05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "logo.h"
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#include <qmath.h>
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Logo::Logo()
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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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