48e0c4df23
Change-Id: Ic804938fc352291d011800d21e549c10acac66fb Reviewed-by: Lars Knoll <lars.knoll@digia.com>
162 lines
6.5 KiB
C++
162 lines
6.5 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** $QT_BEGIN_LICENSE:LGPL$
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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 Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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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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