//! [3]
void QtLogo::buildGeometry(int divisions, qreal scale)
{
qreal cw = cross_width * scale;
qreal bt = bar_thickness * scale;
qreal ld = logo_depth * scale;
qreal th = tee_height *scale;
RectPrism cross(geom, cw, bt, ld);
RectPrism stem(geom, bt, th, ld);
QVector3D z(0.0, 0.0, 1.0);
cross.rotate(45.0, z);
stem.rotate(45.0, z);
qreal stem_downshift = (th + bt) / 2.0;
stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
parts << stem.parts << cross.parts << body.parts;
geom->finalize();
}
//! [3]
//! [4]
void QtLogo::draw() const
{
geom->loadArrays();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
for (int i = 0; i < parts.count(); ++i)
parts[i]->draw();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
//! [4]